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p_inter.c

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  • p_inter.c 131.61 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 1993-1996 by id Software, Inc.
    // Copyright (C) 1998-2000 by DooM Legacy Team.
    // Copyright (C) 1999-2024 by Sonic Team Junior.
    //
    // This program is free software distributed under the
    // terms of the GNU General Public License, version 2.
    // See the 'LICENSE' file for more details.
    //-----------------------------------------------------------------------------
    /// \file  p_inter.c
    /// \brief Handling interactions (i.e., collisions)
    
    #include "doomdef.h"
    #include "i_system.h"
    #include "am_map.h"
    #include "g_game.h"
    #include "m_random.h"
    #include "p_local.h"
    #include "s_sound.h"
    #include "r_main.h"
    #include "st_stuff.h"
    #include "hu_stuff.h"
    #include "lua_hook.h"
    #include "m_cond.h" // unlockables, emblems, etc
    #include "p_setup.h"
    #include "m_cheat.h" // objectplace
    #include "m_misc.h"
    #include "v_video.h" // video flags for CEchos
    #include "f_finale.h"
    #include "netcode/net_command.h"
    
    // CTF player names
    #define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
    #define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
    
    void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period)
    {
    	BasicFF_t Basicfeed;
    	if (!player)
    		return;
    	Basicfeed.Duration = (UINT32)(duration * (100L/TICRATE));
    	Basicfeed.ForceX = Basicfeed.ForceY = 1;
    	Basicfeed.Gain = 25000;
    	Basicfeed.Magnitude = period*10;
    	Basicfeed.player = player;
    	/// \todo test FFB
    	P_RampConstant(&Basicfeed, attack, fade);
    }
    
    void P_ForceConstant(const BasicFF_t *FFInfo)
    {
    	JoyFF_t ConstantQuake;
    	if (!FFInfo || !FFInfo->player)
    		return;
    	ConstantQuake.ForceX    = FFInfo->ForceX;
    	ConstantQuake.ForceY    = FFInfo->ForceY;
    	ConstantQuake.Duration  = FFInfo->Duration;
    	ConstantQuake.Gain      = FFInfo->Gain;
    	ConstantQuake.Magnitude = FFInfo->Magnitude;
    	if (FFInfo->player == &players[consoleplayer])
    		I_Tactile(ConstantForce, &ConstantQuake);
    	else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
    		I_Tactile2(ConstantForce, &ConstantQuake);
    }
    void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End)
    {
    	JoyFF_t RampQuake;
    	if (!FFInfo || !FFInfo->player)
    		return;
    	RampQuake.ForceX    = FFInfo->ForceX;
    	RampQuake.ForceY    = FFInfo->ForceY;
    	RampQuake.Duration  = FFInfo->Duration;
    	RampQuake.Gain      = FFInfo->Gain;
    	RampQuake.Magnitude = FFInfo->Magnitude;
    	RampQuake.Start     = Start;
    	RampQuake.End       = End;
    	if (FFInfo->player == &players[consoleplayer])
    		I_Tactile(ConstantForce, &RampQuake);
    	else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer])
    		I_Tactile2(ConstantForce, &RampQuake);
    }
    
    
    //
    // GET STUFF
    //
    
    /** Makes sure all previous starposts are cleared.
      * For instance, hitting starpost 5 will clear starposts 1 through 4, even if
      * you didn't touch them. This is how the classic games work, although it can
      * lead to bizarre situations on levels that allow you to make a circuit.
      *
      * \param postnum The number of the starpost just touched.
      */
    void P_ClearStarPost(INT32 postnum)
    {
    	thinker_t *th;
    	mobj_t *mo2;
    
    	// scan the thinkers
    	for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    	{
    		if (th->removing)
    			continue;
    
    		mo2 = (mobj_t *)th;
    
    		if (mo2->type != MT_STARPOST)
    			continue;
    
    		if (mo2->health > postnum)
    			continue;
    
