shithub: rott

ref: c6da73fdd9464580baa8461952480d17e580ae1a
dir: /src/rt_playr.c/

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/*
Copyright (C) 1994-1995 Apogee Software, Ltd.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include "rt_def.h"
#include "watcom.h"
#include "rt_sound.h"
#include "gmove.h"
#include "states.h"
#include "rt_sqrt.h"
#include "rt_actor.h"
#include "rt_main.h"
#include "rt_playr.h"
#include "isr.h"
#include "rt_draw.h"
#include "rt_ted.h"
#include "rt_door.h"
#include "rt_menu.h"
#include "rt_view.h"
#include "rt_com.h"
#include "rt_in.h"
#include "rt_util.h"
#include "rt_game.h"
#include "rt_rand.h"
#include "z_zone.h"
#include "engine.h"
#include "_rt_play.h"
#include "rt_cfg.h"
#include "rt_floor.h"
#include "develop.h"
#include "rt_msg.h"
#include "rt_debug.h"
#include "sprites.h"
#include "rt_net.h"
#include "rt_dmand.h"
//MED
#include "memcheck.h"


#define FLYINGZMOM  350000

extern boolean usejump;


specials CurrentSpecialsTimes =
{
    60*VBLCOUNTER, // god
    60*VBLCOUNTER, // dog
    20*VBLCOUNTER, // shrooms
    20*VBLCOUNTER, // elasto
    60*VBLCOUNTER, // asbestos vest
    60*VBLCOUNTER, // bullet proof vest
    GASTICS, // gas mask
    60*VBLCOUNTER, // mercury mode

    300*VBLCOUNTER, // god respawn
    60*VBLCOUNTER, // dog respawn
    60*VBLCOUNTER, // shrooms respawn
    60*VBLCOUNTER, // elasto respawn
    60*VBLCOUNTER, // asbestos vest respawn
    60*VBLCOUNTER, // bullet proof vest respawn
    60*VBLCOUNTER, // gas mask respawn
    60*VBLCOUNTER  // mercury mode respawn
};

int GRAVITY = NORMAL_GRAVITY;

ROTTCHARS characters[5]= {
    {0x2100,0x4800,100,2,25},  // Taradino Cassatt
    {0x2200,0x5200,85,3,32},   // Thi Barrett
    {0x1f00,0x4000,150,3,20},  // Doug Wendt
    {0x2300,0x5500,70,2,33},   // Lorelei Ni
    {0x2000,0x4400,120,3,25}
}; // Ian Paul Freeley

static const int TD = MINACTORDIST+0x1000;
static const int STRAFEAMOUNT = ((KEYBOARDNORMALTURNAMOUNT >> 10) + (KEYBOARDNORMALTURNAMOUNT >> 12));


static const int GODYZANGLE     = -(9*FINEANGLES/360);
static const int DOGYZANGLE     =  (4*FINEANGLES/360);
static const int SHROOMYZANGLE  =  (15*FINEANGLES/360);
static const int FALLINGYZANGLE = -(15*FINEANGLES/360);
static const int NORMALYZANGLE  = 0;


/*
=============================================================================

			GLOBAL VARIABLES

=============================================================================
*/

int controlbuf[3];
int buttonbits;
extern _2Dpoint LASTSOUND;
//
// player state info
//

statobj_t      *DEADPLAYER[MAXDEAD];
int            NUMDEAD;
int            lastpolltime;

statobj_t      *BulletHoles[MAXBULLETS];
int            BulletHoleNum;

objtype        *PLAYER[MAXPLAYERS],*player;
playertype     PLAYERSTATE[MAXPLAYERS],*locplayerstate;

gametype       gamestate;

boolean        godmode = false;

boolean       missilecam=false;
objtype       * missobj=NULL;
// Player control variables

int KX = 0;
int KY = 0;
int MX = 0;
int MY = 0;
int JX = 0;
int JY = 0;
int CX = 0;
int CY = 0;
boolean vrenabled = false;
int VX = 0;
int VY = 0;

int leftmom = 0;
int rightmom = 0;
int lastmom = 0;
int first    = 1;

int pausedstartedticcount;
boolean RefreshPause = true;

boolean  buttonpoll[NUMBUTTONS];

int      buttonscan[NUMBUTTONS] = {sc_Control, sc_Alt, sc_RShift, sc_Space,
                                   sc_PgUp,sc_PgDn,sc_Enter,sc_Delete,
                                   sc_Home,sc_End,sc_1,sc_2,sc_3,sc_4,
                                   sc_CapsLock, sc_F12,
                                   sc_Comma,sc_Period,sc_BackSpace,sc_A,
                                   sc_UpArrow, sc_RightArrow,
                                   sc_DownArrow, sc_LeftArrow,
                                   sc_Tab, sc_T, sc_Z
                                  };

int      joyxmax = 0, joyymax = 0, joyxmin = 0, joyymin = 0;

int      buttonmouse[6] = {bt_attack, bt_strafe, di_north,
                           bt_nobutton, bt_use, bt_nobutton
                          };

int      buttonjoy[8] = {bt_attack, bt_strafe, bt_run, bt_use,
                         bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton
                        };

williamdidthis FREE = {84,5,0,0,9,{{done,2,1},{done,2,2},{done,2,3},
        {done,2,4},{done,2,5},{done,2,6},{done,2,7},{done,2,8},
        {reset,2,9}
    }
};

williamdidthis DOGSCRATCH = {128,5,0,0,4,{{done,2,8},{at_pulltrigger,2,9},{done,2,10},
        {reset,2,11}
    }
};

williamdidthis DOGLICK =    {128,5,0,0,4,{{done,2,4},{done,2,5},{done,2,6},
        {reset,2,7}
    }
};


williamdidthis WEAPONS[MAXWEAPONS] =

{
    {100,-1,10,0x2000l,3,{{at_pulltrigger,4,1},{done,4,2},{reset,4,0}}}, //single pistol
    {   100,-1,10,0x2000l,6,{{at_pulltrigger,2,1},{done,2,2},{done,2,3},
            {at_pulltrigger,2,4},{done,2,5},{reset,2,3}
        }
    }, // double pistol
    {70,-1,10,0x2000l,2,{{at_pulltrigger,2,1},{reset,1,2}}}, //mp 40
    {80,5,10,0x50000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,3},{reset2,6,0}}}, //bazooka
    {80,5,10,0x10000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,3},{reset2,6,0}}}, //firebomb
    {80,5,10,0x50000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,3},{reset2,6,0}}}, //heatseeker
    {80,5,10,0x10000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,3},{reset2,6,0}}}, //drunk
    {80,5,7,0x10000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,2},{reset2,6,0}}}, // firewall
    {   125,5,7,0x10000l,7,{{done,3,1},{done,3,2},{done,3,3},{done,3,4},
            {at_missileweapon,3,5},{done,3,6},{reset,3,7}
        }
    },	//GODHAND

#if (SHAREWARE == 0)
    {80,5,7,0x10000l,4,{{at_missileweapon,2,1},{done,2,2},{reset,2,3},{reset2,6,0}}}, //split
    {   80,5,7,0x10000l,9,{{done,5,1},{done,5,2},{done,5,3},{done,5,4},
            {at_missileweapon,10,5},{done,5,4},{done,5,3}, // kes
            {done,5,2},{reset,5,1}
        }
    },
    {   200,5,7,0x10000l,6,{{done,1,1},{done,1,2},{at_pulltrigger,1,3},{at_pulltrigger,1,4},
            {at_pulltrigger,1,5},{reset,1,6}
        }
    },	//BAT
    {128,5,7,0x10000l,3,{{done,2,1},{at_pulltrigger,2,2},{reset,2,3}}}
#endif
};



/*
=============================================================================

					LOCAL FUNCTION PROTOTYPES and VARIABLES

=============================================================================
*/

void     CheckPlayerSpecials(objtype * ob);
void     CheckWeaponStates(objtype * ob);
boolean  CheckSprite (statobj_t*,int *);
void     T_Tag (objtype *ob);
void     T_Player (objtype *ob);
void     T_BatBlast(objtype*ob);
void     T_Attack (objtype *ob);
void     T_Free (objtype *ob);
void     T_DogUse (objtype *ob);
void     PlayerMove(objtype * ob);
void     Thrust (objtype * ob);
void     CheckWeaponChange (objtype * ob);
void     PlayerMissileAttack(objtype* );
void     Cmd_Use(objtype*);
//void     ComError (char *error, ...);
int      FinddTopYZANGLELIMITvalue(objtype *ob);

statetype s_free = {false,0,0,T_Free,0,&s_free};
statetype s_inelevator = {false,0,420,T_Player,0,&s_player};

#if (SHAREWARE == 0)
statetype s_dogwait = {true,SERIALDOG_W11,50,T_Player,SF_DOGSTATE,&s_serialdog};

statetype s_doguse = {true,SERIALDOG_W11,140,T_DogUse,SF_DOGSTATE,&s_serialdog};
statetype s_doglick = {true,SERIALDOG_W11,0,T_DogLick,SF_DOGSTATE,&s_doglick};
#endif

statetype s_tag = {false,CASSATT_S1,20,T_Tag,0,&s_player};

//
// curent user input
//

static int turnheldtime;
static int turnaround = 0;
static int turnaroundtime;

//
// Double Click variables
//

static int  DoubleClickTimer[ 3 ]   = { 0 };
static byte DoubleClickCount[ 3 ]   = { 0 };
static byte DoubleClickPressed[ 3 ] = { false };
static int  JoyDblClickTimer[ 4 ]   = { 0 };
static byte JoyDblClickCount[ 4 ]   = { 0 };
static byte JoyDblClickPressed[ 4 ] = { false };


static int PlayerRecording=-1;
static int nettics;

void Move_Player_From_Exit_To_Start(objtype *ob);
void CheckTagGame(objtype *actor1,objtype*actor2);
void CheckFlying(objtype*ob,playertype *pstate);

/*
===============
=
= LoadPlayer
=
===============
*/
void LoadPlayer ( void )
{
    memset (locplayerstate->buttonstate, 0, sizeof(locplayerstate->buttonstate));
    locplayerstate->anglefrac=player->angle<<ANGLEBITS;
    areabyplayer[player->areanumber]=true;
    ConnectAreas();
}


int MaxHitpointsForCharacter(playertype*pstate)
{
    if (BATTLEMODE && (gamestate.BattleOptions.HitPoints != bo_character_hitpoints))
    {
        return( gamestate.BattleOptions.HitPoints );
    }
    return characters[pstate->player].hitpoints;
}

void InitializeWeapons(playertype*pstate)
{


#if (SHAREWARE == 0)
    if (gamestate.SpawnEluder)
    {   pstate->new_weapon = pstate->weapon = pstate->missileweapon = wp_dog;
        pstate->oldweapon = pstate->oldmissileweapon = wp_dog;
        pstate->bulletweapon = -1;
        pstate->HASBULLETWEAPON[wp_pistol] = 0;
        pstate->HASBULLETWEAPON[wp_twopistol] = 0;
        pstate->HASBULLETWEAPON[wp_mp40] = 0;
    }
    else
#endif
    {   if (gamestate.PlayerHasGun[pstate-&PLAYERSTATE[0]])
        {   pstate->new_weapon = pstate->weapon = pstate->oldweapon =
                    pstate->bulletweapon = wp_pistol;
            pstate->HASBULLETWEAPON[wp_pistol] = 1;
            pstate->HASBULLETWEAPON[wp_twopistol] = 0;
            pstate->HASBULLETWEAPON[wp_mp40] = 0;
            pstate->missileweapon = pstate->oldmissileweapon = -1;
        }
        else
        {   pstate->new_weapon = pstate->weapon = pstate->oldweapon =
                    pstate->bulletweapon = -1;
            pstate->HASBULLETWEAPON[wp_pistol] = 0;
            pstate->HASBULLETWEAPON[wp_twopistol] = 0;
            pstate->HASBULLETWEAPON[wp_mp40] = 0;
            pstate->missileweapon = pstate->oldmissileweapon = -1;
        }
    }


    pstate->ammo = -1;
}

void ResetPlayerstate(playertype*pstate)
{

    pstate->batblast = 0;
    pstate->poweruptime = pstate->protectiontime = 0;
    pstate->NETCAPTURED = 0;
    MISCVARS->NET_IN_FLIGHT = 0;
    pstate->weaponuptics = 0;
    pstate->weapondowntics = 0;
    if ((insetupgame==false) || NewGame)
        pstate->health = MaxHitpointsForCharacter(pstate);
    pstate->keys = 0;

// Give players all the keys in battle game

    if ( BATTLEMODE )
    {
        pstate->keys = 0x0f;
    }
    pstate->attackframe = pstate->attackcount =
                              pstate->weaponframe = 0;
    if (gamestate.battlemode == battle_Tag)
        pstate->weaponheight = TAGHANDHEIGHT;
    else
        pstate->weaponheight = 0;
    pstate->heightoffset = pstate->oldheightoffset = 0;
    if (gamestate.SpawnEluder)
        pstate->playerheight = 40;
    else
        pstate->playerheight = characters[pstate->player].height;
    pstate->falling = false;
    memset (pstate->buttonstate, 0, sizeof(pstate->buttonstate));
    SetPlayerHorizon(pstate,NORMALYZANGLE);
}




/*
===============
=
= SetupPlayerobj
=
===============
*/
void SetupPlayerobj (int tilex, int tiley, int dir, objtype * ob)
{
    playertype *pstate;

    M_LINKSTATE(ob,pstate);

    ob->obclass = playerobj;
    ob->tilex = tilex;
    ob->tiley = tiley;
    actorat[tilex][tiley] = ob;
    ob->areanumber = MAPSPOT(tilex,tiley,0)-AREATILE;
    MakeLastInArea(ob);
    ob->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;
    ob->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;
    ob->z = PlatformHeight(tilex,tiley);
    if ((ob->z == -10) || DiskAt(tilex,tiley))
        ob->z = 0;

    ob->angle = (1-dir)*ANG90;
    ob->which = ACTOR;
    Fix(ob->angle);
    ob->yzangle = 0;

    ob->dir   = angletodir[ob->angle];
    ob->flags = (FL_SHOOTABLE|FL_ABP|FL_BLOCK|FL_COLORED);
    ob->drawx=ob->x;
    ob->drawy=ob->y;
    ob->hitpoints = pstate->health;
    pstate->anglefrac= (ob->angle<<ANGLEBITS);
    pstate->angle=0;
    areabyplayer[ob->areanumber]=true;


    if (ob == player)
    {
        playerdead=false; // local player dead flag
    }
    if (!gamestate.SpawnEluder)
        ob->shapeoffset = pstate->player*REMOTEOFFSET;

    memset (pstate->buttonstate, 0, sizeof(pstate->buttonstate));
    if (SCREENEYE != NULL)
    {
        NewState(SCREENEYE,&s_megaremove);
        SCREENEYE = NULL;
    }
}



void SetShapeoffset(objtype*ob)
{   playertype *pstate;

    M_LINKSTATE(ob,pstate);
    ob->shapeoffset = pstate->player*REMOTEOFFSET;
    ob->flags |= FL_COLORED;
    ob->flags &= ~FL_DYING;

}


/*
===============
=
= RevivePlayerobj
=
===============
*/
void RevivePlayerobj (int tilex, int tiley, int dir, objtype*ob)
{
    playertype *pstate;
    statetype *tstate;

    M_LINKSTATE(ob,pstate);
    tstate = ob->state;
    RemoveFromArea(ob);
    TurnActorIntoSprite(ob);
    if ((LASTSTAT->z < nominalheight) && (!IsPlatform(LASTSTAT->tilex,LASTSTAT->tiley)))
    {
        SpawnParticles(ob,GUTS,10 + gamestate.difficulty);
        RemoveStatic(LASTSTAT);
    }
    else
    {   if (DEADPLAYER[NUMDEAD])
            RemoveStatic(DEADPLAYER[NUMDEAD]);
        DEADPLAYER[NUMDEAD] = LASTSTAT;
        LASTSTAT->linked_to = NUMDEAD;
        NUMDEAD = (NUMDEAD+1)&(MAXDEAD-1);
    }

    ob->state = tstate;

    SetupPlayerobj (tilex, tiley, dir, ob);
    ConnectAreas();

    ResetPlayerstate(pstate);
    InitializeWeapons(pstate);
    SD_PlaySoundRTP(SD_PLAYERSPAWNSND,ob->x,ob->y);
    if (!gamestate.SpawnEluder)
    {
        ob->shapeoffset = 0;
        ob->flags &= ~FL_COLORED;
        ob->flags |= FL_DYING;
        NewState(ob,&s_respawn1);
        if (gamestate.battlemode == battle_Tag)
        {
            if (BATTLE_Team[ob->dirchoosetime] == BATTLE_It)

            {
                pstate->missileweapon = pstate->oldweapon = pstate->new_weapon =
                                            pstate->oldmissileweapon = pstate->weapon = wp_godhand;
                pstate->bulletweapon = -1;
                ob->flags |= FL_DESIGNATED;
            }
            else
            {
                pstate->weaponheight = 0;
            }
        }
    }
#if (SHAREWARE == 0)
    else
        NewState(ob,&s_serialdog);
#endif
    if (ob==player)
        DrawPlayScreen(false);
    ob->momentumx = ob->momentumy = ob->momentumz = 0;
}


/*
===============
=
= SpawnPlayerobj
=
===============
*/
void SpawnPlayerobj (int tilex, int tiley, int dir, int playerindex)
{
    GetNewActor();
    MakeActive(new);

    // Set player number

    new->dirchoosetime = playerindex;

    // Save off if local player

    if (playerindex==consoleplayer)
        player=new;

    PLAYER[playerindex] = new;

    SetupPlayerobj (tilex, tiley, dir, new);

    if (!gamestate.SpawnEluder)
        NewState(new,&s_player);
#if (SHAREWARE == 0)
    else
        NewState(new,&s_serialdog);
#endif


}

/*
===============
=
= SetupBulletHoleLink
=
===============
*/
void SetupBulletHoleLink (int num, statobj_t * item)
{
    BulletHoles[num] = item;
}

/*
===============
=
= SpawnBulletHole
=
===============
*/
void SpawnBulletHole (int x, int y, int z)
{
    if (M_ISDOOR(x>>16,y>>16))
        return;
    if (BulletHoles[MISCVARS->BulletHoleNum])
        RemoveStatic(BulletHoles[MISCVARS->BulletHoleNum]);
    SpawnInertStatic(x,y,z,stat_bullethole);
    BulletHoles[MISCVARS->BulletHoleNum]=LASTSTAT;
    LASTSTAT->linked_to=MISCVARS->BulletHoleNum;
    MISCVARS->BulletHoleNum = (MISCVARS->BulletHoleNum+1)&(MAXBULLETS-1);
}




void SpawnGunSmoke(int x, int y, int z, int angle, int bullethole)

{
    int chance;

    if ((x<=0) || (y<=0))
    {
        SoftError("SpawnGunSmoke: xy below angle=%d\n",angle);
        return;
    }

    if ((bullethole!=0) && (z>=-32) && (z<=maxheight))
        switch (bullethole)
        {
        case 1:
            SpawnBulletHole(x-BULLETHOLEOFFSET,y,z);
            break;
        case 2:
            SpawnBulletHole(x+BULLETHOLEOFFSET,y,z);
            break;
        case 3:
            SpawnBulletHole(x,y-BULLETHOLEOFFSET,z);
            break;
        case 4:
            SpawnBulletHole(x,y+BULLETHOLEOFFSET,z);
            break;
        case 5:
            SpawnBulletHole(x,y,z);
            break;
        default:
            Error("Invalid bullethole value\n");
            break;
        }

    SpawnInertActor(x,y,z);

    NewState(new,&s_gunsmoke1);

    if (angle < ANGLES/4)
    {   if ((angle < (3*ANGLES/16)) && (angle > (ANGLES/16)))
            chance = 128;
        else
            chance = 20;
    }
    else if (angle < ANGLES/2)
    {   if ((angle < (7*ANGLES/16)) && (angle > (5*ANGLES/16)))
            chance = 128;
        else
            chance = 20;
    }
    else if (angle < 3*ANGLES/4)
    {   if ((angle < (11*ANGLES/16)) && (angle > (9*ANGLES/16)))
            chance = 128;
        else
            chance = 20;
    }
    else
    {   if ((angle < (15*ANGLES/16)) && (angle > (13*ANGLES/16)))
            chance = 128;
        else
            chance = 20;
    }

    if (RandomNumber("Wall ricochet check",0)<chance)
    {   int rand;

        rand = RandomNumber("Spawn Ricochet Sound in SpawnGunSmoke",0);
        if (rand < 80)
            SD_PlaySoundRTP(SD_RICOCHET1SND,new->x,new->y);
        else if (rand < 160)
            SD_PlaySoundRTP(SD_RICOCHET2SND,new->x,new->y);
        else
            SD_PlaySoundRTP(SD_RICOCHET3SND,new->x,new->y);
    }
}

void  SpawnBlood(objtype * ob, int angle)
{

    SpawnInertActor(ob->x-(costable[angle]>>5),
                    ob->y+(sintable[angle]>>5),ob->z);