    		P_SetMobjState(mo2, mo2->info->seestate);
    	}
    	return;
    }
    
    //
    // P_ResetStarposts
    //
    // Resets all starposts back to their spawn state, used on A_Mixup and some other things.
    //
    void P_ResetStarposts(void)
    {
    	// Search through all the thinkers.
    	thinker_t *th;
    	mobj_t *post;
    
    	for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    	{
    		if (th->removing)
    			continue;
    
    		post = (mobj_t *)th;
    
    		if (post->type != MT_STARPOST)
    			continue;
    
    		P_SetMobjState(post, post->info->spawnstate);
    	}
    }
    
    //
    // P_CanPickupItem
    //
    // Returns true if the player is in a state where they can pick up items.
    //
    boolean P_CanPickupItem(player_t *player, boolean weapon)
    {
    	if (!player->mo || player->mo->health <= 0)
    		return false;
    
    	if (player->bot && player->bot != BOT_MPAI)
    	{
    		if (weapon)
    			return false;
    		return P_CanPickupItem(&players[consoleplayer], true); // weapon is true to prevent infinite recursion if p1 is bot - doesn't occur in vanilla, but may be relevant for mods
    	}
    
    	if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] < UINT16_MAX)
    		return false;
    
    	return true;
    }
    
    boolean P_CanPickupEmblem(player_t *player, INT32 emblemID)
    {
    	emblem_t *emblem = NULL;
    
    	if (emblemID < 0 || emblemID >= numemblems)
    	{
    		// Invalid emblem ID, can't pickup.
    		return false;
    	}
    
    	emblem = &emblemlocations[emblemID];
    
    	if (demoplayback)
    	{
    		// Never collect emblems in replays.
    		return false;
    	}
    
    	if (player->bot && player->bot != BOT_MPAI)
    	{
    		// Your little lap-dog can't grab these for you.
    		return false;
    	}
    
    	if (emblem->type == ET_SKIN)
    	{
    		INT32 skinnum = M_EmblemSkinNum(emblem);
    
    		if (player->skin != skinnum)
    		{
    			// Incorrect skin to pick up this emblem.
    			return false;
    		}
    	}
    
    	return true;
    }
    
    boolean P_EmblemWasCollected(INT32 emblemID)
    {
    	if (emblemID < 0 || emblemID >= numemblems)
    	{
    		// Invalid emblem ID, can't pickup.
    		return true;
    	}
    
    	if (shareEmblems && !serverGamedata->collected[emblemID])
    	{
    		// It can be worth collecting again if we're sharing emblems
    		// and the server doesn't have it.
    		return false;
    	}
    
    	return clientGamedata->collected[emblemID];
    }
    
    //
    // P_DoNightsScore
    //
    // When you pick up some items in nights, it displays
    // a score sign, and awards you some drill time.
    //
    void P_DoNightsScore(player_t *player)
    {
    	mobj_t *dummymo;
    
    	if (player->exiting)
    		return; // Don't do any fancy shit for failures.
    
    	dummymo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+player->mo->height/2, MT_NIGHTSCORE);
    	if (player->bot && player->bot != BOT_MPAI)
    		player = &players[consoleplayer];
    
    	if (G_IsSpecialStage(gamemap)) // Global link count? Maybe not a good idea...
    	{
    		INT32 i;
    		for (i = 0; i < MAXPLAYERS; i++)
    			if (playeringame[i])
    			{
    				if (++players[i].linkcount > players[i].maxlink)
    					players[i].maxlink = players[i].linkcount;
    				players[i].linktimer = nightslinktics;
    			}
    	}
    	else // Individual link counts
    	{
    		if (++player->linkcount > player->maxlink)
    			player->maxlink = player->linkcount;
    		player->linktimer = nightslinktics;
    	}
    
    	if (P_MobjWasRemoved(dummymo))
    		return;
    
    	// Award 10-100 score, doubled if bonus time is active
    	P_AddPlayerScore(player, min(player->linkcount,10)*(player->bonustime ? 20 : 10));
    	P_SetMobjState(dummymo, (player->bonustime ? dummymo->info->xdeathstate : dummymo->info->spawnstate) + min(player->linkcount,10)-1);
    