    NewState(new,&s_bloodspurt1);

    if ((new->x<=0) || (new->y<=0))
        Error("SpawnBlood: bad x,y obj->obclass=%d\n",ob->obclass);
}

void  SpawnMetalSparks(objtype * ob, int angle)
{
    int rand,dispx=0,dispy=0;


    if (ob->which == ACTOR)
    {
        dispx = ob->momentumx;
        dispy = ob->momentumy;
    }

    SpawnInertActor(ob->x-(costable[angle]>>3)+dispx,
                    ob->y+(sintable[angle]>>3)+dispy,ob->z);

    if (GameRandomNumber("Spawn Metal Sparks",0)<128)
        NewState(new,&s_hitmetalactor1);
    else
        NewState(new,&s_hitmetalwall1);

    rand = RandomNumber("Spawn Ricochet Sound",0);
    if (rand < 80)
        SD_PlaySoundRTP(SD_RICOCHET1SND,new->x,new->y);
    else if (rand < 160)
        SD_PlaySoundRTP(SD_RICOCHET2SND,new->x,new->y);
    else
        SD_PlaySoundRTP(SD_RICOCHET3SND,new->x,new->y);
    if ((new->x<=0) || (new->y<=0))
        Error("SpawnMetalSparks: bad x,y obj->obclass=%d\n",ob->obclass);
}

/*
===============
=
= UnTargetActor ( objtype * target )
=
===============
*/
void UnTargetActor ( objtype * target )
{
    int i;

    for (i=0; i<numplayers; i++)
    {
        if (PLAYERSTATE[i].guntarget==target)
        {
            PLAYERSTATE[i].guntarget=NULL;
            SetNormalHorizon(PLAYER[i]);
        }
    }
}



//=============================================================

int GetWeaponForItem(int itemnumber)
{
    switch (itemnumber)
    {


    case  stat_twopistol:
        return wp_twopistol;

    case  stat_mp40:
        return wp_mp40;

    case  stat_bazooka:
        return wp_bazooka;

    case  stat_heatseeker:
        return wp_heatseeker;

    case  stat_drunkmissile:
        return wp_drunk;

    case  stat_firebomb:
        return wp_firebomb;

    case  stat_firewall:
        return wp_firewall;

    case  stat_godmode:
        return wp_godhand;

#if (SHAREWARE == 0)


    case  stat_splitmissile:
        return wp_split;

    case  stat_kes:
        return wp_kes;

    case  stat_bat:
        return wp_bat;


    case  stat_dogmode:
        return wp_dog;
#endif
    }
    return 0;
}


int GetItemForWeapon(int weapon)
{
    switch (weapon)
    {

    case wp_twopistol:
        return stat_twopistol;

    case  wp_mp40:
        return stat_mp40;

    case  wp_bazooka:
        return stat_bazooka;

    case  wp_heatseeker:
        return stat_heatseeker;

    case  wp_drunk:
        return stat_drunkmissile;

    case  wp_firebomb:
        return stat_firebomb;

    case  wp_firewall:
        return stat_firewall;

    case  wp_godhand:
        return stat_godmode;

#if (SHAREWARE == 0)

    case  wp_split:
        return stat_splitmissile;

    case  wp_kes:
        return stat_kes;

    case  wp_bat:
        return stat_bat;


    case  wp_dog:
        return stat_dogmode;
#endif
    }
    return -1;
}



#define MF_SINGULAR 0x01

missile_stats PlayerMissileData[13] =

{
    {0,0,0,0,0},
    {0,0,0,0,0},
    {0,0,0,0,0},

    {&s_p_bazooka1,0x6000,p_bazookaobj,0x7000,MF_SINGULAR},
    {&s_p_bazooka1,0x8000,p_heatseekobj,0x7000,MF_SINGULAR},
    {&s_p_bazooka1,0x6000,p_drunkmissileobj,0x7000,0},
    {&s_p_bazooka1,0x8000,p_firebombobj,0x7000,MF_SINGULAR},
    {&s_p_grenade,0x4000,p_firewallobj,0x8000,0},
    {&s_godfire1,0x3800,p_godballobj,0x8000,0},
    {&s_p_bazooka1,0x8000,p_splitmissileobj,0x7000,MF_SINGULAR},
#if (SHAREWARE == 0)
    {&s_kessphere1,0xc000,p_kesobj,0x5000,MF_SINGULAR},
#else
    {0,0,0,0,0},
#endif
    {0,0,0,0,0},
    {0,0,0,0,0}

};


void MissileAutoTarget(objtype *ob,missile_stats *mdata)
{
    int dx,dy,angle,mindist,currdist,magangle,saveangle,
        xydist,dz,yzangle,oldyzangle,saveyzangle;
    objtype *target,*temp;

    mindist = 0x7fffffff;
    target = NULL;
    for(temp = firstactive; temp; temp=temp->nextactive)
    {
        if (temp == ob)
            continue;
        if ((!(temp->flags & FL_SHOOTABLE)) || (temp->flags & FL_DYING))
            continue;
        if (!CheckLine(ob,temp,SHOOT))
            continue;

        dx = temp->x-ob->x;
        dy = ob->y-temp->y;
        dz = ob->z-temp->z;
        xydist = FindDistance(dx,dy);
        yzangle = atan2_appx(xydist,dz<<10);

        angle = atan2_appx(dx,dy);

        magangle = abs(ob->angle - angle);
        if (magangle > VANG180)
            magangle = ANGLES - magangle;

        if (magangle > ANGLESDIV8)
            continue;

        currdist = FindDistance(ob->x-temp->x,ob->y-temp->y);
        if (currdist < mindist)
        {
            mindist = currdist;
            target = temp;
            saveangle = angle;
            saveyzangle = yzangle;
        }
    }

    if (target)
    {
        oldyzangle = ob->yzangle;
        ob->yzangle = saveyzangle;
        SpawnMissile(ob,mdata->obclass,mdata->speed,saveangle,
                     mdata->state,mdata->offset);
        ob->yzangle = oldyzangle;
    }

    else if (ob->flags&FL_GODMODE)
    {
        int saveangle;

        saveangle=ob->yzangle;
        ob->yzangle -= GODYZANGLE;
        Fix(ob->yzangle);
        SpawnMissile(ob,mdata->obclass,mdata->speed,
                     ob->angle,mdata->state,mdata->offset);
        ob->yzangle=saveangle;
    }
    else
        SpawnMissile(ob,mdata->obclass,mdata->speed,ob->angle,
                     mdata->state,mdata->offset);

}


void PlayerMissileAttack(objtype*ob)

{
    playertype * pstate;
    missile_stats *newmissiledata;
    M_LINKSTATE(ob,pstate);


    MISCVARS->madenoise = true;
    newmissiledata = &PlayerMissileData[pstate->missileweapon];

    // ready to annihilate this poor bastard

    if ((newmissiledata->obclass == p_godballobj) ||
            (newmissiledata->obclass == p_kesobj))
        MissileAutoTarget(ob,newmissiledata);

    else
    {
        //LT added: if autoAimMissileWeps is true (as well as autoAim), then missile weapons will be aimed similarly to bullet weapons
        if (autoAimMissileWeps && autoAim)
            AutoTargetHorizon(ob);
        SpawnMissile(ob,newmissiledata->obclass,newmissiledata->speed,ob->angle,
                     newmissiledata->state,newmissiledata->offset);

        if (newmissiledata->obclass == p_drunkmissileobj)
        {
            int i;

            for(i=0; i<4; i++)
            {
                if (!MissileTryMove(new,new->x+new->momentumx,new->y+new->momentumy,new->z))
                {
                    new->x = new->drawx = ob->x + (costable[new->angle]>>3);
                    new->y = new->drawy = ob->y - (sintable[new->angle]>>3);

                    ob->momentumx = -FixedMul(0x5000l,costable[ob->angle]);
                    ob->momentumy = FixedMul(0x5000l,sintable[ob->angle]);
                }

                SpawnMissile(ob,newmissiledata->obclass,newmissiledata->speed,ob->angle,
                             newmissiledata->state,newmissiledata->offset);


            }
        }
    }


    if (newmissiledata->flags & MF_SINGULAR)
        PLAYER0MISSILE = new;

    SD_PlaySoundRTP(BAS[new->obclass].fire,ob->x,ob->y);

    // if (new->obclass == p_godballobj)
    //   new->z += 10;

    new->dirchoosetime = 5;
    if (missilecam==true)
        missobj=new;
    if (!MissileTryMove(new,new->x+new->momentumx,new->y+new->momentumy,new->z))
    {
        new->x = new->drawx = ob->x + (costable[new->angle]>>3);
        new->y = new->drawy = ob->y - (sintable[new->angle]>>3);

        ob->momentumx = -FixedMul(0x5000l,costable[ob->angle]);
        ob->momentumy = FixedMul(0x5000l,sintable[ob->angle]);
    }

}

//====================================================================


boolean InRange (objtype *p, objtype *victim, int distance)
{
    int dx,dy;
    int angle;
    int magangle;

    if (victim->which==SPRITE)
    {
        dx = ((statobj_t *)victim)->x - p->x;
        dy = p->y - ((statobj_t *)victim)->y;
    }
    else
    {
        dx = victim->x - p->x;
        dy = p->y - victim->y;
    }
    angle = atan2_appx (dx,dy);

    magangle = abs(p->angle - angle);
    if (magangle > VANG180)
        magangle = ANGLES - magangle;
    if (magangle<(75-(distance>>16)))
        return true;
    else
        return false;
}


void DogAttack(objtype*ob)
{
    objtype *temp;
    int dx,dy,dz;

    SD_PlaySoundRTP(SD_DOGMODEBITE1SND+(RandomNumber("DogAttack",0)>>7),ob->x,ob->y);
    for(temp=firstareaactor[ob->areanumber]; temp; temp=temp->nextinarea)
    {

        if (temp->obclass > b_heinrichobj)
            continue;


        if ((temp == ob) || (temp->obclass == roboguardobj))
            continue;

        if ((!(temp->flags & FL_SHOOTABLE)) || (temp->flags & FL_DYING))
            continue;
        if (temp->obclass == collectorobj)
            continue;


        dx = abs(temp->x - ob->x);
        if (dx > 0xc000)
            continue;

        dy = abs(temp->y - ob->y);
        if (dy > 0xc000)
            continue;

        dz = abs(temp->z - ob->z);
        if (dz > (0xc000>>10))
            continue;

        DamageThing(temp,30);
        if (gamestate.violence == vl_excessive)
            SpawnParticles(temp,GUTS,15);
        Collision(temp,ob,-temp->momentumx,-temp->momentumy);
        if ((temp->obclass == playerobj) && (temp->flags & FL_DYING))
            BATTLE_PlayerKilledPlayer(battle_kill_with_missile,ob->dirchoosetime,temp->dirchoosetime);

        return;
    }
}


void DogBlast(objtype*ob)
{
    int txl,txh,tyl,tyh,radius = 0x70000,x,y,tile;
    objtype*temp;
    statobj_t*tstat;

    txl = ((ob->x - radius)>>TILESHIFT);
    tyl = ((ob->y - radius)>>TILESHIFT);

    txh = ((ob->x + radius)>>TILESHIFT);
    tyh = ((ob->y + radius)>>TILESHIFT);

    if (txl < 1)
        txl = 1;
    if (txh > MAPSIZE-1)
        txh = MAPSIZE-1;
    if (tyl < 1)
        tyl = 1;
    if (tyh > MAPSIZE-1)
        tyh = MAPSIZE-1;

    for(x=txl; x<=txh; x++)
        for(y=tyl; y<=tyh; y++)
        {
            temp = (objtype*)actorat[x][y];

            if (temp && (temp->which == ACTOR) && (temp->flags & FL_SHOOTABLE) &&
                    (temp != ob) && (temp->obclass < roboguardobj) &&
                    (temp->flags & FL_ABP)
               )
            {
                DamageThing(temp,100);
                if ((temp->hitpoints<=0) && (temp->obclass < roboguardobj))
                {
                    MISCVARS->supergibflag = true;
                    temp->flags |= FL_HBM;
                }
                Collision(temp,ob,0,0);
                MISCVARS->supergibflag = false;

                if ((temp->obclass == playerobj) && (temp->flags & FL_DYING))
                    BATTLE_PlayerKilledPlayer(battle_kill_with_missile,ob->dirchoosetime,temp->dirchoosetime);

            }

            tile = tilemap[x][y];
            if ((tile & 0x4000) && (tile & 0x8000))
            {
                maskedwallobj_t * mw;

                mw=maskobjlist[tile&0x3ff];
                if ((mw->flags & MW_SHOOTABLE) && (mw->flags & MW_ABP))
                    UpdateMaskedWall(tile&0x3ff);
            }

            tstat = sprites[x][y];
            if (tstat && (tstat->flags & FL_SHOOTABLE) && (tstat->flags & FL_ABP))
                DamageThing(tstat,50);
        }
}
/*
void DogBlast(objtype*ob)
   {
   int txl,txh,tyl,tyh,radius = 0x70000,x,y,tile;
   objtype*temp;
   statobj_t*tstat;

   txl = ((ob->x - radius)>>TILESHIFT);
   tyl = ((ob->y - radius)>>TILESHIFT);

   txh = ((ob->x + radius)>>TILESHIFT);
   tyh = ((ob->y + radius)>>TILESHIFT);

   if (txl < 1)
      txl = 1;
   if (txh > MAPSIZE-1)
      txh = MAPSIZE-1;
   if (tyl < 1)
      tyl = 1;
   if (tyh > MAPSIZE-1)
      tyh = MAPSIZE-1;

   for(x=txl;x<=txh;x++)
      for(y=tyl;y<=tyh;y++)
         {
         temp = (objtype*)actorat[x][y];

         if (temp && (temp->which == ACTOR) && (temp->flags & FL_SHOOTABLE) &&
            (temp != ob) && (temp->obclass < roboguardobj))
            {
            DamageThing(temp,100);
            if ((temp->hitpoints<=0) && (temp->obclass < roboguardobj))
               {
               MISCVARS->supergibflag = true;
               temp->flags |= FL_HBM;
               }
            Collision(temp,ob,0,0);
            MISCVARS->supergibflag = false;

            if ((temp->obclass == playerobj) && (temp->flags & FL_DYING))
               BATTLE_PlayerKilledPlayer(battle_kill_with_missile,ob->dirchoosetime,temp->dirchoosetime);

            }

         tile = tilemap[x][y];
         if ((tile & 0x4000) && (tile & 0x8000))
            {
            maskedwallobj_t * mw;

            mw=maskobjlist[tile&0x3ff];
            if (mw->flags & MW_SHOOTABLE)
               UpdateMaskedWall(tile&0x3ff);
            }

         tstat = sprites[x][y];
         if (tstat && (tstat->flags & FL_SHOOTABLE))
            DamageThing(tstat,50);
         }
   }
*/

void BatBlast(objtype*ob)
{   int angle;
    playertype *pstate;

    M_LINKSTATE(ob,pstate);

    angle = ob->angle - ANGLES/8 + ((++pstate->batblast)*ANGLES/48);
    Fix(angle);
#if (SHAREWARE == 0)
    SpawnMissile(ob,p_bazookaobj,0x6000,angle,&s_batblast1,0xa000);
#endif

}



void BatAttack(objtype*ob)
{   objtype *temp,*temp2;
    objtype *grenadetarget;
    statobj_t*tstat;
    int dx,dy,dz,angle,momx,momy,op,magangle;
    int tilexlow,tilexhigh;
    int tileylow,tileyhigh;
    int radius =0x10000;
    int x,y;

    SD_PlaySoundRTP(SD_EXCALISWINGSND,ob->x,ob->y);
    for(temp=firstareaactor[ob->areanumber]; temp; temp=temp->nextinarea)
    {   if (temp == ob)
            continue;

        if (temp->flags & FL_DYING)
            continue;

        if ((temp->obclass != grenadeobj) &&
                (!((temp->obclass >= grenadeobj) && (temp->obclass <= p_godballobj))) &&
                (!(temp->flags & FL_SHOOTABLE) ||
                 (temp->obclass >= roboguardobj))
           )
            continue;

        dx = abs(temp->x - ob->x);
        dy = abs(temp->y - ob->y);
        dz = abs(temp->z - ob->z);
        if ((dx > 0x10000) || (dy > 0x10000) || (dz > 20))
            continue;

        magangle = abs(ob->angle - AngleBetween(ob,temp));
        if (magangle > VANG180)
            magangle = ANGLES - magangle;

        if (magangle > ANGLES/8)
            continue;


        angle= ob->angle+ANGLES/16;
        Fix(angle);

        if ((temp->obclass >= grenadeobj) && (temp->obclass <= p_godballobj))
        {
            temp->angle += ANGLES/2;
            Fix(temp->angle);
            temp->momentumx = temp->momentumy = temp->momentumz = 0;
            ParseMomentum(temp,temp->angle);
            temp->whatever = ob;
            temp->target = NULL;
            continue;
        }


        else if (temp->obclass != grenadeobj)
        {   momx = FixedMul(0x3000l,costable[angle]);
            momy = -FixedMul(0x3000l,sintable[angle]);
            if (levelheight > 2)
            {   op = FixedMul(GRAVITY,(maxheight-100)<<16) << 1;
                temp->momentumz = -FixedSqrtHP(op);
            }
            temp->flags |= FL_NOFRICTION;
            SD_PlaySoundRTP(SD_EXCALIHITSND,ob->x,ob->y);
            if ((gamestate.violence == vl_excessive) && (GameRandomNumber("Bat Gibs",0) < 150))
            {   temp->flags |= FL_HBM;
                DamageThing(temp,50);
            }
            else
                DamageThing(temp,10);
            if ((temp->flags & FL_HBM) && (temp->hitpoints > 0))
                temp->flags &= ~FL_HBM;
            Collision(temp,ob,momx,momy);
            if ((temp->obclass == blitzguardobj) && (temp->state == &s_blitzplead7))
            {   temp->shapeoffset += deathshapeoffset[temp->obclass];
                temp->flags |= FL_ALTERNATE;
                NewState(temp,&s_blitzdie3);
                temp->momentumx = temp->momentumy = 0;
            }
        }
        else // find target to hit grenade back at
        {   int rand;

            rand = GameRandomNumber("bat/grenade target",0);
            if (rand < 80)
            {   grenadetarget = (objtype*)(temp->whatever); // hit back at george
                GetMomenta(grenadetarget,ob,&(temp->momentumx),&(temp->momentumy),&(temp->momentumz),0x3000);
            }
            else if (rand < 160) // hit back at first eligible
            {

                for(temp2 = firstareaactor[ob->areanumber]; temp2; temp2 = temp2->nextinarea)
                {   magangle = abs(ob->angle-AngleBetween(ob,temp2));
                    if (magangle > VANG180)
                        magangle = ANGLES - magangle;

                    if (magangle > ANGLES/8)
                        continue;
                    GetMomenta(temp2,ob,&(temp->momentumx),&(temp->momentumy),&(temp->momentumz),0x3000);
                    break;
                }
            }
            else // hit wherever
            {   ob->angle += (rand >> 1);
                Fix(ob->angle);
                ob->momentumx = ob->momentumy = 0;
                ParseMomentum(ob,ob->angle);
            }


            temp->temp1 = 0x70000;
            NewState(temp,&s_grenade1);
        }
        break;
    }

    for(tstat=firstactivestat; tstat; tstat=tstat->statnext)
    {
        if (!(tstat->flags & FL_SHOOTABLE))
            continue;

        dx = abs(tstat->x - ob->x);
        dy = abs(tstat->y - ob->y);
        dz = abs(tstat->z - ob->z);

        if ((dx > 0xc000) || (dy > 0xc000) || (dz > 20))
            continue;

        magangle = abs(ob->angle - AngleBetween(ob,(objtype*)tstat));
        if (magangle > VANG180)
            magangle = ANGLES - magangle;

        if (magangle > ANGLES/8)
            continue;

        DamageThing(tstat,50);


    }

    tilexlow = (int)((ob->x-radius) >>TILESHIFT);
    tileylow = (int)((ob->y-radius) >>TILESHIFT);

    tilexhigh = (int)((ob->x+radius) >>TILESHIFT);
    tileyhigh = (int)((ob->y+radius) >>TILESHIFT);

    for (y=tileylow; y<=tileyhigh; y++)
        for (x=tilexlow; x<=tilexhigh; x++)
        {   if ((tilemap[x][y]&0x8000) && (tilemap[x][y]&0x4000))
            {   maskedwallobj_t * mw;

                mw=maskobjlist[tilemap[x][y]&0x3ff];
                if (mw->flags&MW_SHOOTABLE)
                    UpdateMaskedWall(tilemap[x][y]&0x3ff);
            }
        }

}

void AutoTargetHorizon(objtype *ob)
{
    int dx,dy,angle,mindist,magangle,
        xydist,dz;
    objtype *temp;
    playertype * pstate;