    	// Make objects slowly rise & scale up
    	dummymo->momz = FRACUNIT;
    	dummymo->fuse = 3*TICRATE;
    	dummymo->scalespeed = FRACUNIT/25;
    	dummymo->destscale = 2*FRACUNIT;
    
    	// Add extra values used for color variety
    	dummymo->extravalue1 = player->linkcount-1;
    	dummymo->extravalue2 = ((player->linkcount-1 >= 300) ? (player->linkcount-1 >= 600) ? 2 : 1 : 0);
    }
    
    //
    // P_DoMatchSuper
    //
    // Checks if you have all 7 pw_emeralds, then turns you "super". =P
    //
    void P_DoMatchSuper(player_t *player)
    {
    	UINT16 match_emeralds = player->powers[pw_emeralds];
    	boolean doteams = false;
    	int i;
    
    	// If this gametype has teams, check every player on your team for emeralds.
    	if (G_GametypeHasTeams())
    	{
    		doteams = true;
    		for (i = 0; i < MAXPLAYERS; i++)
    			if (players[i].ctfteam == player->ctfteam)
    				match_emeralds |= players[i].powers[pw_emeralds];
    	}
    
    	if (!ALL7EMERALDS(match_emeralds))
    		return;
    
    	// Got 'em all? Turn "super"!
    	emeraldspawndelay = invulntics + 1;
    	player->powers[pw_emeralds] = 0;
    	player->powers[pw_invulnerability] = emeraldspawndelay;
    	player->powers[pw_sneakers] = emeraldspawndelay;
    	if (P_IsLocalPlayer(player) && !player->powers[pw_super])
    	{
    		S_StopMusic();
    		if (mariomode)
    			G_GhostAddColor(GHC_INVINCIBLE);
    		strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
    		S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
    		S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
    	}
    
    	// Also steal 50 points from every enemy, sealing your victory.
    	P_StealPlayerScore(player, 50);
    
    	// In a team game?
    	// Check everyone else on your team for emeralds, and turn those helpful assisting players invincible too.
    	if (doteams)
    		for (i = 0; i < MAXPLAYERS; i++)
    			if (playeringame[i] && players[i].ctfteam == player->ctfteam
    			&& players[i].powers[pw_emeralds] != 0)
    			{
    				players[i].powers[pw_emeralds] = 0;
    				player->powers[pw_invulnerability] = invulntics + 1;
    				player->powers[pw_sneakers] = player->powers[pw_invulnerability];
    				if (P_IsLocalPlayer(player) && !player->powers[pw_super])
    				{
    					S_StopMusic();
    					if (mariomode)
    						G_GhostAddColor(GHC_INVINCIBLE);
    					strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
    					S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
    					S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
    				}
    			}
    }
    
    /** Takes action based on a ::MF_SPECIAL thing touched by a player.
      * Actually, this just checks a few things (heights, toucher->player, no
      * objectplace, no dead or disappearing things)
      *
      * The special thing may be collected and disappear, or a sound may play, or
      * both.
      *
      * \param special     The special thing.
      * \param toucher     The player's mobj.
      * \param heightcheck Whether or not to make sure the player and the object
      *                    are actually touching.
      */
    void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
    {
    	player_t *player;
    	INT32 i;
    	UINT8 elementalpierce;
    
    	if (objectplacing)
    		return;
    
    	I_Assert(special != NULL);
    	I_Assert(toucher != NULL);
    
    	// Dead thing touching.
    	// Can happen with a sliding player corpse.
    	if (toucher->health <= 0)
    		return;
    	if (special->health <= 0)
    		return;
    
    	if (heightcheck)
    	{
    		if (special->type == MT_FLINGEMERALD) // little hack here...
    		{ // flingemerald sprites are low to the ground, so extend collision radius down some.
    			if (toucher->z > (special->z + special->height))
    				return;
    			if (special->z - special->height > (toucher->z + toucher->height))
    				return;
    		}
    		else
    		{
    			if (toucher->momz < 0) {
    				if (toucher->z + toucher->momz > special->z + special->height)
    					return;
    			} else if (toucher->z > special->z + special->height)
    				return;
    			if (toucher->momz > 0) {
    				if (toucher->z + toucher->height + toucher->momz < special->z)
    					return;
    			} else if (toucher->z + toucher->height < special->z)
    				return;
    		}
    	}
    