    M_LINKSTATE(ob,pstate);

    mindist = 0x7fffffff;
    for(temp = firstactive; temp; temp=temp->nextactive)
    {
        if (temp == ob)
            continue;
        if ((!(temp->flags & FL_SHOOTABLE)) || (temp->flags & FL_DYING))
            continue;
        if (!CheckLine(ob,temp,SHOOT))
            continue;

        dx = temp->x-ob->x;
        dy = ob->y-temp->y;
        dz = ob->z-temp->z;//-pstate->playerheight+32;

        xydist = FindDistance(dx,dy);
        if (abs(dz<<10)>xydist)
            continue;


        angle = atan2_appx(dx,dy);

        magangle = ob->angle - angle;
        Fix(magangle);

        if (
            (magangle>=(ANGLESDIV8/4)) &&
            (magangle<=(FINEANGLES-(ANGLESDIV8/4)))
        )
        {
            continue;
        }

        if (xydist < mindist)
        {
            mindist = xydist;
            pstate->guntarget=temp;
            temp->flags |= FL_TARGET;
            pstate->targettime=oldpolltime+(VBLCOUNTER);
        }
    }
}

void  GunAttack (objtype *ob)
{
    playertype * pstate;
    int      damage;

    M_LINKSTATE(ob,pstate);

    MISCVARS->madenoise = true;

    switch (pstate->weapon)
    {
    case wp_pistol:
        SD_PlaySoundRTP(SD_ATKPISTOLSND,ob->x,ob->y);
        damage=DMG_PISTOL;
        break;

    case wp_mp40:
        SD_PlaySoundRTP(SD_ATKMP40SND,ob->x,ob->y);
        damage=DMG_MP40;
        break;

    case wp_twopistol:
        SD_PlaySoundRTP(SD_ATKTWOPISTOLSND,ob->x,ob->y);
        damage=DMG_PISTOL;
        break;
    }
    if(autoAim)
        AutoTargetHorizon(ob);
    RayShoot (ob, damage, (characters[pstate->player].accuracy+gamestate.difficulty)<<3);

}


/*
===============
=
= Cmd_Fire
=
===============
*/
void Cmd_Fire (objtype*ob)
{
    playertype *pstate;

    M_LINKSTATE(ob,pstate);

//   pstate->buttonheld[bt_attack] = true;

    if (pstate->NETCAPTURED && (!pstate->HASKNIFE))
        return;

    if (W_CHANGE(pstate))
        return;

    pstate->attackframe = 0;

    if ((ob==player) && (pstate->weapon < wp_mp40) && (!pstate->NETCAPTURED))
        gamestate.DODEMOCRATICBONUS1 = false;

    if (!pstate->NETCAPTURED)
    {
        if (pstate->weapon <= wp_mp40)
            NewState(ob,&s_pgunattack1);
#if (SHAREWARE == 0)
        else if ((pstate->weapon == wp_bat) && (pstate->batblast >= BBTIME))
        {
            pstate->batblast = 0;
            NewState(ob,&s_pbatblast);
        }
        else if (pstate->weapon == wp_dog)
            NewState(ob,&s_serialdogattack);
#endif
        else
            NewState(ob,&s_pmissattack1);

#if (SHAREWARE == 0)

        if ((pstate->weapon == wp_dog) && (!ob->momentumz))
            ob->momentumz = -0x50000;
#endif
        pstate->attackcount = WEAPONS[pstate->weapon].attackinfo[0].mtics;
        pstate->weaponframe = WEAPONS[pstate->weapon].attackinfo[0].frame;
    }

    else if (pstate->NETCAPTURED == 1)
    {
        NewState(player,&s_free);
        pstate->attackcount = FREE.attackinfo[0].mtics;
        pstate->weaponframe = FREE.attackinfo[0].frame;
    }

}

void PlayNoWaySound ( void )
{
    if (player->flags & FL_DOGMODE)
        SD_Play(SD_DOGMODEBITE2SND);
    else if ((locplayerstate->player == 1) || (locplayerstate->player == 3))
        SD_Play(SD_PLAYERTBHURTSND);
    else
        SD_Play(SD_NOWAYSND);
}


/*
===============
=
= Cmd_Use
=
===============
*/

boolean AreJumping = false;//bna added
int		oldzval;
int donttilt=0;



void Cmd_Use (objtype*ob)
{
    int             checkx,checky,doorn,
                    /*newtilex,newtiley,oldtilex,oldtiley,*/elevnum,
                    wallx,wally;
//      statobj_t*      tempsprite=NULL;
    objtype*        tempactor= NULL;
    doorobj_t*      tempdoor=NULL;
    pwallobj_t*      temppwall=NULL;
    wall_t*         tempwall=NULL;
    int             index;
    playertype * pstate;



    M_LINKSTATE(ob,pstate);

#if (SHAREWARE == 0)

    if ((pstate->weapon == wp_dog) && (ob->state != &s_doguse) &&
            (ob->state != &s_dogwait) && (!W_CHANGE(pstate))
       )
    {
        pstate->attackframe = 0;
        NewState(ob,&s_doguse);
        pstate->attackcount = DOGSCRATCH.attackinfo[0].mtics;
        pstate->weaponframe = DOGSCRATCH.attackinfo[0].frame;
        ob->momentumz = -0x40000;
        return;

    }

    else
#endif
        if ((ob->flags & FL_DESIGNATED) && (BATTLEMODE) && (gamestate.battlemode == battle_Tag))
        {
            NewState(ob,&s_tag);
            //return;
        }
//
// find which cardinal direction the player is facing
//
    if (ob->angle < FINEANGLES/8 || ob->angle > 7*FINEANGLES/8)
    {
        checkx = ob->tilex + 1;
        checky = ob->tiley;
        ob->dir = east;
        wallx = (checkx << TILESHIFT);
        wally = (checky << TILESHIFT) + TILEGLOBAL/2;
    }
    else if (ob->angle < 3*FINEANGLES/8)
    {
        checkx = ob->tilex;
        checky = ob->tiley-1;
        ob->dir = north;
        wally = (checky << TILESHIFT) + TILEGLOBAL;
        wallx = (checkx << TILESHIFT) + TILEGLOBAL/2;
    }
    else if (ob->angle < 5*FINEANGLES/8)
    {
        checkx = ob->tilex - 1;
        checky = ob->tiley;
        ob->dir = west;
        wallx = (checkx << TILESHIFT) + TILEGLOBAL;
        wally = (checky << TILESHIFT) + TILEGLOBAL/2;
    }
    else
    {
        checkx = ob->tilex;
        checky = ob->tiley + 1;
        ob->dir = south;
        wally = (checky << TILESHIFT);
        wallx = (checkx << TILESHIFT) + TILEGLOBAL/2;
    }


    if (actorat[checkx][checky])
    {
        tempdoor=(doorobj_t*)actorat[checkx][checky];
        tempactor = (objtype*)actorat[checkx][checky];
        tempwall = (wall_t*)actorat[checkx][checky];
    }
    doorn = tilemap[checkx][checky] & ~0x2000;
//      if (sprites[checkx][checky])
//       tempsprite = sprites[checkx][checky];
    if (doorn == (elevatorstart + 6))
        return;

    //bna ++ jumpmode
    //SetTextMode (  );
    if (!BATTLEMODE) { //dont use jump in battle, spoils sync
        if (usejump == true) {
            if (pstate->buttonheld[bt_use]) {
                if ((AreJumping == false)&&(ob->z > 0)&&(doorn==0)) {
                    oldzval = ob->z;
                    ob->z -= 15;
                    ob->momentumz += GRAVITY;
                    AreJumping = true;
                    donttilt=10;
                    return;
                }
                AreJumping = false;
                return;
            }
        }
    }
    //bna


    if (pstate->buttonheld[bt_use])
        return;

    if (doorn == (elevatorstart + 1))
    {
        tilemap[checkx][checky]++;              // flip switch
        if (MAPSPOT(ob->tilex,ob->tiley,1) == ALTELEVATORTILE);
        // playstate = ex_secretlevel;
        else if (ob==player)
            playstate = ex_completed;
    }


    else if (doorn == (elevatorstart + 5))

    {
        elevnum = MAPSPOT(ob->tilex,ob->tiley,1) - 90;
        tempwall->flags |= FL_S_FLIPPED;
        OperateElevatorSwitch(ob,elevnum,checkx,checky);
    }
    else if (tempdoor && tempdoor->which==PWALL)
    {
        temppwall=(pwallobj_t *)tempdoor;
        OperatePushWall (temppwall->num,ob->dir, ob == player );
    }
    else if ((doorn&0x8000) && (!(doorn&0x4000)))
    {
        doorobj_t* dptr = doorobjlist[doorn&0x3ff];
        int dnum = doorn&0x3ff;
        int lock;

        OperateDoor (pstate->keys, dnum, (ob == player));
        if (dptr->eindex != -1)
        {
            elevator_t*eptr;


            lock = dptr->lock;
            if ( lock && !( pstate->keys & ( 1 << ( lock - 1 ) ) ) )
            {
                if (ob==player)
                {
                    // locked
                    switch (lock)
                    {
                    case 1:
                        AddMessage("You need the \\EGOLD key",MSG_DOOR);
                        break;

                    case 2:
                        AddMessage("You need the \\FSILVER key",MSG_DOOR);
                        break;

                    case 3:
                        AddMessage("You need the \\8IRON key",MSG_DOOR);
                        break;

                    case 4:
                        AddMessage("You need the \\AOSCURO key",MSG_DOOR);
                        break;

                    default:
                        AddMessage("This door appears to be locked",MSG_DOOR);
                        break;
                    }

                    SD_Play( SD_NOITEMSND );
                }
                return;
            }

            eptr = &ELEVATOR[dptr->eindex];
            if (((dnum == eptr->door1) && (eptr->state == ev_rad)) ||
                    ((dnum == eptr->door2) && (eptr->state == ev_ras))
               )
                if (ob == player)
                    AddMessage("Elevator is on the way.",MSG_GAME);

            OperateElevatorDoor(dnum);
        }

    }

    else if ((tempactor) && (tempactor->which == ACTOR) &&
             (tempactor->obclass == pillarobj) &&
             DISTOK(ob->x,tempactor->x,TD) &&
             DISTOK(ob->y,tempactor->y,TD) &&
             (!(tempactor->flags & FL_DONE)) &&
             (!MAPSPOT(tempactor->tilex,tempactor->tiley,2))
            )

    {   if ((tempactor->dir == nodir) ||
                (tempactor->dir == ob->dir))
        {   if (tempactor->dir == nodir)
            {
                tempactor->dir = ob->dir;
                ParseMomentum(tempactor,dirangle8[tempactor->dir]);
            }
            SD_PlaySoundRTP ( SD_PUSHWALLSND, tempactor->x, tempactor->y );
            tempactor->flags |= FL_ACTIVE;
            tempactor->flags |= FL_FLIPPED;
//               MakeActive(tempactor);
            tempactor->whatever = ob;
            gamestate.secretcount++;
        }

    }
    else if ((tempwall) && (tempwall->which == WALL) &&
             (tempwall->flags & FL_SWITCH) )
    {
        tempwall->flags |= FL_S_FLIPPED;
        if ((tempwall->flags & FL_W_INVERTED) &&
                DISTOK(ob->x,wallx,TD) &&
                DISTOK(ob->y,wally,TD) &&
                DISTOK(ob->z,0,32)
           )
        {
            index = touchindices[checkx][checky]-1;
            if (!(tempwall->flags & FL_ON))
            {
                maskobjlist[tilemap[checkx][checky]&0x3ff]->toptexture++;
                tempwall->flags |= FL_ON;
                TRIGGER[index] = 1;
                SD_PlaySoundRTP(SD_TOUCHPLATESND,ob->x,ob->y);
                if (ob==player)
                    AddMessage("Switch turned on.",MSG_GAME);
            }
            else if (tempwall->flags & FL_REVERSIBLE)
            {
                maskobjlist[tilemap[checkx][checky]&0x3ff]->toptexture--;
                tempwall->flags &= ~FL_ON;
                TRIGGER[index] = 1;
                SD_PlaySoundRTP(SD_TOUCHPLATESND,ob->x,ob->y);
                if (ob==player)
                    AddMessage("Switch turned off.",MSG_GAME);
            }

        }
        else if (DISTOK(ob->x,wallx,TD) &&
                 DISTOK(ob->y,wally,TD) &&
                 !(tempwall->flags & FL_W_INVERTED)
                )
        {
            index = touchindices[checkx][checky]-1;
            if (!(tempwall->flags & FL_ON))
            {
                tilemap[checkx][checky]++;
                tempwall->flags |= FL_ON;
                TRIGGER[index] = 1;
                SD_PlaySoundRTP(SD_TOUCHPLATESND,ob->x,ob->y);
                if (ob==player)
                    AddMessage("Switch turned on.",MSG_GAME);
            }
            else if (tempwall->flags & FL_REVERSIBLE)
            {
                tilemap[checkx][checky]--;
                tempwall->flags &= ~FL_ON;
                TRIGGER[index] = 1;
                SD_PlaySoundRTP(SD_TOUCHPLATESND,ob->x,ob->y);
                if (ob==player)
                    AddMessage("Switch turned off.",MSG_GAME);
            }

        }
    }
    else if ((tempwall) && (tempwall->which == WALL) && (ob==player)) {
        PlayNoWaySound();
        //bna ++ jumpmode
        //SetTextMode (  );
        if (!BATTLEMODE) { //dint use jump in battle, spoils sync
            if (usejump == true) {
                if (pstate->buttonheld[bt_use]) {
                    if ((AreJumping == false)&&(ob->z > 0)&&(doorn==0)) {
                        oldzval = ob->z;
                        ob->z -= 15;
                        ob->momentumz += GRAVITY;
                        AreJumping = true;
                        donttilt=10;
                        return;
                    }
                    AreJumping = false;
                    return;
                }
            }
        }
        //bna
    }
//      else
//         SD_PlaySoundRTP (SD_NOWAYSND,ob->x,ob->y);
//   pstate->buttonheld[bt_use] = true;
}


/*
=============================================================================

						  USER CONTROL

=============================================================================
*/


//******************************************************************************
//
// PollKeyboardButtons
//
//******************************************************************************

void PollKeyboardButtons (void)
{
    int i;

    QueueLetterInput ();
    IN_UpdateKeyboard();

    for (i = 0; i < NUMBUTTONS; i++)
    {
        if (Keystate[buttonscan[i]])
        {
            buttonpoll[i] = true;
        }
    }
}

//******************************************************************************
//
// PollMouseButtons
//
//******************************************************************************
extern boolean usemouselook;
void PollMouseButtons (void)
{
    int i;
    int buttons;
    int mask;
    int press;

    buttons = IN_GetMouseButtons();

    mask = 1;
    for( i = 0; i < 3; i++, mask <<= 1 )
    {
        press = buttons & mask;

        if ( press )
        {   //SetTextMode (  );
//         if ( ( buttonmouse[ i ] != bt_nobutton ) &&
//            ( DoubleClickCount[ i ] != 2 ) )
            if ( buttonmouse[ i ] != bt_nobutton )
            {
                buttonpoll[ buttonmouse[ i ] ] = true;
                //bna added
                if ((i == 1)&&(usemouselook == true)) {
                    //if rightclick set horizon to 512 (normall)
                    playertype * pstate;
                    pstate=&PLAYERSTATE[consoleplayer];
                    pstate->horizon = 512;
                    // SetNormalHorizon(PLAYER[0]);
                }
                //bna added

            }
        }

        // Check double-click
        if ( buttonmouse[ i + 3 ] != bt_nobutton )
        {
            if ( press )
            {
                // Was the button pressed last tic?
                if ( !DoubleClickPressed[ i ] )
                {
                    // Yes, take note of it
                    DoubleClickPressed[ i ] = true;

                    // Is this the first click, or a really late click?
                    if ( ( DoubleClickCount[ i ] == 0 ) ||
                            ( GetTicCount() >= DoubleClickTimer[ i ] ) )
                    {
                        // Yes, now wait for a second click
                        DoubleClickTimer[ i ] = GetTicCount() + DoubleClickSpeed;

                        //( tics << 5 );
                        DoubleClickCount[ i ] = 1;
                    }
                    else
                    {
                        // Second click
                        buttonpoll[ buttonmouse[ i + 3 ] ] = true;
                        DoubleClickTimer[ i ] = 0;
                        DoubleClickCount[ i ] = 2;
                    }
                }
                else
                {
                    // After second click, button remains pressed
                    // until user releases it
                    if ( DoubleClickCount[ i ] == 2 )
                    {
                        buttonpoll[ buttonmouse[ i + 3 ] ] = true;
                    }
                }
            }
            else
            {
                if ( DoubleClickCount[ i ] == 2 )
                {
                    DoubleClickCount[ i ] = 0;
                }
                DoubleClickPressed[ i ] = false;
            }
        }
    }
}


//******************************************************************************
//
// PollJoystickButtons
//
//******************************************************************************
void PollJoystickButtons
(
    void
)

{
    int i;
    int buttons;
    int mask;
    int num;
    int press;

    buttons = IN_JoyButtons ();

    if ( joypadenabled )
    {
        num = 4;
        mask = 1;
    }
    else
    {
        num = 2;
        if ( joystickport )
        {
            mask = 4;
        }
        else
        {
            mask = 1;
        }
    }

    for( i = 0; i < num; i++, mask <<= 1 )
    {
        press = buttons & mask;

        if ( press )
        {
//         if ( ( buttonjoy[ i ] != bt_nobutton ) &&
//            ( JoyDblClickCount[ i ] != 2 ) )
            if ( buttonjoy[ i ] != bt_nobutton )
            {
                buttonpoll[ buttonjoy[ i ] ] = true;
            }
        }

        // Check double-click
        if ( buttonjoy[ i + 4 ] != bt_nobutton )
        {
            if ( press )
            {
                // Was the button pressed last tic?
                if ( !JoyDblClickPressed[ i ] )
                {
                    // Yes, take note of it
                    JoyDblClickPressed[ i ] = true;

                    // Is this the first click, or a really late click?
                    if ( ( JoyDblClickCount[ i ] == 0 ) ||
                            ( GetTicCount() >= JoyDblClickTimer[ i ] ) )
                    {
                        // Yes, now wait for a second click
                        JoyDblClickTimer[ i ] = GetTicCount() + DoubleClickSpeed;

                        //( tics << 5 );
                        JoyDblClickCount[ i ] = 1;
                    }
                    else
                    {
                        // Second click
                        buttonpoll[ buttonjoy[ i + 4 ] ] = true;
                        JoyDblClickTimer[ i ] = 0;
                        JoyDblClickCount[ i ] = 2;
                    }
                }
                else
                {
                    // After second click, button remains pressed
                    // until user releases it
                    if ( JoyDblClickCount[ i ] == 2 )
                    {
                        buttonpoll[ buttonjoy[ i + 4 ] ] = true;
                    }
                }
            }
            else
            {
                if ( JoyDblClickCount[ i ] == 2 )
                {
                    JoyDblClickCount[ i ] = 0;
                }
                JoyDblClickPressed[ i ] = false;
            }
        }
    }
}


//===========================================================================

//******************************************************************************
//
// PollKeyboardMove
//
//******************************************************************************

void PollKeyboardMove
(
    void
)

{
    if ( ( buttonpoll[ bt_turnaround ] ) && ( turnaround == 0 ) )
    {
        turnaround = 1;
        turnaroundtime = 15 + tics;
        turnheldtime = 0;
    }
    if ( turnaround == 0 )
    {
        if ( buttonpoll[ di_east ] )
        {
            turnheldtime+=tics;
            if (turnheldtime>=TURBOTURNTIME)
            {
                KX = -KEYBOARDNORMALTURNAMOUNT;
            }
            else
            {
                KX = -KEYBOARDPREAMBLETURNAMOUNT;
            }
        }
        else if ( buttonpoll[ di_west ] )
        {
            turnheldtime+=tics;
            if (turnheldtime>=TURBOTURNTIME)
            {
                KX = KEYBOARDNORMALTURNAMOUNT;
            }
            else
            {
                KX = KEYBOARDPREAMBLETURNAMOUNT;
            }
        }
        else
        {
            KX = 0;
            turnheldtime=0;
        }
        if ( (buttonpoll[bt_run]) &&
                ( (turnheldtime>=TURBOTURNTIME) || (turnheldtime==0) )
           )
            KX = FixedMul(KX,TURBOTURNAMOUNT);
    }
    else
    {
        KX=TURNAROUNDSPEED;
        turnaroundtime-=tics;
        if (turnaroundtime<=0)
        {
            turnaround=0;
            KX=((turnaroundtime*TURNAROUNDSPEED)>>1);
        }
    }

    if ( buttonpoll[ di_north ] )
    {
        KY = -BASEMOVE;
    }
    else if ( buttonpoll[ di_south ] )
    {
        KY = BASEMOVE;
    }
    else
        KY = 0;

    if (buttonpoll[bt_run])
    {
        KY <<= 1;
    }
}

//******************************************************************************
//
// PollMouseMove
//
//******************************************************************************

//#define MOUSE_RY_SHIFT 12
//#define MOUSE_TZ_SHIFT 3
#define MOUSE_TZ_SENSITIVITY_SCALE 65535
#define MOUSE_RY_SENSITIVITY_SCALE 18725*2
//#define MOUSE_RY_INPUT_SCALE 6000
#define MOUSE_TZ_INPUT_SCALE 20
int mouse_ry_input_scale = 5000;

int sensitivity_scalar[15] =
{
    0,1,2,3,4,5,6,8,11,13,15,18,12,13,14
};
//#define MOUSE_RY_SCALE 65535
//#define MOUSE_TZ_SCALE 65535
#define MAXMOUSETURN 7000000