    	// Ignore multihits in "ouchie" mode
    	if (special->flags & (MF_ENEMY | MF_BOSS) && special->flags2 & MF2_FRET)
    		return;
    
    	player = toucher->player;
    
    	if (player)
    	{
    		if (player->spectator)
    			return;
    
    		// Some hooks may assume that the toucher is a player, so we keep it in here.
    		if (LUA_HookTouchSpecial(special, toucher) || P_MobjWasRemoved(special))
    			return;
    	}
    
    	if (player || (toucher->flags & MF_PUSHABLE)) // Special area for objects that are interactable by both player AND MF_PUSHABLE.
    	{
    		if (special->type == MT_STEAM)
    		{
    			if (player && P_IsPlayerInState(player, S_PLAY_PAIN)) // can't use gas jets when player is in pain!
    				return;
    
    			fixed_t speed = special->info->mass; // gas jets use this for the vertical thrust
    			SINT8 flipval = P_MobjFlip(special); // virtually everything here centers around the thruster's gravity, not the object's!
    
    			if (special->state != &states[S_STEAM1]) // Only when it bursts
    				return;
    
    			toucher->eflags |= MFE_SPRUNG;
    			toucher->momz = flipval * FixedMul(speed, FixedSqrt(FixedMul(special->scale, toucher->scale))); // scale the speed with both objects' scales, just like with springs!
    
    			if (player)
    			{
    				P_ResetPlayer(player);
    				if (player->panim != PA_FALL)
    					P_SetMobjState(toucher, S_PLAY_FALL);
    			}
    
    			return; // Don't collect it!
    		}
    	}
    
    	if (!player) // Only players can touch stuff!
    		return;
    
    	// 0 = none, 1 = elemental pierce, 2 = bubble bounce
    	elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)
    	? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
    	: 0);
    
    	if ((special->flags & (MF_ENEMY|MF_BOSS)) && !(special->flags & MF_MISSILE))
    	{
    		////////////////////////////////////////////////////////
    		/////ENEMIES & BOSSES!!/////////////////////////////////
    		////////////////////////////////////////////////////////
    
    		switch (special->type)
    		{
    			case MT_BLACKEGGMAN:
    			{
    				P_DamageMobj(toucher, special, special, 1, 0); // ouch
    				return;
    			}
    			 case MT_BIGMINE:
    			{
    				special->momx = toucher->momx/3;
    				special->momy = toucher->momy/3;
    				special->momz = toucher->momz/3;
    				toucher->momx /= -8;
    				toucher->momy /= -8;
    				toucher->momz /= -8;
    				special->flags &= ~MF_SPECIAL;
    				if (special->info->activesound)
    					S_StartSound(special, special->info->activesound);
    				P_SetTarget(&special->tracer, toucher);
    				player->homing = 0;
    				return;
    			}
    			case MT_GSNAPPER:
    				if (!elementalpierce
    				&& toucher->z < special->z + special->height
    				&& toucher->z + toucher->height > special->z
    				&& P_DamageMobj(toucher, special, special, 1, DMG_SPIKE))
    					return; // Can only hit snapper from above
    				break;
    
    			case MT_SPINCUSHION:
    				if (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0)
    				{
    					if (player->pflags & PF_BOUNCING)
    					{
    						toucher->momz = -toucher->momz;
    						P_DoAbilityBounce(player, false);
    						return;
    					}
    					else if (P_DamageMobj(toucher, special, special, 1, DMG_SPIKE))
    						return; // Cannot hit sharp from above
    				}
    				break;
    			case MT_FANG:
    				if (!player->powers[pw_flashing]
    				&& !(player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
    				&& !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
    				{
    					if ((special->state == &states[S_FANG_BOUNCE3]
    					  || special->state == &states[S_FANG_BOUNCE4]
    					  || special->state == &states[S_FANG_PINCHBOUNCE3]
    					  || special->state == &states[S_FANG_PINCHBOUNCE4])
    					&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z + toucher->height/2)) > (toucher->height/2))
    					{
    						P_DamageMobj(toucher, special, special, 1, 0);
    						P_SetTarget(&special->tracer, toucher);
    