/* use SDL mouse */
#define USESDLMOUSE 1


extern int inverse_mouse;
double Y_MouseSpeed=70;

void PollMouseMove (void)
{
    int  mousexmove, mouseymove;
    double Ys;
//SetTextMode();

    Ys=(Y_MouseSpeed/100);
//

// const long inverse_mouse  = 1; //set  to -1 to invert mouse
// inverse_mouse def moved to RT_CFG.C

#ifdef USESDLMOUSE
    INL_GetMouseDelta(&mousexmove, &mouseymove);
#else
    PollMouse();//Uses DirectInput mouse in DInput.cpp
    mousexmove=MX;
    mouseymove=MY;
#endif

    if (abs(mousexmove)>abs(mouseymove))
        mouseymove/=2;
    else
        mousexmove/=2;
    MX = 0;
    MY = 0;


    if ((abs (mouseymove)) >= threshold)
    {   //
        MY =  MOUSE_TZ_INPUT_SCALE*mouseymove;
        MY *= inverse_mouse;
        if (usemouselook == true) {
            if (MY > 0) {
                playertype * pstate;
                pstate=&PLAYERSTATE[consoleplayer];
                //if (pstate->horizon > 512){
                pstate->horizon -= Ys * (2*sensitivity_scalar[mouseadjustment]);
                //}
            }
            else if (MY < 0) {
                playertype * pstate;
                pstate=&PLAYERSTATE[consoleplayer];
                //SetTextMode (  );
                pstate->horizon += Ys * (2*sensitivity_scalar[mouseadjustment]);
                //buttonpoll[ bt_horizonup ] = true;
            }
            MY = 0;
        } else {
            // MY += FixedMul(MY,mouseadjustment*MOUSE_TZ_SENSITIVITY_SCALE);
            if (abs(mouseymove)>200)
            {
                buttonpoll[bt_run]=true;
                // buttonpoll[ bt_lookup ] = true;
            }
        }
    }





    if ((abs (mousexmove)) >= threshold)
    {
        //MX = -MOUSE_RY_INPUT_SCALE*mousexmove;
        MX = -mouse_ry_input_scale*mousexmove;
        MX += FixedMul(MX,sensitivity_scalar[mouseadjustment]*MOUSE_RY_SENSITIVITY_SCALE);
        //   if (abs(MX) > MAXMOUSETURN)
        //   MX = MAXMOUSETURN*SGN(MX);
        if (usemouselook == true) {
            if (abs(mouseymove)>10)
            {
                buttonpoll[bt_run]=true;
                //buttonpoll[ bt_lookdown ] = true;
            }
        }
    }
//   if (MY > 0)
//      MX -= (MX/2);

//   MX=0;
//   MY=0;

}


//******************************************************************************
//
// PollJoystickMove
//
//******************************************************************************

void PollJoystickMove (void)
{
    int   joyx,joyy;

    INL_GetJoyDelta (joystickport, &joyx, &joyy);
    if ( joypadenabled )
    {
        if (joyx >= threshold)
        {
            buttonpoll[ di_east ] = true;
        }
        if (-joyx >= threshold)
        {
            buttonpoll[ di_west ] = true;
        }
        if ( joyy >= threshold )
        {
            buttonpoll[ di_south ] = true;
        }
        if ( -joyy >= threshold )
        {
            buttonpoll[ di_north ] = true;
        }
    }
    else
    {
        if ((abs (joyx)) >= threshold)
        {
            JX = ((-joyx)<<13)+((-joyx)<<11);
            turnheldtime += tics;
        }
        else
            JX = 0;

        if ((abs (joyy)) >= threshold)
        {
            JY = joyy<<4;
        }
        else
            JY = 0;
        if (buttonpoll[bt_run])
        {
            JX <<= 1;
            JY <<= 1;
        }
    }
}

//******************************************************************************
//
// StartVRFeedback
//
//******************************************************************************

void StartVRFeedback (int guntype)
{
    STUB_FUNCTION;
}

//******************************************************************************
//
// StopVRFeedback
//
//******************************************************************************

void StopVRFeedback (void)
{
    STUB_FUNCTION;
}

//******************************************************************************
//
// PollVirtualReality
//
//******************************************************************************

#define VR_BUTTON(x) ((vr_buttons>>x) & 1)

void PollVirtualReality (void)
{
    STUB_FUNCTION;
}


//******************************************************************************
//
// PollMove ()
//
//******************************************************************************

boolean aimbuttonpressed=false;
extern boolean allowMovementWithMouseYAxis;

void PollMove (void)
{
    int angle;
    int x, y;


    x = KX + MX + JX + CX + VX;
    
    y = KY + MY + JY + CY + VY;

    if (buttonpoll[bt_aimbutton])
    {
        if (y>0)
        {
            buttonpoll[bt_horizonup]=1;
            y=0;
            aimbuttonpressed=true;
        }
        else if (y<0)
        {
            buttonpoll[bt_horizondown]=1;
            y=0;
            aimbuttonpressed=true;
        }
        else if (aimbuttonpressed==false)
        {
            buttonpoll[bt_lookup]=1;
            buttonpoll[bt_lookdown]=1;
        }
    }
    else
    {
        aimbuttonpressed=false;
    }
    
    if (!allowMovementWithMouseYAxis)
    {
        y = KY + JY + CY + VY;
    }
    //kill any movement
    if (aimbuttonpressed)
    {
        y = 0;
    }

    if (player->flags & FL_FLEET)
        y += y>>1;

    if ((locplayerstate->NETCAPTURED == 1) && (!locplayerstate->HASKNIFE))
    {
        if (first)
        {
            nettics = GetTicCount() + (VBLCOUNTER * 4);
            first = 0;
        }

        if (x > 0)
        {
            rightmom += NETMOM;
            if (lastmom!=0)
                controlbuf[2]=x<<1;
            lastmom=0;
        }
        else if (x < 0)
        {
            leftmom += NETMOM;
            if (lastmom!=1)
                controlbuf[2]=x<<1;
            lastmom=1;
        }
        else
        {
            rightmom -= (NETMOM >> 2);
            if (rightmom < 0)
                rightmom = 0;
            leftmom  -= (NETMOM >> 2);
            if (leftmom < 0)
                leftmom = 0;
        }

        if ((GetTicCount() > nettics) && (rightmom > (NETMOM * 2)) &&
                (leftmom > (NETMOM * 2)))
        {
            rightmom = 0;
            leftmom  = 0;
            first    = 1;
            lastmom^=1;
            locplayerstate->NETCAPTURED = 0;
            MISCVARS->NET_IN_FLIGHT = false;
            NewState(player, &s_player);
            locplayerstate->weaponuptics = WEAPONS[locplayerstate->weapon].screenheight/GMOVE;
            locplayerstate->weaponheight = locplayerstate->weaponuptics*GMOVE ;
        }
    }
    else if ((buttonpoll[bt_strafe]) && (turnaround==0))
    {
        // strafing
        if (x < 0)
        {
            angle = (player->angle - FINEANGLES/4)&(FINEANGLES-1);

            x = (x>>10) + (x >> 11);

            controlbuf[0] = -(FixedMul (x, costable[angle]));
            controlbuf[1] = FixedMul (x, sintable[angle]);
        }
        else if (x > 0)
        {
            angle = (player->angle + FINEANGLES/4)&(FINEANGLES-1);

            x = (x>>10) + (x >> 11);

            controlbuf[0] = FixedMul (x, costable[angle]);
            controlbuf[1] = -(FixedMul (x, sintable[angle]));
        }
        if (y != 0)
        {
            controlbuf[0] += -(FixedMul (y, viewcos));
            controlbuf[1] += (FixedMul (y, viewsin));
        }
    }
    else
    {
        if (y != 0)
        {
            controlbuf[0] = -FixedMul (y, viewcos);
            controlbuf[1] = FixedMul (y, viewsin);
        }

        if (x != 0)
            controlbuf[2] = x;
    }

    if (buttonpoll[bt_strafeleft])
    {
        angle = (player->angle - FINEANGLES/4)&(FINEANGLES-1);
        controlbuf[0] += -(FixedMul (STRAFEAMOUNT, costable[angle]));
        controlbuf[1] +=   FixedMul (STRAFEAMOUNT, sintable[angle]);
    }
    else if (buttonpoll[bt_straferight])
    {
        angle = (player->angle + FINEANGLES/4)&(FINEANGLES-1);
        controlbuf[0] += -(FixedMul (STRAFEAMOUNT, costable[angle]));
        controlbuf[1] +=   FixedMul (STRAFEAMOUNT, sintable[angle]);
    }
}

//******************************************************************************
//
// PollControls
//
// Gets user or demo input, call once each frame
//
// controlx     set between -100 and 100 per tic
// controly
//
//******************************************************************************


void PollControls (void)
{
    int   i;

    if (standalone==true)
        return;

    lastpolltime=controlupdatetime;

    memset (buttonpoll, 0, sizeof(buttonpoll));

    controlbuf[0] = controlbuf[1] = controlbuf[2] = 0;

    //if (gamestate.autorun==1)
        //buttonpoll[bt_run] = true;


//
// get button states
//
    PollKeyboardButtons ();
    
    if (gamestate.autorun == 1)
    {
        if (buttonpoll[bt_run])
        {
            buttonpoll[bt_run] = false;
        }
        else
        {
            buttonpoll[bt_run] = true;
            
        }
    }

    if (mouseenabled)
        PollMouseButtons ();

    if (joystickenabled)
        PollJoystickButtons ();


//
// get movements
//
    if (joystickenabled)
        PollJoystickMove ();

    else if (mouseenabled && MousePresent)
        PollMouseMove ();

    PollKeyboardMove ();

    if (vrenabled)
        PollVirtualReality ();

    PollMove ();

    buttonbits = 0;
    if (player->flags & FL_DYING) // Player has died
    {
        if ((playerdead==true) &&
                ( buttonpoll[ bt_strafe ] ||
                  buttonpoll[ bt_attack ] ||
                  buttonpoll[ bt_use ] ||
                  ((gamestate.battlemode == battle_Hunter) &&
                   (BATTLE_Team[player->dirchoosetime] == BATTLE_It)
                  )
                )
           )
        {
            AddRespawnCommand();
        }
        memset (buttonpoll, 0, sizeof(buttonpoll));
        controlbuf[0] = controlbuf[1] = controlbuf[2] = 0;
    }

    if ((PausePressed==true) && (modemgame==false))
    {
        PausePressed=false;
        if (GamePaused==true)
            AddPauseStateCommand(COM_UNPAUSE);
        else
        {
            AddPauseStateCommand(COM_PAUSE);
        }
    }
    if (Keyboard[sc_Insert] && Keyboard[sc_X]) {
        AddExitCommand();
    }
//bna section
    if (Keyboard[sc_5]) {
        //	 SetTextMode (  );
        weaponscale +=  1000;
        //testval++;
    }
    if (Keyboard[sc_6]) {
        //	 SetTextMode (  );
        weaponscale -=  1000;
        //  testval--;
    }
//bna section end

    for (i = (NUMTXBUTTONS-1); i >= 0; i--)
    {
        buttonbits <<= 1;
        if (buttonpoll[i])
            buttonbits |= 1;
    }

    UpdateClientControls();
}


void ResetWeapons(objtype *ob)
{   playertype *pstate;

    M_LINKSTATE(ob,pstate);

    pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;
    pstate->new_weapon = pstate->oldweapon;
    pstate->missileweapon = pstate->oldmissileweapon;
    ob->shapeoffset = pstate->oldshapeoffset;
    pstate->attackframe = pstate->weaponframe = 0;

    if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
        DrawBarAmmo (false);
}




void SaveWeapons(objtype*ob)
{   playertype *pstate;

    if ((ob->flags&FL_DOGMODE) || (ob->flags&FL_GODMODE))
        return;

//pstate = (ob==player)?(&playerstate):(&remoteplayerstate);
    M_LINKSTATE(ob,pstate);

    pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;
    pstate->oldweapon = pstate->new_weapon;
    pstate->oldmissileweapon = pstate->missileweapon;
    pstate->oldshapeoffset = ob->shapeoffset;

}

/*
void SaveWeapons(objtype*ob)
{playertype *pstate;

 if ((ob->flags&FL_DOGMODE) || (ob->flags&FL_GODMODE))
    return;

 //pstate = (ob==player)?(&playerstate):(&remoteplayerstate);
 M_LINKSTATE(ob,pstate);

 pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;
 pstate->oldweapon = pstate->weapon;
 pstate->oldmissileweapon = pstate->missileweapon;
 pstate->oldshapeoffset = ob->shapeoffset;

}
*/


#define GiveProtection(flag,time,sound)                  \
   {                                                     \
   if ((ob->flags & flag) || (ob->flags & FL_GODMODE) || \
       (ob->flags & FL_DOGMODE))                         \
      return;                                            \
   ob->flags &= ~(FL_BPV|FL_GASMASK|FL_AV);              \
   ob->flags |= flag;                                    \
   SD_PlaySoundRTP(sound,ob->x, ob->y);                  \
   pstate->protectiontime = time;                        \
   gamestate.supercount ++;                              \
   }




boolean GivePowerup(objtype *ob,int flag,int time,int sound)
{
    playertype *pstate;


    if ((ob->flags & flag) ||
            (ob->flags & FL_GODMODE) ||
            (ob->flags & FL_DOGMODE)
       )
        return false;


    M_LINKSTATE(ob,pstate);

    /*
    if (ob->flags & FL_DOGMODE)
       {
       ob->temp2 = DOGMODERISE;
       ResetWeapons(ob);
       if (ob->state->condition & SF_DOGSTATE)
          NewState(ob,&s_player);
       }
    else if (ob->flags & FL_GODMODE)
       {
       ob->temp2 = GODMODEFALL;
       ResetWeapons(ob);
       }
    */
    ob->flags &= ~(FL_SHROOMS|FL_FLEET|FL_ELASTO|FL_GODMODE|FL_DOGMODE);
    ob->flags |= flag;
    pstate->poweruptime = time;
    pstate->soundtime = 0;
    SD_PlaySoundRTP(sound,ob->x, ob->y);
    gamestate.supercount ++;
    return true;

}



void GiveLifePoints(objtype *ob,int points)
{
    SD_PlaySoundRTP(SD_GETBONUSSND,ob->x, ob->y);

    UpdateTriads (ob,points);
    if (ob==player)
        DrawTriads (false);

}


boolean GiveBulletWeapon(objtype *ob,int bulletweapon,statobj_t*check)
{
    playertype *pstate;

    M_LINKSTATE(ob,pstate);

    if ((ob->flags & FL_DOGMODE) || (ob->flags & FL_GODMODE))
        return false;

    if (!ARMED(ob->dirchoosetime))
        return false;

    if (pstate->HASBULLETWEAPON[bulletweapon])
        return false;

    GiveWeapon(ob,bulletweapon);
    if ( gamestate.BattleOptions.WeaponPersistence )
    {
        LASTSTAT->z = check->z;
    }
    SD_PlaySoundRTP(SD_GETWEAPONSND,ob->x, ob->y);
    return true;

}

inline boolean DetermineAmmoPickup(playertype *pstate, statobj_t *check)
{
    if ((GetWeaponForItem(check->itemnumber) == pstate->missileweapon) &&
            (pstate->ammo < stats[check->itemnumber].ammo))
    {
        return true;
    }
    else
    {
        return false;
    }
}

extern boolean enableAmmoPickups;
boolean wasAmmoPickup = false;

boolean GivePlayerMissileWeapon(objtype *ob, playertype *pstate,
                                statobj_t *check)
{
    if  ((ob->flags & FL_DOGMODE) || (ob->flags & FL_GODMODE))
        return false;


    if (!ARMED(ob->dirchoosetime))
        return false;

    if ((GetWeaponForItem(check->itemnumber) == pstate->missileweapon) &&
            (check->ammo == stats[check->itemnumber].ammo) &&
            (pstate->ammo == stats[check->itemnumber].ammo)
       )
        return false;
    
    else if ((GetWeaponForItem(check->itemnumber) == pstate->missileweapon) &&
            (check->ammo == stats[check->itemnumber].ammo) &&
            (pstate->ammo >= stats[check->itemnumber].ammo)
       )
        return false;

    

    //LT added, this bit here handles ammo pickups if that option's enabled
    if (enableAmmoPickups && DetermineAmmoPickup(pstate, check))
    {
        wasAmmoPickup = true;
        GivePlayerAmmo(ob, check, GetWeaponForItem(check->itemnumber));
        if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
            DrawBarAmmo (false);
        SD_PlaySoundRTP(SD_GETWEAPONSND,ob->x, ob->y);
        return true;
    }

    else if ((GetWeaponForItem(check->itemnumber) == pstate->missileweapon) &&
            (pstate->ammo >= check->ammo) && enableAmmoPickups)
        return false;
    
    SD_PlaySoundRTP(SD_GETWEAPONSND,ob->x, ob->y);
    
    GiveMissileWeapon(ob,GetWeaponForItem(check->itemnumber));
    if (gamestate.BattleOptions.WeaponPersistence)
        LASTSTAT->z = check->z;

    gamestate.missilecount ++;

    if (BATTLEMODE && (gamestate.BattleOptions.Ammo != bo_normal_shots))
    {   if (gamestate.BattleOptions.Ammo == bo_one_shot)
            pstate->ammo = 1;
        else
            pstate->ammo = -1;
    }
    else
        pstate->ammo = check->ammo;
    if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
        DrawBarAmmo (false);

    return true;

}


#define LocalBonusMessage(string)  \
   {                               \
   if (ob == player)               \
     AddMessage(string,MSG_BONUS); \
   }
#define LocalBonus1Message(string)  \
   {                               \
   if (ob == player)               \
     AddMessage(string,MSG_BONUS1); \
   }


/*
=================================
=
=   GetBonusTimeForItem
=
=================================
*/

int GetBonusTimeForItem(int itemnumber)
{
    specials *which;

    if ( BATTLEMODE )
    {
        which = &gamestate.SpecialsTimes;
    }
    else
    {
        which = &CurrentSpecialsTimes;
    }

    switch(itemnumber)
    {
    case stat_godmode:
        return which->GodModeTime;

    case stat_dogmode:
        return which->DogModeTime;

    case stat_mushroom:
        return which->ShroomsModeTime;

    case stat_elastic:
        return which->ElastoModeTime;

    case stat_asbesto:
        return which->AsbestosVestTime;

    case stat_bulletproof:
        return which->BulletProofVestTime;

    case stat_gasmask:
        return which->GasMaskTime;

    case stat_fleetfeet:
        return which->MercuryModeTime;
    }

    return -1;

}




/*
=================================
=
=   GetRespawnTimeForItem
=
=================================
*/



int GetRespawnTimeForItem(int itemnumber)
{
    switch(itemnumber)
    {
    case stat_godmode:
        return gamestate.SpecialsTimes.GodModeRespawnTime;

    case stat_dogmode:
        return gamestate.SpecialsTimes.DogModeRespawnTime;

    case stat_mushroom:
        return gamestate.SpecialsTimes.ShroomsModeRespawnTime;

    case stat_elastic:
        return gamestate.SpecialsTimes.ElastoModeRespawnTime;

    case stat_asbesto:
        return gamestate.SpecialsTimes.AsbestosVestRespawnTime;

    case stat_bulletproof:
        return gamestate.SpecialsTimes.BulletProofVestRespawnTime;

    case stat_gasmask:
        return gamestate.SpecialsTimes.GasMaskRespawnTime;

    case stat_fleetfeet:
        return gamestate.SpecialsTimes.MercuryModeRespawnTime;

    }

    return gamestate.BattleOptions.RespawnTime * VBLCOUNTER;


}


/*
===================
=
= GetBonus
=
===================
*/
void GetBonus (objtype*ob,statobj_t *check)
{
    int heal;
    playertype * pstate;
    boolean randompowerup;

    M_LINKSTATE(ob,pstate);

    randompowerup=false;

randomlabel:
    switch (check->itemnumber)
    {

    case    stat_knifestatue:
        SD_PlaySoundRTP(SD_GETKNIFESND,ob->x, ob->y);
        if (ob==player)
            locplayerstate->HASKNIFE = 1;
        SD_PlaySoundRTP(PlayerSnds[locplayerstate->player], ob->x, ob->y);
        LocalBonusMessage("You found a knife.");
        break;
    case    stat_pedgoldkey:
        LocalBonusMessage("You found the \\EGold key.");
        goto keys;
    case    stat_pedsilverkey:
        LocalBonusMessage("You got the \\FSilver key.");
        goto keys;
    case    stat_pedironkey:
        LocalBonusMessage("You got the \\8Iron key.");
        goto keys;
    case    stat_pedcrystalkey:
        LocalBonusMessage("You got the \\4Oscuro key.");
keys:
        GiveKey (check->itemnumber - stat_pedgoldkey);
        SD_PlaySoundRTP (SD_GETKEYSND,ob->x, ob->y);
        break;
    case    stat_monkmeal:
        if (pstate->health == MaxHitpointsForCharacter(pstate))
            return;
        SD_PlaySoundRTP (SD_GETHEALTH1SND,ob->x, ob->y);
        LocalBonusMessage("You ate some Monk Meal.");
        HealPlayer (10,ob);
        gamestate.healthcount ++;
        break;
    case    stat_monkcrystal1:
        if (pstate->health == MaxHitpointsForCharacter(pstate))
            return;
        SD_PlaySoundRTP (SD_GETHEALTH2SND,ob->x, ob->y);
        LocalBonusMessage("You picked up a small Monk Crystal.");

        HealPlayer (10,ob);
        gamestate.healthcount ++;
        break;
    case   stat_monkcrystal2:
        if (pstate->health == MaxHitpointsForCharacter(pstate))
            return;
        SD_PlaySoundRTP (SD_GETHEALTH2SND,ob->x, ob->y);
        LocalBonusMessage("You picked up a large Monk Crystal.");

        HealPlayer (50,ob);
        gamestate.healthcount ++;
        break;
    case    stat_priestporridge:
        if (pstate->health == MaxHitpointsForCharacter(pstate))
            return;
        SD_PlaySoundRTP (SD_GETHEALTH1SND,ob->x, ob->y);
        if (check->flags & FL_ACTIVE)
        {
            HealPlayer (50,ob);
            LocalBonusMessage("You ate some Priest Porridge Hot.");
        }
        else
        {
            HealPlayer (20,ob);

            LocalBonusMessage("You ate some Priest Porridge.");
        }
        gamestate.healthcount ++;
        break;

    case   stat_healingbasin:
        if (pstate->health == MaxHitpointsForCharacter(pstate))
            return;
        SD_PlaySoundRTP (SD_GETHEALTH2SND,ob->x, ob->y);
        heal = 25 + (GameRandomNumber("GetBonus",0) >> 2);
        HealPlayer (heal,ob);
        LocalBonusMessage("You drank from the healing basin.");

        gamestate.healthcount ++;
        gamestate.democraticcount ++;
        break;

    case stat_oneup:
        if (abs(pstate->health - MaxHitpointsForCharacter(pstate))
                < (MaxHitpointsForCharacter(pstate)>>2) )
        {
            GiveLives(1);
            LocalBonusMessage("Extra Life!");
        }
        else
        {
            HealPlayer(MaxHitpointsForCharacter(pstate),ob);
            LocalBonusMessage("Full Health!");
        }
        SD_PlaySoundRTP(SD_GET1UPSND,ob->x, ob->y);
        break;
    case stat_threeup:
        if (abs(pstate->health - MaxHitpointsForCharacter(pstate))
                < (MaxHitpointsForCharacter(pstate)>>2) )
        {
            GiveLives(3);
            LocalBonusMessage("Three Extra Lives!");

        }
        else
        {
            HealPlayer(MaxHitpointsForCharacter(pstate),ob);
            GiveLives(2);
            LocalBonusMessage("Full Health AND Two Extra Lives!");

        }
        SD_PlaySoundRTP(SD_GET3UPSND,ob->x, ob->y);
        break;

    case stat_scotthead:
        // Give Apogee's phone number as points
        GivePoints( 2764331 );
        LocalBonusMessage( "Whoa...Scott's Mystical Head!");
        LocalBonus1Message( "You get 2,764,331 points!");
        SD_PlaySoundRTP(SD_GETHEADSND,ob->x, ob->y);
        break;

    case stat_twopistol:
        if (GiveBulletWeapon(ob,wp_twopistol,check)==false)
            return;
        LocalBonusMessage("You got an extra pistol.");

        break;
    case stat_mp40:
        if (GiveBulletWeapon(ob,wp_mp40,check)==false)
            return;
        LocalBonusMessage("You picked up an MP40.");

        break;

    case stat_bazooka:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if (wasAmmoPickup)
        {
            LocalBonusMessage("You bagged more Bazooka rounds!");
        }
        else {
            LocalBonusMessage("You bagged a bazooka!");
        }
        wasAmmoPickup = false;
        break;

    case stat_firebomb:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if(wasAmmoPickup)
        {
            LocalBonusMessage("You got more Firebomb rounds!");
        }
        else
        {
            LocalBonusMessage("You found a Firebomb!");
        }
        wasAmmoPickup = false;
        break;


    case stat_heatseeker:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if(wasAmmoPickup)
        {
            LocalBonusMessage("You got more Heatseeker rounds!");
        }
        else
        {
            LocalBonusMessage("You have a Heat-seeker!");
        }
        wasAmmoPickup = false;
        break;


    case stat_drunkmissile:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if (wasAmmoPickup)
        {
            LocalBonusMessage("You recovered more Drunk missiles!");
        }
        else
        {
            LocalBonusMessage("You recovered a Drunk Missile!");
        }
        wasAmmoPickup = false;
        break;

    case stat_firewall:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if(wasAmmoPickup)
        {
            LocalBonusMessage("You filched more FlameWalls!");
        }
        else
        {
            LocalBonusMessage("You filched a FlameWall!");
        }
        wasAmmoPickup = false;
        break;

    case stat_splitmissile:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if (wasAmmoPickup)
        {
            LocalBonusMessage("You snagged more Split Missiles!");
        }
        else
        {
            LocalBonusMessage("You snagged a Split Missile!");
        }
        wasAmmoPickup = false;
        break;

    case stat_kes:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if(wasAmmoPickup)
        {
            LocalBonusMessage("You got more Dark Staff rounds!");
        }
        else
        {
            LocalBonusMessage("You wield the Dark Staff!");
        }
        wasAmmoPickup = false;
        break;

    case stat_bat:
        if (GivePlayerMissileWeapon(ob,pstate,check)==false)
            return;
        if (wasAmmoPickup) {
            LocalBonusMessage("You got more bat blast rounds!");
        }
        else
        {
            LocalBonusMessage("You picked up the Excalibat.");
        }
        wasAmmoPickup = false;
        break;


    case stat_lifeitem1:
        GiveLifePoints(ob,1);
        if (timelimitenabled)
            timelimit+=(VBLCOUNTER);

        break;

    case stat_lifeitem2:
        GiveLifePoints(ob,5);
        if (timelimitenabled)
            timelimit+=(2*VBLCOUNTER);
        break;

    case stat_lifeitem3:
        GiveLifePoints(ob,10);
        if (timelimitenabled)
            timelimit+=(5*VBLCOUNTER);
        break;

    case stat_lifeitem4:
        GiveLifePoints(ob,25);
        if (timelimitenabled)
            timelimit+=(10*VBLCOUNTER);
        break;

    case stat_random:
        switch (GameRandomNumber("GetBonus",0)>>6)
        {
        case 0:
            check->itemnumber=stat_godmode;
            break;
        case 1:
            check->itemnumber=stat_elastic;
            break;
        case 2:
            check->itemnumber=stat_dogmode;
            break;
        case 3:
            check->itemnumber=stat_mushroom;
            break;
        }
        randompowerup=true;
        LocalBonus1Message("Random powerup gives you . . .");
        goto randomlabel;
        break;

    case stat_bulletproof:
        GiveProtection(FL_BPV, GetBonusTimeForItem(stat_bulletproof),
                       SD_GETBVESTSND);
        LocalBonusMessage("Bulletproof Armor!");

        goto drw;

    case stat_gasmask:
        GiveProtection(FL_GASMASK, GetBonusTimeForItem(stat_gasmask),
                       SD_GETMASKSND);
        LocalBonusMessage("You put on a Gas Mask.");

        goto drw;

    case stat_asbesto:
        GiveProtection(FL_AV,GetBonusTimeForItem(stat_asbesto),
                       SD_GETAVESTSND);
        LocalBonusMessage("Asbestos Armor! Oh so itchy!");

        goto drw;

    case stat_elastic:
        if (GivePowerup(ob,FL_ELASTO,GetBonusTimeForItem(stat_elastic),
                        SD_GETELASTSND) == false)
            return;
        LocalBonusMessage("Elasto Mode!");

        ob->flags |= FL_NOFRICTION;
        goto drw;

    case stat_fleetfeet:
        if (GivePowerup(ob,FL_FLEET,GetBonusTimeForItem(stat_fleetfeet),
                        SD_GETFLEETSND) == false)
            return;

        LocalBonus1Message("Mercury Mode!");
        LocalBonusMessage("Press Look Up and Down to fly.");

        ob->flags &= ~FL_NOFRICTION;
        goto drw;


    case stat_mushroom:
        if (GivePowerup(ob,FL_SHROOMS,GetBonusTimeForItem(stat_mushroom),
                        SD_GETSHROOMSSND) == false)
            return;
        LocalBonusMessage("Shrooms Mode!");

        ob->flags &= ~FL_NOFRICTION;
        gamestate.democraticcount ++;
        goto drw;


    case stat_godmode:

        if (ob->flags & FL_GODMODE)
            return;

        if (!ARMED(ob->dirchoosetime))
            return;

        ob->flags &= ~FL_NOFRICTION;

        if (ob->flags & FL_DOGMODE)
        {
            ob->temp2 = DOGMODERISE;
            ResetWeapons(ob);
            if (ob->state->condition & SF_DOGSTATE)
                NewState(ob,&s_player);
        }

        SaveWeapons(ob);
        SpawnNewObj(ob->tilex,ob->tiley,&s_flash1,inertobj);
        new->flags |= FL_ABP;
        new->x = new->drawx = ob->x;
        new->y = new->drawy = ob->y;
        MakeActive(new);
        new->z = ob->z;


        SetPlayerHorizon(pstate,GODYZANGLE);

        ob->flags &= ~(FL_GODMODE|FL_SHROOMS|FL_ELASTO|FL_FLEET|FL_DOGMODE);
        ob->flags |= FL_GODMODE;
        ob->temp2 = GODMODERISE;
        pstate->poweruptime = GetBonusTimeForItem(stat_godmode);
        pstate->soundtime = 0;
        GiveMissileWeapon(ob,wp_godhand);
        SD_PlaySoundRTP(SD_GETGODSND,ob->x, ob->y);
        gamestate.supercount ++;
        LocalBonusMessage("God Mode!");

        goto drw;


#if (SHAREWARE == 0)
    case stat_dogmode:
        if (ob->flags & FL_DOGMODE)
            return;

        if (!ARMED(ob->dirchoosetime))
            return;

        ob->flags &= ~FL_NOFRICTION;

        if (ob->flags & FL_GODMODE)
        {
            ob->temp2 = GODMODEFALL;
            ResetWeapons(ob);
        }


        SaveWeapons(ob);
        ob->shapeoffset = 0;
        NewState(ob,&s_serialdog);

        SpawnNewObj(ob->tilex,ob->tiley,&s_flash1,inertobj);
        new->flags |= FL_ABP;
        new->x = new->drawx = ob->x;
        new->y = new->drawy = ob->y;
        MakeActive(new);
        new->z = ob->z;

        SetPlayerHorizon(pstate,DOGYZANGLE);

        ob->flags &= ~(FL_DOGMODE|FL_SHROOMS|FL_ELASTO|FL_FLEET|FL_GODMODE);
        ob->flags |= FL_DOGMODE;
        ob->temp2 = DOGMODEFALL;
        pstate->poweruptime = GetBonusTimeForItem(stat_dogmode);
        pstate->soundtime = 0;
        GiveMissileWeapon(ob,wp_dog);
        SD_PlaySoundRTP(SD_GETDOGSND,ob->x, ob->y);
        gamestate.supercount ++;
        LocalBonusMessage("Dog Mode!");

        goto drw;
#endif

drw:

        if (ob==player)
            GM_DrawBonus (check->itemnumber);

        break;

    case stat_dipball1:
    case stat_dipball2:
    case stat_dipball3:
        SD_PlaySoundRTP(SD_GETBONUSSND,ob->x, ob->y);
        gamestate.dipballs++;
        LocalBonusMessage("You discovered a Developer Ball!");

        break;

    case stat_collector:
        if (gamestate.battlemode==battle_CaptureTheTriad)
        {   if (pstate->team == check->hitpoints)
                return;
            ob->flags |= FL_DESIGNATED;
            UpdateKills = true;
            LocalBonusMessage( "You picked up a triad!  RUN!!!");
        }
        else
            BATTLE_CheckGameStatus(battle_get_collector_item,ob->dirchoosetime);

        SD_PlaySoundRTP(SD_GETBONUSSND,ob->x, ob->y);
        break;
#if (SHAREWARE == 0)
    case stat_mine:
        SpawnNewObj(check->tilex,check->tiley,&s_grexplosion1,inertobj);
        new->flags |= FL_ABP;
        new->whatever = check;
        new->temp2 = 100;
        MakeActive(new);
        SD_PlaySoundRTP(SD_EXPLODESND,check->x,check->y);
        break;
#endif
    default:
        SD_PlaySoundRTP(SD_GETHEADSND,ob->x, ob->y);
        break;
    }
    //StartBonusFlash ();
    if (check->flags & FL_CHANGES)
    {
        switch (check->itemnumber)
        {
        case stat_pedgoldkey:
        case stat_pedsilverkey:
        case stat_pedironkey:
        case stat_pedcrystalkey:
            check->itemnumber = stat_emptypedestal;
            check->shapenum = stats[stat_emptypedestal].picnum;
            check->flags = stats[stat_emptypedestal].flags|FL_ABP;
            check->count = 0;
            check->numanims = 0;
            break;
        case stat_healingbasin:
            check->itemnumber = stat_emptybasin;
            check->shapenum = stats[stat_emptybasin].picnum;
            check->flags = stats[stat_emptybasin].flags|FL_ABP;
            check->count = 0;
            check->numanims = 0;
            break;
        /*
        	case stat_tablebullets:
        	check->itemnumber = stat_emptytable;
        	check->shapenum = stats[stat_emptytable].picnum;
        	check->flags = stats[stat_emptytable].flags|FL_ABP;
        	break;
        case stat_statuewithpole:
        	check->itemnumber = stat_armornopole;
        	check->shapenum = stats[stat_armornopole].picnum;
        	check->flags = stats[stat_armornopole].flags|FL_ABP;
        	break; */
        case stat_pit:
            check->shapenum ++;
            check->flags &= ~FL_CHANGES;
            check->flags &= ~FL_BONUS;
            break;
        case stat_knifestatue:
            check->itemnumber = stat_emptystatue;
            check->shapenum = stats[stat_emptystatue].picnum;
            check->flags = stats[stat_emptystatue].flags|FL_ABP;
            break;

        default:
            ;
        }
    }
    else
    {   if (check == sprites[check->tilex][check->tiley])
        {
            statobj_t *checkstat;

            checkstat = (statobj_t*)DiskAt(check->tilex,check->tiley);
            if (checkstat && (checkstat->which == SPRITE))
                sprites[check->tilex][check->tiley] = checkstat;
            else
                sprites[check->tilex][check->tiley] = NULL;
        }

        if (randompowerup==true)
            check->itemnumber = stat_random;
        RemoveStatic(check);
    }
}


/*
===================
=
= DropWeapon
=
===================
*/

void DropWeapon(objtype *ob)
{   playertype *pstate;
    int dtilex,dtiley;



    M_LINKSTATE(ob,pstate);

    if ((pstate->missileweapon == -1) || (pstate->missileweapon == wp_godhand)
#if (SHAREWARE == 0)
            || (pstate->missileweapon == wp_dog)
#endif
       )
        return;

    pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/3;
    pstate->new_weapon = pstate->bulletweapon;

    dtilex = ob->tilex;
    dtiley = ob->tiley;

    FindEmptyTile(&dtilex, &dtiley);


    SpawnStatic(dtilex,dtiley,GetItemForWeapon(pstate->missileweapon),9);
    gamestate.missiletotal ++;

    LASTSTAT->ammo = pstate->ammo;
    LASTSTAT->flags |= FL_ABP;
    LASTSTAT->flags &= ~FL_RESPAWN;
    MakeStatActive(LASTSTAT);
    pstate->weaponx = ob->tilex;
    pstate->weapony = ob->tiley;
    pstate->ammo = -1;
    pstate->missileweapon = -1;
    if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
        DrawBarAmmo (false);
}


/*
===================
=
= Thrust
=
===================
*/

void Thrust ( objtype * ob )
{   statobj_t *tstat;
    int dx,dy,dz,rad,index,otherteam;
    objtype*temp;
    playertype * pstate;

    PlayerMove(ob);
    M_LINKSTATE(ob,pstate);

    if ((gamestate.battlemode == battle_CaptureTheTriad) &&
            (ob->flags & FL_DESIGNATED) &&
            (ob->tilex == TEAM[pstate->team].tilex) &&
            (ob->tiley == TEAM[pstate->team].tiley))
    {   if (ob == player)
            SD_Play(PlayerSnds[locplayerstate->player]);

        if (BATTLE_CheckGameStatus(battle_captured_triad,ob->dirchoosetime)==
                battle_no_event)
        {
            ob->flags &= ~FL_DESIGNATED;
            UpdateKills = true;
            otherteam = (pstate->team ^ 1);
            SpawnStatic(TEAM[otherteam].tilex,TEAM[otherteam].tiley,stat_collector,9);
            LASTSTAT->flags |= FL_COLORED;
            LASTSTAT->hitpoints = otherteam;
            LASTSTAT->flags |= FL_ABP;
            MakeStatActive(LASTSTAT);
        }
        return;
    }

    if ((ob->tilex != pstate->weaponx) || (ob->tiley != pstate->weapony))
        pstate->weaponx = pstate->weapony = 0;

    index = touchindices[ob->tilex][ob->tiley];
    if (index && (abs(ob->z - nominalheight) < 5))
    {   if (!TRIGGER[index-1]) {
#if (BNACRASHPREVENT == 1)
            if (touchplate[index-1] != 0) { //	CRASH IN SHAREWARE 'ride em cowboy' BNA FIX
                //SetTextMode (  ); qwert  // DONT ALLOW BAD touchplate ( == 0 ) see rt_door.c
#endif
                if (touchplate[index-1]->complete)
                    SD_PlaySoundRTP(SD_BADTOUCHSND,ob->x,ob->y);
                else {
                    SD_PlaySoundRTP(SD_TOUCHPLATESND,ob->x,ob->y);
                    if (ob == player)
                        AddMessage("Touchplate triggered.",MSG_GAME);
                }
#if (BNACRASHPREVENT == 1)
            } else {
                SD_PlaySoundRTP(SD_BADTOUCHSND,ob->x,ob->y);
            }
            //	CRASH IN SHAREWARE 'ride em cowboy' BNA FIX
#endif
        }
        TRIGGER[index-1] = 1;
    }

    tstat = sprites[ob->tilex][ob->tiley];
    if (tstat)

    {   dx = abs(ob->x - tstat->x);
        dy = abs(ob->y - tstat->y);
        dz = abs(ob->z - tstat->z);
        if ((dx < 0x8000) && (dy < 0x8000) && (dz<=35))
        {
#define OBJECT_IS_BONUS( tstat )                  ( ( tstat )->flags & FL_BONUS )
#define PLAYER_IS_SWITCHING_WEAPONS( pstate )     ( W_CHANGE( pstate ) )
//#define IS_ATTACKING( ob )                        ( ( ( ob )->state->think == T_Attack ) || ( ( ob )->state->think == T_BatBlast ) )
#define IS_WEAPON( tstat )                        ( ( tstat )->flags & FL_WEAPON )
#define PLAYER_MAY_NOT_GET_WEAPON( pstate, ob )   ( PLAYER_IS_SWITCHING_WEAPONS( pstate ))// || IS_ATTACKING( ob ) )
#define OK_TO_PICK_UP( tstat, pstate, ob )        ( !( IS_WEAPON( tstat ) && PLAYER_MAY_NOT_GET_WEAPON( pstate, ob ) ) )
#define WHERE_PLAYER_DROPPED_WEAPON( ob, pstate ) ( ( ( ob )->tilex == ( pstate )->weaponx ) && ( ( ob )->tiley == ( pstate )->weapony ) )

            if ( OBJECT_IS_BONUS( tstat ) &&
                    OK_TO_PICK_UP( tstat, pstate, ob ) &&
                    (!WHERE_PLAYER_DROPPED_WEAPON( ob, pstate ))
               )
            {
                GetBonus(ob,tstat);
                if (PLAYER_IS_SWITCHING_WEAPONS( pstate ))
                {   statetype *nstate;
#if (SHAREWARE == 0)
                    if (ob->state->condition & SF_DOGSTATE)
                        nstate = &s_serialdog;
                    else
#endif
                        nstate = &s_player;
                    pstate->attackframe = pstate->weaponframe = pstate->batblast = 0;
                    NewState(ob,nstate);
                }


            }
            else if ((tstat->itemnumber == stat_pit) &&
                     (ob->temp2 != PITFALL) &&
                     (!(ob->flags & FL_FLEET))
                    )
            {   ob->temp2 = PITFALL;
                ob->momentumx = ob->momentumy = 0;
                //ob->momentumz = 4;
                ob->momentumz = GRAVITY;

                if (ob->whatever == NULL)
                {   ob->whatever = tstat;
                    SD_PlaySoundRTP(SD_PITTRAPSND,ob->x,ob->y);
                    tstat->shapenum = stats[tstat->itemnumber].picnum + 1;
                    MakeStatInactive(tstat);
                    //tstat->flags &= ~FL_ABP;
                }
            }
            else if ((tstat->itemnumber == stat_heatgrate) &&
                     (!(ob->flags & FL_DYING)) && (!(ob->flags & FL_AV))
                    )
            {   DamageThing(ob,1);
                Collision(ob,(objtype*)tstat,0,0);
                M_CheckPlayerKilled(ob);
            }