    						if (special->state == &states[S_FANG_PINCHBOUNCE3]
    						 || special->state == &states[S_FANG_PINCHBOUNCE4])
    							P_SetMobjState(special, S_FANG_PINCHPATHINGSTART2);
    						else
    						{
    							var1 = var2 = 4;
    							A_Boss5ExtraRepeat(special);
    							P_SetMobjState(special, S_FANG_PATHINGCONT2); //S_FANG_PATHINGCONT1 if you want him to drop a bomb on the player
    						}
    						if (special->eflags & MFE_VERTICALFLIP)
    							special->z = toucher->z - special->height;
    						else
    							special->z = toucher->z + toucher->height;
    						return;
    					}
    				}
    				break;
    			case MT_PYREFLY:
    				if (special->extravalue2 == 2 && P_DamageMobj(player->mo, special, special, 1, DMG_FIRE))
    					return;
    			default:
    				break;
    		}
    
    		if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object?
    		{
    			if (special->type == MT_PTERABYTE && special->target == player->mo && special->extravalue1 == 1)
    				return; // Can't hurt a Pterabyte if it's trying to pick you up
    
    			if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1) && (!(player->powers[pw_strong] & STR_HEAVY)))
    			{
    				fixed_t setmomz = -toucher->momz; // Store this, momz get changed by P_DoJump within P_DoBubbleBounce
    
    				if (elementalpierce == 2) // Reset bubblewrap, part 1
    					P_DoBubbleBounce(player);
    				toucher->momz = setmomz;
    				if (elementalpierce == 2) // Reset bubblewrap, part 2
    				{
    					boolean underwater = toucher->eflags & MFE_UNDERWATER;
    
    					if (underwater)
    						toucher->momz /= 2;
    					toucher->momz -= (toucher->momz/(underwater ? 8 : 4)); // Cap the height!
    				}
    			}
    			if (player->pflags & PF_BOUNCING)
    				P_DoAbilityBounce(player, false);
    			if (special->info->spawnhealth > 1) // Multi-hit? Bounce back!
    			{
    				toucher->momx = -toucher->momx;
    				toucher->momy = -toucher->momy;
    				if (player->charability == CA_FLY && player->panim == PA_ABILITY)
    					toucher->momz = -toucher->momz/2;
    				else if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
    				{
    					player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
    					P_SetMobjState(toucher, S_PLAY_FALL);
    					toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
    					toucher->momx = 7*toucher->momx>>3;
    					toucher->momy = 7*toucher->momy>>3;
    				}
    				else if ((player->powers[pw_strong] & STR_DASH) && player->panim == PA_DASH)
    					P_DoPlayerPain(player, special, special);
    			}
    			P_DamageMobj(special, toucher, toucher, 1, 0);
    			if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
    				P_TwinSpinRejuvenate(player, player->thokitem);
    		}
    		else
    		{
    			if (special->type == MT_PTERABYTE && special->target == player->mo)
    				return; // Don't hurt the player you're trying to grab
    
    			P_DamageMobj(toucher, special, special, 1, 0);
    		}
    
    		return;
    	}
    	else if (special->flags & MF_FIRE)
    	{
    		P_DamageMobj(toucher, special, special, 1, DMG_FIRE);
    		return;
    	}
    	else
    	{
    	// We now identify by object type, not sprite! Tails 04-11-2001
    	switch (special->type)
    	{
    // ***************************************** //
    // Rings, coins, spheres, weapon panels, etc //
    // ***************************************** //
    		case MT_REDTEAMRING:
    			if (player->ctfteam != 1)
    				return;
    			/* FALLTHRU */
    		case MT_BLUETEAMRING: // Yes, I'm lazy. Oh well, deal with it.
    			if (special->type == MT_BLUETEAMRING && player->ctfteam != 2)
    				return;
    			/* FALLTHRU */
    		case MT_RING:
    		case MT_FLINGRING:
    		case MT_COIN:
    		case MT_FLINGCOIN:
    		case MT_NIGHTSSTAR:
    			if (!(P_CanPickupItem(player, false)) && !(special->flags2 & MF2_NIGHTSPULL))
    				return;
    