        }
    }

//================ Check special player/actor links ======================

    if (ob->whatever)
    {   temp = (objtype*)(ob->whatever);

        dx = abs(ob->x - temp->x);
        dy = abs(ob->y - temp->y);
        dz = abs(ob->z - temp->z);
        if (ob->flags & FL_RIDING)
            rad = MINACTORDIST;
        else
            rad = 0x8000;

        if ((dx >rad) || (dy > rad) || (dz > 64))
        {
            if ((temp->obclass == bladeobj) || (temp->obclass == diskobj))
            {   temp->whatever = NULL;
                ob->flags &= ~FL_RIDING;
            }

            else if (ob->temp2 == COLUMNCRUSH)
                ob->temp2 = RENORMALIZE;
            else if (ob->z < nominalheight)
                ob->momentumz = 40000;
            else if (temp->which == SPRITE)
            {   tstat = (statobj_t*)(ob->whatever);
                MakeStatActive(tstat);
                SetNormalHorizon(ob);
            }
            ob->whatever = NULL;
        }
    }

//=========================================================================


    if (BATTLEMODE && (MAPSPOT(ob->tilex,ob->tiley,1) == EXITTILE))
    {
        Move_Player_From_Exit_To_Start(ob);
        return;
    }

    if (ob==player)
    {
        if (MAPSPOT(ob->tilex,ob->tiley,1) == EXITTILE)
            playstate=ex_completed;
        else if ( ( MAPSPOT( ob->tilex, ob->tiley, 2 ) & 0xff00 ) == 0xe400 )
            playstate = ex_secretdone;
        else if (MAPSPOT(ob->tilex,ob->tiley,1) == SECRETEXITTILE)
            playstate=ex_secretlevel;
    }
}



void Move_Player_From_Exit_To_Start(objtype *ob)
{
    int i = 0,oldarea,newarea;
    objtype *tplayer;
    int travelangle,dangle;
    playertype *pstate;

    M_LINKSTATE(ob,pstate);


    oldarea = ob->areanumber;
    newarea = AREANUMBER(FIRST.x,FIRST.y);
    if (oldarea != newarea)
    {
        RemoveFromArea(ob);
        ob->areanumber = newarea;
        MakeLastInArea(ob);
    }

    SetTilePosition(ob,FIRST.x,FIRST.y);
    ob->z = PlatformHeight(ob->tilex,ob->tiley);
    if ((ob->z == -10) || DiskAt(ob->tilex,ob->tiley))
        ob->z = 0;

    ConnectAreas();
    travelangle = atan2_appx(ob->momentumx,ob->momentumy);
    dangle = ob->angle - travelangle;

    ob->angle = (1-FIRST.dir)*ANG90 + dangle;
    Fix(ob->angle);

    ob->dir   = angletodir[ob->angle];
    pstate->anglefrac= (ob->angle<<ANGLEBITS);
    pstate->angle=0;


    for(i=0; i<numplayers; i++)
    {
        tplayer = PLAYER[i];

        if (ob == tplayer)
            continue;

        if (
            (tplayer->tilex == FIRST.x) &&
            (tplayer->tiley == FIRST.y) &&
            (!(tplayer->flags & FL_DYING))
        )
        {
            playertype *pstate;

            M_LINKSTATE(tplayer,pstate);

            pstate->health = tplayer->hitpoints = 0;
            tplayer->flags |= FL_HBM;
            Collision(tplayer,ob,0,0);
            BATTLE_PlayerKilledPlayer(battle_kill_by_crushing,ob->dirchoosetime,tplayer->dirchoosetime);
            \

        }
    }


}



void PlayerSlideMove(objtype * ob)
{   int tryx, tryy, tryz;

    tryx = ob->x + ob->momentumx;
    tryy = ob->y + ob->momentumy;
    tryz = ob->z + (ob->momentumz >> 16);

    if (ActorTryMove(ob,ob->x,tryy,tryz))
    {
        if (ob->momentumx>HITWALLSPEED)
            SD_PlaySoundRTP(SD_HITWALLSND,ob->x,ob->y);
        ob->momentumx=0;
    }
    else if (ActorTryMove(ob,tryx,ob->y,tryz))
    {
        if (ob->momentumy>HITWALLSPEED)
            SD_PlaySoundRTP(SD_HITWALLSND,ob->x,ob->y);
        ob->momentumy=0;
    }
    else
    {
        if (FindDistance(ob->momentumx,ob->momentumy)>(HITWALLSPEED*3/2))
            SD_PlaySoundRTP(SD_HITWALLSND,ob->x,ob->y);
        ob->momentumx=0;
        ob->momentumy=0;
    }
}

/*
===================
=
= SetNormalHorizon
=
===================
*/

void SetNormalHorizon (objtype * ob)
{
    playertype * pstate;

    M_LINKSTATE(ob,pstate);

    if (ob->flags&FL_DOGMODE)
    {
        SetPlayerHorizon(pstate,DOGYZANGLE);
    }
    else if (ob->flags&FL_GODMODE)
    {
        SetPlayerHorizon(pstate,GODYZANGLE);
    }
    else
    {
        SetPlayerHorizon(pstate,NORMALYZANGLE);
    }
}

/*
===================
=
= PlayerTiltHead
=
===================
*/
extern int iG_playerTilt;
extern double dTopYZANGLELIMIT;
void PlayerTiltHead (objtype * ob)
{
    playertype * pstate;
    int dyz=0;
    int yzangle;

//bna++   jumpmode
    if ((donttilt > 0)) {
        donttilt--;
        return;
    }

    M_LINKSTATE(ob,pstate);

    yzangle=ob->yzangle+HORIZONYZOFFSET;
    Fix(yzangle);

    if (
        (pstate->lastmomz!=ob->momentumz) &&
        (ob->momentumz==0) &&
        (
            (!(ob->flags&FL_FLEET)) ||
            (
                (ob->flags&FL_FLEET) &&
                (ob->z==nominalheight)
            )
        )
    )
        SetNormalHorizon(ob);

    pstate->lastmomz=ob->momentumz;

    if (ob->flags&FL_SHROOMS)
    {
        ob->yzangle = FixedMulShift(SHROOMYZANGLE,sintable[(oldpolltime<<6)&(FINEANGLES-1)],16);
        Fix(ob->yzangle);
        return;
    }
    else if (pstate->guntarget)
    {
        int dx,dy,dz;
        int xydist;
        int yzangle;

        dx = ob->x - pstate->guntarget->x;
        dy = ob->y - pstate->guntarget->y;
        xydist = FindDistance(dx,dy)-0x8000;
        if (ob->z==pstate->guntarget->z)
            dz = 0;
        else
        {
            dz = (ob->z-pstate->guntarget->z)<<10;
        }
        yzangle = atan2_appx(xydist,dz);

        yzangle += HORIZONYZOFFSET;
        Fix(yzangle);
        SetPlayerHorizon(pstate,yzangle-HORIZONYZOFFSET);

        if (oldpolltime>pstate->targettime)
        {
            if (pstate->guntarget)
                pstate->guntarget->flags &= ~FL_TARGET;
            pstate->guntarget=NULL;
            SetNormalHorizon(ob);
        }
    }
    else
    {
        if (pstate->buttonstate[bt_horizonup])
        {
            if (yzangle!=pstate->horizon)
            {
                SetPlayerHorizon(pstate,yzangle-HORIZONYZOFFSET);
            }
            else
            {
                SetPlayerHorizon(pstate,(pstate->horizon-HORIZONYZOFFSET+YZHORIZONSPEED));
            }
        }
        else if (pstate->buttonstate[bt_horizondown])
        {
            if (yzangle!=pstate->horizon)
            {
                SetPlayerHorizon(pstate,yzangle-HORIZONYZOFFSET);
            }
            else
            {
                SetPlayerHorizon(pstate,(pstate->horizon-HORIZONYZOFFSET-YZHORIZONSPEED));
            }
        }
        if (pstate->buttonstate[bt_lookup])
        {
            if (!(ob->flags & FL_FLEET))
            {
                dyz=YZTILTSPEED;
                if (pstate->buttonstate[bt_lookdown])
                {
                    dyz=0;
                }

                SetNormalHorizon(ob);
            }
        }
        if (pstate->buttonstate[bt_lookdown])
        {
            if (!(ob->flags & FL_FLEET))
            {
                dyz=-YZTILTSPEED;
                if (pstate->buttonstate[bt_lookup])
                {
                    dyz=0;
                }
                SetNormalHorizon(ob);
            }
        }
        if (!(ob->flags&FL_DOGMODE) &&
                !(ob->flags&FL_GODMODE) &&
                !(ob->flags&FL_FLEET)   &&
                !(ob->flags&FL_RIDING)  &&
                (ob->momentumz > (GRAVITY<<1))//(ob->momentumz>0x1000)
           )
        {
            SetPlayerHorizon(pstate,FALLINGYZANGLE);
        }
    }



    if ((yzangle!=pstate->horizon) && (dyz==0))
    {
        int speed;

        speed=SNAPBACKSPEED;
        if (yzangle<pstate->horizon)
            yzangle+=speed;
        else
            yzangle-=speed;
        if ((abs(yzangle-pstate->horizon))<SNAPBACKSPEED)
            yzangle=pstate->horizon;
    }
//SetTextMode();

    if (yzangle != 512) {
        FinddTopYZANGLELIMITvalue(ob);
    }


    yzangle+=dyz;
    if (yzangle-HORIZONYZOFFSET>YZANGLELIMIT)
        yzangle=HORIZONYZOFFSET+YZANGLELIMIT;
    /*   else if (yzangle-HORIZONYZOFFSET<-TopYZANGLELIMIT)//bnafix
           yzangle=HORIZONYZOFFSET-TopYZANGLELIMIT;//bnafix
    dTopYZANGLELIMIT*/
    else if (yzangle-HORIZONYZOFFSET<-dTopYZANGLELIMIT)//bnafix
        yzangle=HORIZONYZOFFSET-dTopYZANGLELIMIT;//bnafix
    ob->yzangle=yzangle-HORIZONYZOFFSET;
    Fix(ob->yzangle);

    iG_playerTilt = ob->yzangle;

}

//----------------------------------------------------------------------
// bna added function
// if a player is to close to wall, looking down max
//,this func limit the dTopYZANGLELIMIT value when
// facing a wall
#define SMALLANGLE 90
//there is small angles where didnt work
//so we check for them to = 90/2048 = aprox, 15 degrees
int FinddTopYZANGLELIMITvalue(objtype *ob)
{   /*


    checkx = ob->tilex + 1;
    checky = ob->tiley + 1;
    if (actorat[checkx][checky]){
    return 0;
    }
    return 1;

    checkx = ob->tilex ;
    checky = ob->tiley;

    // find which direction the player is facing
    //and check if it is a wall

    */

    //use lowest down angle
    dTopYZANGLELIMIT = (26*FINEANGLES/360);

    if (ob->angle < 256 || ob->angle > 1792) {
        if ((tilemap[ob->tilex + 1][ob->tiley])!=0) {

            return 0;
        }
        //ob->dir = east;
    } else if (ob->angle < 768) {
        if ((tilemap[ob->tilex][ob->tiley-1])!=0) {
            return 0;
        }
    } else if (ob->angle < 1280) {
        if ((tilemap[ob->tilex-1][ob->tiley])!=0) {
            return 0;
        }
    } else {
        if ((tilemap[ob->tilex][ob->tiley+1])!=0) {
            return 0;
        }
    }


    //use middle down angle
    dTopYZANGLELIMIT = (42*FINEANGLES/360);

    if ((ob->angle > 768-SMALLANGLE)&&(ob->angle <= 768)) {
        if ((tilemap[ob->tilex -1][ob->tiley])!=0) { //ob->tiley-1
            return 0;
        }
    }
    if ((ob->angle < 1280+SMALLANGLE)&&(ob->angle >= 1280)) {
        if ((tilemap[ob->tilex - 1][ob->tiley])!=0) { //ob->tiley+1
            return 0;
        }
    }
    if ((ob->angle > 256)&&(ob->angle <= 256+SMALLANGLE)) {
        if ((tilemap[ob->tilex + 1][ob->tiley])!=0) { //ob->tiley-1
            return 0;
        }
    }
    if ((ob->angle < 1792)&&(ob->angle >= 1792-SMALLANGLE)) {
        if ((tilemap[ob->tilex + 1][ob->tiley])!=0) { //ob->tiley+1
            return 0;
        }
    }
    if ((ob->angle < 1280)&&(ob->angle >= 1280-SMALLANGLE)) {
        if ((tilemap[ob->tilex ][ob->tiley+1])!=0) { //ob->tilex-1
            return 0;
        }
    }
    if ((ob->angle > 1792)&&(ob->angle <= 1792+SMALLANGLE)) {
        if ((tilemap[ob->tilex ][ob->tiley+1])!=0) { //ob->tiley+1
            return 0;
        }
    }
    if ((ob->angle > 768)&&(ob->angle <= 768+SMALLANGLE)) {
        if ((tilemap[ob->tilex][ob->tiley-1])!=0) { //ob->tiley-1
            return 0;
        }
    }
    if ((ob->angle < 256)&&(ob->angle >= 256-SMALLANGLE)) {
        if ((tilemap[ob->tilex][ob->tiley-1])!=0) { //ob->tiley-1
            return 0;
        }
    }

    //use max down angle
    dTopYZANGLELIMIT = (90*FINEANGLES/360);
    return 1;
}
// bna added function end
//----------------------------------------------------------------------




/*
===================
=
= UpdatePlayers
=
=================== QWERTYU
*/
void UpdatePlayers ( void )
{
    objtype * obj;
//   playertype * pstate;

    for (obj = FIRSTACTOR; obj->obclass==playerobj; obj = obj->next)
    {

//ErrorDontQuit("obj->next = ",obj->next);
#if (BNACRASHPREVENT == 1)//crashed here when oscuro and larves were all killed
        if (obj->next == 0) {
            return;
        }
#endif
        obj->speed=FindDistance(obj->momentumx, obj->momentumy);
//       M_LINKSTATE(obj,pstate);
//       pstate->steptime-=obj->speed;
//       if (pstate->steptime<0)
//          {
//          while (pstate->steptime<0)
//             pstate->steptime+=PLAYERSTEPTIME;
//          pstate->stepwhich^=1;
//          SD_PlaySoundRTP(SD_WALK1SND+pstate->stepwhich,obj->x,obj->y);
//          }
    }
}


/*
===================
=
= PlayerMove
=
===================
*/

void PlayerMove ( objtype * ob )
{   playertype *pstate;

    M_LINKSTATE(ob,pstate);
    if (ob->flags & FL_FLEET)
        CheckFlying(ob,pstate);
    ActorMovement(ob);
    pstate->anglefrac = (pstate->anglefrac+pstate->angle)&((FINEANGLES<<ANGLEBITS)-1);
    ob->angle = (pstate->anglefrac >> ANGLEBITS);
    ob->dir = angletodir[ob->angle];
    if (ob==player)
        UpdateLightLevel(player->areanumber);

    PlayerTiltHead(ob);

    if (IsWindow(ob->tilex,ob->tiley))
    {
        if (!(ob->flags & FL_DYING))
        {
            pstate->health = 0;
            pstate->falling=true;
            if ((ob->flags & FL_GODMODE) || (ob->flags & FL_DOGMODE) ||
                    (gamestate.battlemode == battle_Eluder) || (godmode==true))
            {
                KillActor(ob);
                NewState(ob,&s_remotedie1);
            }
            else
                Collision(ob,(objtype*)NULL,0,0);
            ob->flags |= FL_DYING;
            M_CheckPlayerKilled(ob);
        }
    }
}

/*
===============
=
= T_Tag
=
===============
*/

void  T_Tag (objtype *ob)
{
    playertype *pstate;

    CheckPlayerSpecials(ob);
    //CheckWeaponStates(ob);
    M_LINKSTATE(ob,pstate);
    Thrust(ob);

    if (ob->ticcount > 4)
        pstate->weaponheight -= GMOVE;
    else
        pstate->weaponheight += GMOVE;

    if ((ob->ticcount > 1) && (ob->ticcount < 8) && (!(ob->flags & FL_DIDTAG)))
    {   int i,dx,dy,magangle;

        for(i=0; i<numplayers; i++)
        {   if (PLAYER[i] == ob)
                continue;

            dx = abs(PLAYER[i]->x - ob->x);
            dy = abs(PLAYER[i]->y - ob->y);
            if ((dx > 0xc000) || (dy > 0xc000))
                continue;
            magangle = abs(ob->angle - AngleBetween(ob,PLAYER[i]));
            if (magangle > VANG180)
                magangle = ANGLES - magangle;

            if (magangle > ANGLES/8)
                continue;
            CheckTagGame(ob,PLAYER[i]);
            break;
        }

    }


//Commented out until we find if it's valid
    /*
    	if (!ob->ticcount)
    	  {if ( pstate->buttonstate[bt_use] && !pstate->buttonheld[bt_use] )
    			pstate->buttonstate[bt_use] = false;
    		if ( pstate->buttonstate[bt_attack] && !pstate->buttonheld[bt_attack])
    			pstate->buttonstate[bt_attack] = false;
    	  }
    */
}

#if (SHAREWARE == 0)
#define GET_RESETSTATE(ob,resetstate)      \
   {                                       \
   if (ob->state->condition & SF_DOGSTATE) \
      resetstate = &s_serialdog;           \
   else                                    \
      resetstate = &s_player;              \
   }
#else
#define GET_RESETSTATE(ob,resetstate)      \
   {                                       \
   resetstate = &s_player;                 \
   }
#endif

/*
===============
=
= T_Attack
=
===============
*/

void  T_Attack (objtype *ob)
{
    attack_t   *cur;

    playertype *pstate;
    statetype *resetstate;


    Thrust(ob);
    if (ob->flags & FL_DYING)
        return;

    resetstate = ob->state;
    CheckPlayerSpecials(ob);
    if (resetstate != ob->state)
    {
        return;
    }


    if ((ob->flags & FL_PAIN) && (!ob->ticcount))
        ob->flags &= ~FL_PAIN;

    CheckWeaponStates(ob);
    M_LINKSTATE(ob,pstate);
    GET_RESETSTATE(ob,resetstate);


    if (ARMED(ob->dirchoosetime)
            //(gamestate.battlemode != battle_Tag)
       )

    {
        if (pstate->weapondowntics == 1)  // change to up; during change, up and down
            // are never zero at the same time
        {
#if (SHAREWARE == 0)
            if (pstate->weapon == wp_kes)
            {
                pstate->weapondowntics = 0;
                pstate->weaponuptics = KESTICS/(2*GMOVE);
            }
            else
#endif
            {
                pstate->weapondowntics = 0;
                pstate->weaponframe = pstate->attackframe = 0;

                if (pstate->NETCAPTURED == -1)
                {
                    pstate->weaponuptics = FREE.screenheight/GMOVE;
                    pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                    pstate->NETCAPTURED = 1;
                    //          return;
                }
                else if (pstate->NETCAPTURED == -2)
                {
                    pstate->weaponuptics = WEAPONS[pstate->weapon].screenheight/GMOVE;
                    pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                    pstate->NETCAPTURED = 0;

                    //return;
                }
                else
                {
                    pstate->weaponuptics = WEAPONS[pstate->new_weapon].screenheight/GMOVE;
                    pstate->weapon = pstate->new_weapon;
                    pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                }
            }
        }
    }
    else if (gamestate.battlemode == battle_Hunter)
    {
        if (pstate->weapondowntics == 1)

        {
            pstate->weapondowntics = 0;
            pstate->weaponframe = pstate->attackframe = pstate->batblast = 0;
            pstate->weapon = pstate->new_weapon;
            NewState(ob,resetstate);
            return;
        }
    }




#if (SHAREWARE==0)
    if ((pstate->buttonstate[bt_use]) &&
            (pstate->weapon != wp_dog)
       )
#else
    if (pstate->buttonstate[bt_use])
#endif
        Cmd_Use (ob);

    if (pstate->attackframe >= WEAPONS[pstate->weapon].numattacks)
        Error("\n attackframe %d for weapon %d gt numattacks %d",
              pstate->attackframe,pstate->weapon,
              WEAPONS[pstate->weapon].numattacks
             );

    cur = &(WEAPONS[pstate->weapon].attackinfo[pstate->attackframe]);
    if (! pstate->attackcount)
    {
        switch (cur->attack)
        {
        case reset:
            if (vrenabled && (ob==player))
            {
                StopVRFeedback();
            }
            ob->flags &= ~FL_FULLLIGHT;
            if (pstate->ammo)
            {
                if (BATTLEMODE && (pstate->weapon == wp_firewall))
                    break;
                if (BATTLEMODE && (pstate->weapon == wp_firebomb))
                    break;
                if ((pstate->buttonstate[bt_attack]) && (pstate->weapon <= wp_firewall))
                {
                    if (pstate->weapon <= wp_mp40)
                    {
                        if (pstate->weapon == wp_twopistol)
                            pstate->attackframe -= 6;
                        else if (pstate->weapon == wp_pistol)
                            pstate->attackframe -= 3;
                        else if (pstate->weapon == wp_mp40)
                            pstate->attackframe -= 2;

                        if (ob->state == &s_pmissattack2)
                            NewState(ob,&s_pmissattack1);
                        else if (ob->state == &s_pgunattack2)
                            NewState(ob,&s_pgunattack1);

                    }

                }
                else
                {
                    NewState(ob,resetstate);
                    pstate->attackframe = pstate->weaponframe = 0;
                    pstate->batblast = 0;
                    return;
                }
            }
            else
            {
                NewState(ob,resetstate);
                pstate->attackframe = pstate->weaponframe = 0;
                pstate->new_weapon = pstate->bulletweapon;
                pstate->batblast = 0;
                pstate->ammo = -1;
                pstate->missileweapon = -1;
                pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;

                if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
                    DrawBarAmmo (false);

                return;
            }
            break;

        case reset2:
            if (vrenabled && (ob==player))
            {
                StopVRFeedback();
            }
            ob->flags &= ~FL_FULLLIGHT;
            if (pstate->buttonstate[bt_attack] && pstate->ammo)
            {
                pstate->attackframe -= 4;
                if (ob->state == &s_pmissattack2)
                    NewState(ob,&s_pmissattack1);
                else if (ob->state == &s_pgunattack2)
                    NewState(ob,&s_pgunattack1);
            }
            else
            {
                NewState(ob,resetstate);
                pstate->attackframe = pstate->weaponframe = 0;
                pstate->batblast = 0;
                return;
            }

            break;


        case at_pulltrigger:
            if (vrenabled && (ob==player))
            {
                StartVRFeedback(1);
            }
            ob->flags |= FL_FULLLIGHT;

#if (SHAREWARE == 0)

            if (pstate->batblast >= BBTIME)
                DogBlast(ob);

            else if (pstate->weapon == wp_dog)
                DogAttack(ob);
            else if (pstate->weapon == wp_bat)
                BatAttack (ob);
            else
#endif
                GunAttack(ob);

            break;

        case at_missileweapon:
            if (!pstate->ammo)
            {
                pstate->attackframe = pstate->weaponframe = 0;
                pstate->batblast = 0;
                return;
            }

            if (vrenabled && (ob==player))
            {
                StartVRFeedback(1);
            }
            ob->flags |= FL_FULLLIGHT;
            if (ob==player)
                SetIllumination(2);
            PlayerMissileAttack(ob);


            if (!(ob->flags & FL_GODMODE) && !godmode)
            {
                if (!BATTLEMODE || (gamestate.BattleOptions.Ammo != bo_infinite_shots))
                    pstate->ammo--;

                if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
                    DrawBarAmmo (false);
            }
#if (SHAREWARE == 0)
            if (pstate->weapon == wp_kes)
                pstate->weapondowntics = KESTICS/(2*GMOVE);
#endif
            break;

        default:
            ;
        }

        pstate->attackframe++;
        cur = &(WEAPONS[pstate->weapon].attackinfo[pstate->attackframe]);
        pstate->weaponframe = cur->frame;
        pstate->attackcount = cur->mtics;

    }
    else
        pstate->attackcount --;
}

/*
===============
=
= T_BatBlast
=
===============
*/

void  T_BatBlast (objtype *ob)
{
    attack_t   *cur;
    playertype *pstate;


    Thrust(ob);
    CheckPlayerSpecials(ob);
    M_LINKSTATE(ob,pstate);


//Commented out until we find if it's valid
    /*
    	if (!ob->ticcount)
    	 {if ( pstate->buttonstate[bt_use] && !pstate->buttonheld[bt_use] )
    		pstate->buttonstate[bt_use] = false;

    	  if ( pstate->buttonstate[bt_attack] && !pstate->buttonheld[bt_attack])
    		pstate->buttonstate[bt_attack] = false;
    	 }
    */
//
// change frame and fire
//

    BatBlast(ob);



    if (pstate->attackframe >= WEAPONS[pstate->weapon].numattacks)
        Error("\n attackframe %d for weapon %d gt numattacks %d",
              pstate->attackframe,pstate->weapon,
              WEAPONS[pstate->weapon].numattacks
             );



    cur = &(WEAPONS[pstate->weapon].attackinfo[pstate->attackframe]);
    if (! pstate->attackcount)
    {   if (cur->attack == reset)
        {
            if (!(ob->flags & FL_GODMODE) && (!godmode))
            {   pstate->ammo --;
                if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
                    DrawBarAmmo (false);
            }

            if (!pstate->ammo)
            {   pstate->new_weapon = pstate->bulletweapon;
                pstate->ammo = -1;
                pstate->missileweapon = -1;
                pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;

            }

            NewState(ob,&s_player);
            pstate->attackframe = pstate->weaponframe = 0;
            pstate->batblast = 0;
            return;
        }
        pstate->attackframe++;
        pstate->weaponframe = WEAPONS[pstate->weapon].attackinfo[pstate->attackframe].frame;
        cur = &(WEAPONS[pstate->weapon].attackinfo[pstate->attackframe]);
        pstate->attackcount = cur->mtics;
    }
    else
        pstate->attackcount --;

}




void  T_Free (objtype *ob)
{
    attack_t   *cur;


    if (!ob->ticcount)
    {


//Commented out until we find if it's valid
        /*
        	if ( locplayerstate->buttonstate[bt_use] && !locplayerstate->buttonheld[bt_use] )
        		locplayerstate->buttonstate[bt_use] = false;

        	if ( locplayerstate->buttonstate[bt_attack] && !locplayerstate->buttonheld[bt_attack])
        		locplayerstate->buttonstate[bt_attack] = false;
        */
        Thrust(ob);

    }
    CheckPlayerSpecials(ob);






    cur = &(FREE.attackinfo[locplayerstate->attackframe]);

    if (!locplayerstate->attackcount)
    {
        if ((locplayerstate->weaponframe > 3) && (locplayerstate->weaponframe < 8))
            locplayerstate->NETCAPTURED ++;
        else if (locplayerstate->weaponframe == 8)
        {
            locplayerstate->NETCAPTURED = -2;
            MISCVARS->NET_IN_FLIGHT = false;
            NewState(ob,&s_player);
            locplayerstate->weapondowntics = FREE.screenheight/GMOVE;
            return;
        }

        locplayerstate->attackframe++;
        cur = &(FREE.attackinfo[locplayerstate->attackframe]);
        locplayerstate->weaponframe = cur->frame;

        locplayerstate->attackcount = cur->mtics;

    }
    else
        locplayerstate->attackcount --;
}



void Switch_Who_Is_It_For_Tag(objtype *actor1,objtype *actor2)
{
    playertype *pstate;

    M_LINKSTATE(actor1,pstate);
    if (pstate->buttonstate[bt_use])
    {   playertype *pstate2;

        M_LINKSTATE(actor2,pstate2);
        pstate2->oldmissileweapon = pstate2->oldweapon = pstate2->new_weapon =
                                        pstate2->missileweapon = pstate2->weapon = wp_godhand;
        pstate2->weaponheight = 144;
        pstate2->weaponuptics = (144 - TAGHANDHEIGHT)/GMOVE;
        pstate2->weapondowntics = 0;
        actor1->flags |= FL_DIDTAG;
        actor2->flags |= FL_DESIGNATED;
        UpdateKills = true;

        actor1->flags &= ~FL_DESIGNATED;
        BATTLE_PlayerKilledPlayer(battle_player_tagged,
                                  actor1->dirchoosetime, actor2->dirchoosetime);
    }

}



void CheckTagGame(objtype *actor1,objtype*actor2)
{
//if ((actor1->obclass != playerobj) || (actor2->obclass != playerobj))
    //return;

    if (!BATTLEMODE)
        return;

    if (gamestate.battlemode != battle_Tag)
        return;

    SD_PlaySoundRTP(SD_GETBONUSSND,actor1->x,actor1->y);

    if (actor1->flags & FL_DESIGNATED)
        Switch_Who_Is_It_For_Tag(actor1,actor2);
    else if (actor2->flags & FL_DESIGNATED)
        Switch_Who_Is_It_For_Tag(actor2,actor1);

}






/*
======================
=
= CheckWeaponChange
=
= Keys 1-4 change weapons
=
======================
*/

void CheckWeaponChange (objtype * ob)
{
//   int     i;

    playertype * pstate;


    M_LINKSTATE(ob,pstate);
    //pstate = (ob == player)?(&playerstate):(&remoteplayerstate);
    if (W_CHANGE(pstate))
        return;

    if (!ARMED(ob->dirchoosetime))
        return;

    if ((ob->flags & FL_DOGMODE) || (ob->flags & FL_GODMODE))
        return;

#if (WEAPONCHEAT==1)
    if (godmode && Keyboard[sc_Insert])
    {
        SD_Play(SD_SELECTWPNSND);

        // FOR DEBUG only
        /*
        if (pstate->buttonstate[bt_run])
         {
         if (pstate->weapon == 0)
          pstate->new_weapon = wp_bat;
         else
          pstate->new_weapon --;
         }
        else
         {*/
        if (pstate->weapon == MAXWEAPONS-1)
            pstate->new_weapon = 0;
        else
            pstate->new_weapon ++;
        //}
        if (pstate->new_weapon <= wp_mp40)
        {   pstate->bulletweapon = pstate->new_weapon;
            pstate->HASBULLETWEAPON[pstate->new_weapon] = 1;
        }
        else
            pstate->missileweapon = pstate->new_weapon;

        pstate->ammo = stats[GetItemForWeapon(pstate->missileweapon)].ammo;
        if (pstate->ammo<1)
            pstate->ammo=5;
        StartWeaponChange;
        //pstate->weapondowntics = WEAPONS[pstate->weapon].screenheight/GMOVE;
        //if ((ob==player) && SHOW_BOTTOM_STATUS_BAR() )
        //		DrawBarAmmo (false);
    }
    else if (pstate->buttonstate[bt_swapweapon])
#else
    if (pstate->buttonstate[bt_swapweapon])
#endif
    {
        if ((pstate->weapon == pstate->bulletweapon) &&
                (pstate->missileweapon != -1))
        {   pstate->new_weapon = pstate->missileweapon;
            StartWeaponChange;
        }

        else if (pstate->weapon != pstate->bulletweapon)
        {   pstate->new_weapon = pstate->bulletweapon;
            StartWeaponChange;
        }
    }
    else if ((pstate->buttonstate[bt_dropweapon]) &&
             (!gamestate.BattleOptions.WeaponPersistence))
    {
        if (pstate->weapon==pstate->bulletweapon)
        {
            if ((ob==player) && (!(pstate->buttonheld[bt_dropweapon])))
                PlayNoWaySound();
        }
        else
        {
            if (sprites[ob->tilex][ob->tiley])
            {
                if ((ob==player) && (!(pstate->buttonheld[bt_dropweapon])))
                    PlayNoWaySound();
            }
            else
            {
                DropWeapon(ob);
            }
        }
    }



    if (pstate->buttonstate[bt_pistol])
    {   if (pstate->weapon != wp_pistol)
        {   pstate->new_weapon = pstate->bulletweapon = wp_pistol;
            StartWeaponChange;
        }
    }

    else if (pstate->buttonstate[bt_dualpistol])
    {   if ((pstate->weapon != wp_twopistol) && pstate->HASBULLETWEAPON[wp_twopistol])
        {   pstate->new_weapon = pstate->bulletweapon = wp_twopistol;
            StartWeaponChange;
        }
    }
    else if (pstate->buttonstate[bt_mp40])
    {   if ((pstate->weapon != wp_mp40) && pstate->HASBULLETWEAPON[wp_mp40])
        {   pstate->new_weapon = pstate->bulletweapon = wp_mp40;
            StartWeaponChange;
        }
    }
    else if (pstate->buttonstate[bt_missileweapon])
    {   if ((pstate->weapon != pstate->missileweapon) && (pstate->missileweapon != -1))
        {   pstate->new_weapon = pstate->missileweapon;
            StartWeaponChange;
        }
    }
}


void SetWhoHaveWeapons(void)
{
    playertype *pstate;
    objtype    *ob;
    int        i;

    for ( i = 0; i < numplayers; i++ )
    {
        ob = PLAYER[ i ];
        M_LINKSTATE( ob, pstate );

        if ( ARMED( ob->dirchoosetime ))
        {
            if (pstate->weapon == -1)
            {
                if (( pstate->missileweapon != -1 ) && (pstate->ammo>0))
                    pstate->new_weapon = pstate->missileweapon;

                else
                {
                    if ( pstate->bulletweapon == -1 )
                    {
                        pstate->HASBULLETWEAPON[ wp_pistol ] = 1;
                        pstate->bulletweapon = wp_pistol;
                    }
                    pstate->new_weapon = pstate->bulletweapon;
                    pstate->ammo = -1;
                }

                pstate->weapon = pstate->new_weapon;
                pstate->weapondowntics = 0;
                pstate->weaponuptics = WEAPONS[pstate->new_weapon].screenheight/GMOVE;
                pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                pstate->attackframe = pstate->weaponframe =
                                          pstate->batblast = 0;
                if (i == consoleplayer)
                    DrawBarAmmo(false);
            }
        }
        else
        {
            if (ob->flags & FL_DOGMODE)
            {
                ob->temp2 = DOGMODERISE;
                pstate->oldweapon = -1;
                ResetWeapons(ob);
                if (ob->state->condition & SF_DOGSTATE)
                    NewState(ob,&s_player);
            }
            else if (ob->flags & FL_GODMODE)
            {
                ob->temp2 = GODMODEFALL;
                pstate->oldweapon = -1;
                ResetWeapons(ob);
            }
            else
            {
                pstate->new_weapon = -1;
                StartWeaponChange;
            }
            pstate->attackframe = pstate->weaponframe =
                                      pstate->batblast = 0;
        }
    }
}








void CheckWeaponStates(objtype*ob)
{   playertype *pstate;

    M_LINKSTATE(ob,pstate);

    if (gamestate.battlemode == battle_Tag)
    {   if (pstate->weapondowntics)
        {   pstate->weaponheight += GMOVE;
            pstate->weapondowntics --;
            if (!pstate->weapondowntics)
                pstate->weapon = pstate->missileweapon = pstate->bulletweapon =
                                     pstate->new_weapon = pstate->oldweapon = pstate->oldmissileweapon = -1;

        }


        if (pstate->weaponuptics)
        {   pstate->weaponheight -= GMOVE;
            pstate->weaponuptics --;
        }
        return;
    }

    if (pstate->weapondowntics)
    {   pstate->weaponheight += GMOVE;
#if (SHAREWARE == 0)
        if ((pstate->weapon == wp_kes) && pstate->attackframe)
            pstate->weaponheight += GMOVE;
#endif
        pstate->weapondowntics --;
    }
    else if (pstate->weaponuptics)
    {   pstate->weaponheight -= GMOVE;
#if (SHAREWARE == 0)
        if ((pstate->weapon == wp_kes) && pstate->attackframe)
            pstate->weaponheight -= GMOVE;
#endif

        pstate->weaponuptics --;
    }
    else if ((pstate->weapon == pstate->new_weapon) && (!pstate->NETCAPTURED))
        pstate->weaponheight = 0;

}


/*
=============================
=
= CheckSpecialSounds
=
=============================
*/

#define REGDOGSTATE(ob) \
   ((ob->state == &s_serialdog) || (ob->state == &s_serialdog2) || \
    (ob->state == &s_serialdog3) || (ob->state == &s_serialdog4)   \
   )

static int dyingvolume=255;
void CheckSpecialSounds(objtype *ob, playertype *pstate)
{
    int shift;

    if ((!BATTLEMODE) && (ob == player))
    {
        if (pstate->health < MaxHitpointsForCharacter(locplayerstate)/5)
        {
            pstate->healthtime ++;
            if (pstate->healthtime > 2*VBLCOUNTER)
            {
                pstate->healthtime = 0;
                SD_PlayPitchedSound ( SD_PLAYERDYINGSND, dyingvolume, 0 );
                if (dyingvolume>80)
                    dyingvolume-=40;
            }
        }
        else
        {
            dyingvolume=255;
        }
    }

    if (((ob->flags & FL_GODMODE) || (ob->flags & FL_DOGMODE)) &&
            (!W_CHANGE(pstate))
       )
    {
        pstate->soundtime++;
        if (pstate->soundtime > (2*VBLCOUNTER))
        {
            int rand;

            rand = GameRandomNumber("player special sound",0);
            shift = (pstate->soundtime>>5);
            if ((rand << shift) > 3500)
            {
                int sound;

                pstate->soundtime = 0;

                rand = GameRandomNumber("player god scare",0);

                if (ob->flags & FL_GODMODE)
                {
                    sound = SD_GODMODE1SND;
                    if (rand < 160)
                        sound++;
                    if (rand < 80)
                        sound ++;
                    SD_PlaySoundRTP(sound,ob->x,ob->y);
                }
#if (SHAREWARE == 0)
                else if ((!pstate->batblast) && (!ob->momentumz) &&
                         (REGDOGSTATE(ob))
                        )
                {
                    sound = SD_DOGMODEPANTSND;
                    if (rand < 128)
                        sound += 2;
                    NewState(ob,&s_doglick);
                    pstate->attackframe = pstate->weaponframe =
                                              pstate->batblast = 0;
                    SD_PlaySoundRTP(sound,ob->x,ob->y);
                }
#endif
            }
        }
    }




    else if (ob->flags & FL_GASMASK)
    {
        pstate->soundtime ++;

        if (pstate->soundtime > (3*VBLCOUNTER))
        {
            pstate->soundtime = 0;
            SD_PlaySoundRTP(SD_GASMASKSND,ob->x,ob->y);
        }
    }


    else if (MISCVARS->GASON)
    {
        pstate->soundtime ++;
        if (pstate->soundtime > (2*VBLCOUNTER))
        {
            int rand;

            rand = GameRandomNumber("player cough sound",0);
            shift = (pstate->soundtime>>5);
            if ((rand << shift) > 2000)
            {
                pstate->soundtime = 0;
                if ((pstate->player == 1) || (pstate->player == 3))
                    SD_PlaySoundRTP(SD_PLAYERCOUGHFSND,ob->x,ob->y);
                else
                    SD_PlaySoundRTP(SD_PLAYERCOUGHMSND,ob->x,ob->y);
            }
        }
    }
}

/*
static int dyingvolume=255;
void CheckSpecialSounds(objtype *ob, playertype *pstate)
   {
   int shift;

   if ((!BATTLEMODE) && (ob == player))
      {
      if (pstate->health < MaxHitpointsForCharacter(locplayerstate)/5)
         {
         pstate->healthtime ++;
         if (pstate->healthtime > 2*VBLCOUNTER)
            {
            pstate->healthtime = 0;
            SD_PlayPitchedSound ( SD_PLAYERDYINGSND, dyingvolume, 0 );
            if (dyingvolume>80)
               dyingvolume-=40;
            }
         }
      else
         {
         dyingvolume=255;
         }
      }

   if (((ob->flags & FL_GODMODE) || (ob->flags & FL_DOGMODE)) &&
       (!W_CHANGE(pstate))
      )
      {
      pstate->soundtime++;
      if (pstate->soundtime > (2*VBLCOUNTER))
         {
         int rand;

         rand = GameRandomNumber("player special sound",0);
         shift = (pstate->soundtime>>5);
         if ((rand << shift) > 3500)
            {
            int sound;

            pstate->soundtime = 0;

            rand = GameRandomNumber("player god scare",0);

            if (ob->flags & FL_GODMODE)
               {
               sound = SD_GODMODE1SND;
               if (rand < 160)
                  sound++;
               if (rand < 80)
                  sound ++;
               SD_PlaySoundRTP(sound,ob->x,ob->y);
               }
#if (SHAREWARE == 0)
            else if (!pstate->batblast)
               {
               sound = SD_DOGMODEPANTSND;
               if (rand < 128)
                  sound += 2;
               NewState(ob,&s_doglick);
               pstate->attackframe = pstate->weaponframe =
               pstate->batblast = 0;
               SD_PlaySoundRTP(sound,ob->x,ob->y);
               }
#endif
            }
         }
      }




   else if (ob->flags & FL_GASMASK)
      {
      pstate->soundtime ++;

      if (pstate->soundtime > (3*VBLCOUNTER))
         {
         pstate->soundtime = 0;
			SD_PlaySoundRTP(SD_GASMASKSND,ob->x,ob->y);
         }
      }


   else if (MISCVARS->GASON)
      {
      pstate->soundtime ++;
      if (pstate->soundtime > (2*VBLCOUNTER))
         {
         int rand;

         rand = GameRandomNumber("player cough sound",0);
         shift = (pstate->soundtime>>5);
         if ((rand << shift) > 2000)
            {
            pstate->soundtime = 0;
            if ((pstate->player == 1) || (pstate->player == 3))
               SD_PlaySoundRTP(SD_PLAYERCOUGHFSND,ob->x,ob->y);
            else
               SD_PlaySoundRTP(SD_PLAYERCOUGHMSND,ob->x,ob->y);
            }
         }
      }
   }