    			special->momx = special->momy = special->momz = 0;
    			P_GivePlayerRings(player, 1);
    
    			if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGRING && special->type != MT_FLINGCOIN)
    				P_DoNightsScore(player);
    			break;
    		case MT_BLUESPHERE:
    		case MT_FLINGBLUESPHERE:
    		case MT_NIGHTSCHIP:
    		case MT_FLINGNIGHTSCHIP:
    			if (!(P_CanPickupItem(player, false)) && !(special->flags2 & MF2_NIGHTSPULL))
    				return;
    
    			special->momx = special->momy = special->momz = 0;
    			P_GivePlayerSpheres(player, 1);
    
    			if (special->type == MT_BLUESPHERE || special->type == MT_FLINGBLUESPHERE)
    			{
    				special->destscale = ((player->powers[pw_carry] == CR_NIGHTSMODE) ? 4 : 2)*special->scale;
    				if (states[special->info->deathstate].tics > 0)
    					special->scalespeed = FixedDiv(FixedDiv(special->destscale, special->scale), states[special->info->deathstate].tics<<FRACBITS);
    				else
    					special->scalespeed = 4*FRACUNIT/5;
    			}
    
    			if (maptol & TOL_NIGHTS)
    				P_DoNightsScore(player);
    			break;
    		case MT_BOMBSPHERE:
    			if (!(P_CanPickupItem(player, false)) && !(special->flags2 & MF2_NIGHTSPULL))
    				return;
    
    			special->momx = special->momy = special->momz = 0;
    			P_DamageMobj(toucher, special, special, 1, 0);
    			break;
    		case MT_AUTOPICKUP:
    		case MT_BOUNCEPICKUP:
    		case MT_SCATTERPICKUP:
    		case MT_GRENADEPICKUP:
    		case MT_EXPLODEPICKUP:
    		case MT_RAILPICKUP:
    			if (!(P_CanPickupItem(player, true)))
    				return;
    
    			// Give the power and ringweapon
    			if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
    			{
    				INT32 pindex = special->info->mass - (INT32)pw_infinityring;
    
    				player->powers[special->info->mass] += (UINT16)special->reactiontime;
    				player->ringweapons |= 1 << (pindex-1);
    
    				if (player->powers[special->info->mass] > rw_maximums[pindex])
    					player->powers[special->info->mass] = rw_maximums[pindex];
    			}
    			break;
    
    		// Ammo pickups
    		case MT_INFINITYRING:
    		case MT_AUTOMATICRING:
    		case MT_BOUNCERING:
    		case MT_SCATTERRING:
    		case MT_GRENADERING:
    		case MT_EXPLOSIONRING:
    		case MT_RAILRING:
    			if (!(P_CanPickupItem(player, true)))
    				return;
    
    			if (special->info->mass >= pw_infinityring && special->info->mass <= pw_railring)
    			{
    				INT32 pindex = special->info->mass - (INT32)pw_infinityring;
    
    				player->powers[special->info->mass] += (UINT16)special->health;
    				if (player->powers[special->info->mass] > rw_maximums[pindex])
    					player->powers[special->info->mass] = rw_maximums[pindex];
    			}
    			break;
    