*/


/*
=============================
=
= CheckProtectionsAndPowerups
=
=============================
*/



void CheckProtectionsAndPowerups(objtype *ob, playertype *pstate)
{
    if (pstate->poweruptime)
    {
        pstate->poweruptime --;
        if (pstate->poweruptime < 0)
            pstate->poweruptime = 0;
        if (ob==player)
            GM_UpdateBonus (pstate->poweruptime, true);
    }
    else
    {
        if (ob->flags & FL_ELASTO)
        {
            ob->flags &= ~FL_NOFRICTION;
            if (ob==player)
                GM_UpdateBonus (pstate->poweruptime, true);
            SD_PlaySoundRTP(SD_LOSEMODESND,ob->x, ob->y);
        }
        else if (ob->flags & FL_GODMODE)
        {   ob->temp2 = GODMODEFALL;
            if ((pstate->player == 1) || (pstate->player == 3))
                SD_PlaySoundRTP(SD_GODWOMANSND,ob->x, ob->y);
            else
                SD_PlaySoundRTP(SD_GODMANSND,ob->x, ob->y);
            ResetWeapons(ob);
        }
        else if (ob->flags & FL_DOGMODE)
        {   int wall;

            wall = tilemap[ob->tilex][ob->tiley];
            if ((wall & 0x4000) && (wall & 0x8000))
            {   maskedwallobj_t * mw;

                mw=maskobjlist[wall&0x3ff];
                if (mw->flags&MW_NONDOGBLOCKING)
                    return;
            }


            ob->temp2 = DOGMODERISE;
            if ((pstate->player == 1) || (pstate->player == 3))
                SD_PlaySoundRTP(SD_DOGWOMANSND,ob->x, ob->y);
            else
                SD_PlaySoundRTP(SD_DOGMANSND,ob->x, ob->y);
            ResetWeapons(ob);
            if (ob->state->condition & SF_DOGSTATE)
            {
                NewState(ob,&s_player);
                pstate->attackframe = pstate->weaponframe = pstate->batblast = 0;
            }
        }
        else if (ob->flags & FL_SHROOMS)
        {
            ResetFocalWidth ();
            SD_PlaySoundRTP(SD_LOSEMODESND,ob->x, ob->y);
        }
        else if (ob->flags & FL_FLEET)
            SD_PlaySoundRTP(SD_LOSEMODESND,ob->x, ob->y);

        ob->flags &= ~(FL_SHROOMS|FL_ELASTO|FL_FLEET|FL_GODMODE|FL_DOGMODE);
    }

    if (pstate->protectiontime)
    {
        pstate->protectiontime --;
        if (pstate->protectiontime <= 0)
        {
            SD_PlaySoundRTP(SD_LOSEMODESND,ob->x, ob->y);
            pstate->protectiontime = 0;
        }
        if (ob==player)
            GM_UpdateBonus (pstate->protectiontime, false);
    }
    else
        ob->flags &= ~(FL_BPV|FL_AV|FL_GASMASK);

}



/*
=============================
=
= CheckFlying
=
=============================
*/

void CheckFlying(objtype*ob,playertype *pstate)
{


    if (pstate->buttonstate[bt_lookup])
    {
        ob->momentumz = -FLYINGZMOM;
    }
    if (pstate->buttonstate[bt_lookdown])
    {
        ob->momentumz = FLYINGZMOM;
    }

    /*
    if (!M_ISDOOR(((ob->x + costable[ob->angle])>>16),
          ((ob->y - sintable[ob->angle])>>16)) &&
          (pstate->buttonstate[bt_use]) &&
          (!pstate->buttonheld[bt_use])
       )
       {
       int op;
       int dist;

       dist=JETPACKTHRUST;
       if (ob->z-dist<-15)
          dist=ob->z+15;
       if (dist>0)
          {
          op = FixedMul(GRAVITY,(dist<<16)) << 1;
          ob->momentumz = -FixedSqrtHP(op);
          SD_PlaySoundRTP(SD_FLYINGSND,ob->x,ob->y);
          }
       }
    */
}



/*
=============================
=
= CheckTemp2Codes
=
=============================
*/


#define IN_AIR(ob) \
             (!((ob->z == nominalheight) ||              \
                (IsPlatform(ob->tilex,ob->tiley)) ||    \
                (DiskAt(ob->tilex,ob->tiley))           \
               )                                        \
             )                                          \


void CheckTemp2Codes(objtype *ob,playertype *pstate)
{
    int pitheight;
    int godheight;
    int height;
    int oldz;
    int destheightoffset;


    pitheight    = maxheight - 8;
    height = ob->z + pstate->playerheight;
    godheight    = ob->z + GODOFFSET;

    //SoftError("\nheightoffset: %d, temp2: %d",pstate->heightoffset,ob->temp2);


    if (!((ob->temp2 == PITFALL) || (ob->temp2 == PITRISE)))
    {

        oldz = ob->z;
        //SoftError("\n zmom %d, oldz %d, newz %d",ob->momentumz,oldz,ob->z);

        if (ob->flags & FL_FLEET)
        {
            if (IN_AIR(ob))
                pstate->heightoffset = FixedMulShift(0x4000,sintable[(oldpolltime<<6)&2047],28);

            ob->z += ((ob->momentumz+0x8000)>>16);
            ob->momentumz = 0;

        }
        else
        {
            ob->z += (ob->momentumz>>16);
            ob->momentumz += GRAVITY;
        }


        if (ob->z >= nominalheight)
        {
            ob->z = nominalheight;
            ob->momentumz = 0;
            //if (platform == nominalheight)
            //{//ob->temp2 = 0;
            //ob->momentumz = 0;
            if ((oldz < nominalheight) && (!(ob->flags & FL_RIDING)))
            {
                SD_PlaySoundRTP(SD_PLAYERLANDSND,ob->x,ob->y);
            }

            if (!(ob->flags & FL_ELASTO))
                ob->flags &= ~FL_NOFRICTION;
            //  }
        }
        else if (height < 1)
        {
            ob->momentumz = 0;
            ob->z = 1-pstate->playerheight;
        }



        switch (ob->temp2)
        {
        case RENORMALIZE:
            pstate->heightoffset --;

            if (ob->flags & FL_DOGMODE)
                destheightoffset = DOGOFFSET-pstate->playerheight;
            else
                destheightoffset = 0;

            if (pstate->heightoffset <= destheightoffset)
            {
                ob->temp2 = 0;
                pstate->heightoffset = 0;
            }
            pstate->oldheightoffset = pstate->heightoffset;

            break;

        case COLUMNCRUSH:
            pstate->heightoffset += 4;
            if (pstate->heightoffset >= 30)
                pstate->heightoffset = 30;

            pstate->oldheightoffset = pstate->heightoffset;
            break;

        case GODMODERISE:
            pstate->heightoffset --;
            pstate->oldheightoffset = pstate->heightoffset;
            if ((height+pstate->heightoffset) <= godheight)
            {
                ob->temp2 = 0;
                pstate->poweruptime = POWERUPTICS;
            }
            break;


        case GODMODEFALL:
            pstate->heightoffset ++;
            pstate->oldheightoffset = pstate->heightoffset;
            SetPlayerHorizon(pstate,NORMALYZANGLE);
            if (pstate->heightoffset >= 0)
            {
                ob->temp2 = 0;
                ob->flags &= ~FL_GODMODE;
                SetNormalHorizon(ob);
            }
            break;

        case DOGMODERISE:
            pstate->heightoffset --;
            pstate->oldheightoffset = pstate->heightoffset;
            SetPlayerHorizon(pstate,NORMALYZANGLE);
            if (pstate->heightoffset <= 0)
            {
                ob->temp2 = 0;
                ob->flags &= ~FL_DOGMODE;
                SetNormalHorizon(ob);
            }
            break;


        case DOGMODEFALL:
            pstate->heightoffset ++;
            pstate->oldheightoffset = pstate->heightoffset;
            if (pstate->heightoffset >= (DOGOFFSET-pstate->playerheight))
            {
                ob->temp2 = 0;
                pstate->poweruptime = POWERUPTICS;
            }
            break;

        case STEPUP:
            //Debug("\n\n heightoffset adjusted from %d to %d",
            //	 pstate->heightoffset,pstate->heightoffset - STEPADJUST);
            pstate->heightoffset -= STEPADJUST;
            if (pstate->heightoffset <= pstate->oldheightoffset)
            {   ob->temp2 = 0;
                //Debug("\n done adjusting heightoffset");
                pstate->heightoffset = pstate->oldheightoffset;
            }
            break;

        case STEPDOWN:
            pstate->heightoffset += STEPADJUST;
            if (pstate->heightoffset >= pstate->oldheightoffset)
            {   ob->temp2 = 0;
                pstate->heightoffset = pstate->oldheightoffset;
            }
            break;

        case 0:
            if (!((ob->flags & FL_FLEET) ||
                    (ob->flags & FL_DOGMODE) ||
                    (ob->flags & FL_GODMODE)
                 )
               )
                pstate->heightoffset = 0;
            break;

        }


    }


    else if (ob->temp2 == PITFALL)
    {
        if (ob->z != pitheight)
        {
            ob->z += (ob->momentumz>>16);
            ob->momentumz += GRAVITY;
            if (ob->z >= pitheight)
            {
                ob->z = pitheight;
                ob->momentumz = 0;
                if (!(ob->flags & FL_DYING))
                {   DamageThing(ob,10);
                    Collision(ob,(objtype*)NULL,0,0);
                    M_CheckPlayerKilled(ob);
                }
            }
        }
        else if (ob->momentumx || ob->momentumy)
        {
            ob->temp2 = PITRISE;
            ob->momentumz = -2;
        }
    }

    else if (ob->temp2 == PITRISE)
    {   ob->z += ob->momentumz;
        if (ob->z <= nominalheight)
        {   ob->z = nominalheight;
            ob->temp2 = 0;
            ob->momentumz = 0;
            if (pstate->heightoffset)
                ob->temp2 = RENORMALIZE;
        }
    }






}



/*
=============================
=
= CheckRemoteRecording
=
=============================
*/

void CheckRemoteRecording(objtype *ob,playertype *pstate)
{
    if (networkgame==true)
    {
        if ( (pstate->buttonstate[bt_recordsound]) &&
                (!pstate->buttonheld[bt_recordsound])
           )
        {
            if (SD_RecordingActive()==false)
            {
                SD_SetRecordingActive ();
                PlayerRecording=ob->dirchoosetime;
                if (ob==player)
                {
                    SD_StartRecordingSound();
                    UpdateClientControls();
                }
            }
        }
        else if ( (pstate->buttonheld[bt_recordsound]) &&
                  (!pstate->buttonstate[bt_recordsound])
                )
        {
            if (SD_RecordingActive()==true)
            {
                if (ob->dirchoosetime==PlayerRecording)
                {
                    if (ob==player)
                        SD_StopRecordingSound();
                    SD_ClearRecordingActive();
                    PlayerRecording=-1;
                    UpdateClientControls();
                }
            }
        }
    }
}


/*
=============================
=
= CheckPlayerSpecials
=
=============================
*/


void CheckPlayerSpecials(objtype * ob)
{
    playertype * pstate;

    M_LINKSTATE(ob,pstate);

    // Check for recording of sound

    CheckRemoteRecording(ob,pstate);
    CheckTemp2Codes(ob,pstate);

    if (ob->flags & FL_DYING)
        return;

    CheckSpecialSounds(ob,pstate);
    CheckProtectionsAndPowerups(ob,pstate);
}

#if (SHAREWARE == 0)
/*
===============
=
= T_DogUse
=
===============
*/

void  T_DogUse (objtype *ob)
{
    attack_t   *cur;
    playertype *pstate;
    statetype *oldstate;

    M_LINKSTATE(ob,pstate);

    Thrust(ob);
    oldstate = ob->state;
    CheckPlayerSpecials(ob);
    if (ob->state != oldstate)
    {
        return;
    }




//Commented out until we find if it's valid
    /*
      if (!ob->ticcount)
    	{if ( pstate->buttonstate[bt_use] && !pstate->buttonheld[bt_use] )
    		pstate->buttonstate[bt_use] = false;
    	}
    */

    if (pstate->attackframe >= DOGSCRATCH.numattacks)
        Error("\n attackframe %d for DOGSCRATCH gt numattacks %d",
              pstate->attackframe,DOGSCRATCH.numattacks
             );



    cur = &(DOGSCRATCH.attackinfo[pstate->attackframe]);
    if (! pstate->attackcount)
    {   switch (cur->attack)
        {
        case reset:
        {
            NewState(ob,&s_dogwait);
            pstate->attackframe = pstate->weaponframe = pstate->batblast = 0;
            return;
        }
        break;
        case at_pulltrigger:
            pstate->buttonheld[bt_use]=false;
            Cmd_Use(ob);
            break;
        default:
            break;
        }
        pstate->attackframe++;
        cur = &(DOGSCRATCH.attackinfo[pstate->attackframe]);
        pstate->weaponframe = cur->frame;
        pstate->attackcount = cur->mtics;

    }
    else
        pstate->attackcount --;



}

/*
===============
=
= T_DogLick
=
===============
*/



void  T_DogLick (objtype *ob)
{
    attack_t   *cur;
    playertype *pstate;
    statetype *oldstate;

    M_LINKSTATE(ob,pstate);

    Thrust(ob);
    oldstate = ob->state;
    CheckPlayerSpecials(ob);
    if (ob->state != oldstate)
    {
        return;
    }



//Commented out until we find if it's valid
    /*
      if (!ob->ticcount)
    	{if ( pstate->buttonstate[bt_use] && !pstate->buttonheld[bt_use] )
    		pstate->buttonstate[bt_use] = false;
    	}
    */


    if (pstate->attackframe >= DOGLICK.numattacks)
        Error("\n attackframe %d for DOGLICK gt numattacks %d",
              pstate->attackframe,DOGLICK.numattacks
             );


    cur = &(DOGLICK.attackinfo[pstate->attackframe]);
    if (! pstate->attackcount)
    {   if (cur->attack == reset)
        {
            NewState(ob,&s_serialdog);
            pstate->attackframe = pstate->weaponframe = 0;
            return;
        }
        pstate->attackframe++;
        cur = &(DOGLICK.attackinfo[pstate->attackframe]);
        pstate->weaponframe = cur->frame;
        pstate->attackcount = cur->mtics;

    }
    else
        pstate->attackcount --;

//	if ( playerstate.buttonstate[bt_attack] && (!playerstate.buttonheld[bt_attack]) && (!W_CHANGE))
    //		Cmd_Fire (ob);


}

#endif

void T_DeadWait(objtype*ob)
{
    playertype *pstate;

    M_LINKSTATE(ob,pstate);
    if ((ob->flags & FL_DESIGNATED) && (gamestate.battlemode == battle_CaptureTheTriad))
    {   int otherteam = (pstate->team ^ 1);

        ob->flags &= ~FL_DESIGNATED;
        UpdateKills = true;
        SpawnStatic(TEAM[otherteam].tilex,TEAM[otherteam].tiley,stat_collector,9);
        LASTSTAT->flags |= FL_COLORED;
        LASTSTAT->hitpoints = otherteam;
        LASTSTAT->flags |= FL_ABP;
        MakeStatActive(LASTSTAT);

    }
    //ob->momentumx=0;
    //ob->momentumy=0;

    if (pstate->heightoffset<36)
    {   pstate->heightoffset++;
        pstate->oldheightoffset = pstate->heightoffset;
    }

    if (ob==player)
    {
        UpdateLightLevel(player->areanumber);
        if ((pstate->falling==true) || (ob->momentumz==0))
        {
            if (BATTLEMODE)
                playerdead=true;
            else
                playstate = ex_died;
        }
    }
    /*
    if (BATTLEMODE)
    	{
    	objtype * killer=(objtype *)ob->target;

    	dx = killer->x - ob->x;
    	dy = ob->y - killer->y;

    	if (dx && dy)
    		ob->angle = atan2_appx (dx,dy);
    	}
    */
    //CheckPlayerSpecials(ob);
}

/*
===============
=
= T_Player
=
===============
*/

void  T_Player (objtype *ob)
{
    playertype *pstate;
    statetype *oldstate;

#if (SHAREWARE == 0)
    int eluder;
#endif

    M_LINKSTATE(ob,pstate);



#if (SHAREWARE == 0)
    eluder = ((pstate->weapon == wp_dog) && gamestate.SpawnEluder);
#endif

    oldstate = ob->state;

    if (ob->flags&FL_DYING)
    {

        CheckPlayerSpecials(ob);
        PlayerMove(ob);
        if (
            (pstate->falling==true) ||
            (
                (!ob->momentumx) &&
                (!ob->momentumy) &&
                (!ob->momentumz) &&
                (!ob->state->tictime)
            )
        )
        {
            KillActor(ob);
            if (ob->state == &s_remoteguts12)
                NewState(ob,&s_gutwait);
            else
                NewState(ob,&s_deadwait);
        }
        return;
    }

    Thrust(ob);
    if (ob->flags & FL_DYING)
        return;

    oldstate = ob->state;
    CheckPlayerSpecials(ob);
    if (ob->state != oldstate)
    {
        if (ob->flags & FL_DYING)
            return;
    }

    if (!(ob->flags & FL_PAIN))
    {   if (!(ob->state->condition & SF_DOGSTATE))
        {   if ((ob->momentumx || ob->momentumy) && (ob->state->condition != SF_DOWN))
                NewState(ob,&s_remotemove1);
            else if (NOMOM && (ob->state != &s_player))
                NewState(ob,&s_player);
        }
        else if (NOMOM
#if (SHAREWARE == 0)

                 && (ob->state != &s_dogwait)
#endif

                )

            NewState(ob,ob->state);

    }
    else if (!ob->ticcount)
    {   if (!(ob->state->condition & SF_DOGSTATE))
            NewState(ob,&s_player);

        ob->flags &= ~FL_PAIN;

    }

    if (ob->flags & FL_DIDTAG)
    {   ob->flags &= ~FL_DIDTAG;
        pstate->weapondowntics = (144 - TAGHANDHEIGHT)/GMOVE;
    }


    CheckWeaponStates(ob);


    if (ARMED(ob->dirchoosetime)
            //(gamestate.battlemode != battle_Tag)
       )
    {
        if (pstate->weapondowntics == 1)  // change to up; during change, up and down
            // are never zero at the same time
        {
            pstate->weapondowntics = 0;
            pstate->weaponframe = pstate->attackframe = 0;

            if (pstate->NETCAPTURED == -1)
            {
                pstate->weaponuptics = FREE.screenheight/GMOVE;
                pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                pstate->NETCAPTURED = 1;
                //          return;
            }
            else if (pstate->NETCAPTURED == -2)
            {
                pstate->weaponuptics = WEAPONS[pstate->weapon].screenheight/GMOVE;
                pstate->weaponheight = pstate->weaponuptics*GMOVE ;
                pstate->NETCAPTURED = 0;

                //return;
            }
            else
            {
                pstate->weaponuptics = WEAPONS[pstate->new_weapon].screenheight/GMOVE;
                pstate->weapon = pstate->new_weapon;

                pstate->weaponheight = pstate->weaponuptics*GMOVE ;
            }
        }

        else
            CheckWeaponChange (ob);
    }

    else if (gamestate.battlemode == battle_Hunter)
    {
        if (pstate->weapondowntics == 1)

        {
            pstate->weapondowntics = 0;
            pstate->weaponframe = pstate->attackframe = pstate->batblast = 0;
            pstate->weapon = pstate->new_weapon;
        }
    }

//   if ( pstate->buttonstate[bt_use] && (!W_CHANGE(pstate)) )

    if ( pstate->buttonstate[bt_use] )
        Cmd_Use (ob);


    if (W_CHANGE(pstate))
        return;




    if ((!ARMED(ob->dirchoosetime))
#if (SHAREWARE == 0)
            && (pstate->weapon != wp_dog)
#endif
       )
        return;

    if (pstate->buttonstate[bt_attack])
    {
#if (SHAREWARE == 0)

        if (eluder)
            Cmd_Fire(ob);

        else if ((pstate->weapon == wp_bat) ||
                 (pstate->weapon == wp_dog)
                )
        {
            int oldblast=pstate->batblast;

            pstate->batblast ++;

            if (pstate->weapon==wp_bat)
            {
                if (pstate->batblast == 20)
                    SD_PlaySoundRTP(SD_EXCALIBUILDSND,ob->x,ob->y);
            }
            else
            {
                if ((pstate->batblast>>4)!=(oldblast>>4))
                {
                    int handle;

                    handle=SD_PlaySoundRTP(SD_DOGMODEPREPBLASTSND,ob->x,ob->y);
                    SD_SetSoundPitch(handle,-(BBTIME<<3)+(pstate->batblast<<3));
                }
            }
            if (pstate->batblast < BBTIME)
                return;

            if (pstate->weapon == wp_bat)
                SD_PlaySoundRTP(SD_EXCALIBLASTSND,ob->x,ob->y);
            else
                SD_PlaySoundRTP(SD_DOGMODEBLASTSND,ob->x,ob->y);
        }

        if ((pstate->weapon != wp_split) || (!pstate->buttonheld[bt_attack]))
#endif
            //    if (!pstate->buttonheld[bt_attack])
//#endif
        {

#if (SHAREWARE == 0)

            if (pstate->weapon == wp_kes)
                SD_PlaySoundRTP(SD_GRAVBUILDSND,ob->x,ob->y);
#endif

            Cmd_Fire (ob);
        }
    }

#if (SHAREWARE == 0)

    else if (
        ((pstate->weapon == wp_bat) ||
         ((pstate->weapon == wp_dog) && (!eluder))
        ) &&
        (pstate->buttonheld[bt_attack])
    )
    {
        if (pstate->weapon == wp_bat)
            SD_StopSound(SD_EXCALIBUILDSND);
        pstate->batblast = 0;
        Cmd_Fire(ob);
    }
#endif

}