    // ***************************** //
    // Gameplay related collectibles //
    // ***************************** //
    		// Special Stage Token
    		case MT_TOKEN:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    
    			P_AddPlayerScore(player, 1000);
    
    			if (!(gametyperules & GTR_SPECIALSTAGES) || modeattacking) // score only?
    			{
    				S_StartSound(toucher, sfx_chchng);
    				break;
    			}
    
    			tokenlist += special->health;
    
    			if (ALL7EMERALDS(emeralds)) // Got all 7
    			{
    				if (continuesInSession)
    				{
    					player->continues += 1;
    					player->gotcontinue = true;
    					if (P_IsLocalPlayer(player))
    						S_StartSound(NULL, sfx_s3kac);
    					else
    						S_StartSound(toucher, sfx_chchng);
    				}
    				else
    				{
    					P_GiveCoopLives(player, 1, true); // if continues are disabled, a life is a reasonable substitute
    					S_StartSound(toucher, sfx_chchng);
    				}
    			}
    			else
    			{
    				token++;
    				S_StartSound(toucher, sfx_token);
    			}
    
    			break;
    
    		// Emerald Hunt
    		case MT_EMERHUNT:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    
    			if (hunt1 == special)
    				hunt1 = NULL;
    			else if (hunt2 == special)
    				hunt2 = NULL;
    			else if (hunt3 == special)
    				hunt3 = NULL;
    
    			if (!hunt1 && !hunt2 && !hunt3)
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    				{
    					if (!playeringame[i] || players[i].spectator)
    						continue;
    
    					players[i].exiting = (14*TICRATE)/5 + 1;
    				}
    				//S_StartSound(NULL, sfx_lvpass);
    			}
    			break;
    
    		// Collectible emeralds
    		case MT_EMERALD1:
    		case MT_EMERALD2:
    		case MT_EMERALD3:
    		case MT_EMERALD4:
    		case MT_EMERALD5:
    		case MT_EMERALD6:
    		case MT_EMERALD7:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    
    			if (special->threshold)
    			{
    				player->powers[pw_emeralds] |= special->info->speed;
    				P_DoMatchSuper(player);
    			}
    			else
    			{
    				emeralds |= special->info->speed;
    				stagefailed = false;
    			}
    
    			if (special->target && special->target->type == MT_EMERALDSPAWN)
    			{
    				if (special->target->target)
    					P_SetTarget(&special->target->target, NULL);
    
    				special->target->threshold = 0;
    
    				P_SetTarget(&special->target, NULL);
    			}
    			break;
    
    		// Power stones / Match emeralds
    		case MT_FLINGEMERALD:
    			if (!(P_CanPickupItem(player, true)) || player->tossdelay)
    				return;
    
    			player->powers[pw_emeralds] |= special->threshold;
    			P_DoMatchSuper(player);
    			break;
    
    		// Secret emblem thingy
    		case MT_EMBLEM:
    			{
    				const boolean toucherIsServer = ((player - players) == serverplayer);
    				const boolean consoleIsServer = (consoleplayer == serverplayer);
    				boolean prevCollected = false;
    
    				if ((special->flags2 & MF2_NIGHTSPULL)
    					&& (toucher == special->tracer))
    				{
    					// Since collecting may not remove the object,
    					// we need to manually stop it from chasing.
    					P_SetTarget(&special->tracer, NULL);
    					special->flags2 &= ~MF2_NIGHTSPULL;
    					special->movefactor = 0;
    					special->momx = special->momy = special->momz = 0;
    				}
    
    				if (!P_CanPickupEmblem(player, special->health - 1))
    				{
    					return;
    				}
    
    				prevCollected = P_EmblemWasCollected(special->health - 1);
    
    				if (toucherIsServer || shareEmblems)
    				{
    					serverGamedata->collected[special->health-1] = true;
    					M_SilentUpdateUnlockablesAndEmblems(serverGamedata);
    				}
    
    				if (P_IsLocalPlayer(player) || (consoleIsServer && shareEmblems))
    				{
    					clientGamedata->collected[special->health-1] = true;
    					M_UpdateUnlockablesAndExtraEmblems(clientGamedata);
    					if (!prevCollected) // don't thrash the disk and wreak performance.
    						G_SaveGameData(clientGamedata);
    				}
    
    				if (netgame)
    				{
    					// This always spawns the object to prevent mobjnum issues,
    					// but makes the effect invisible to whoever it doesn't matter to.
    					mobj_t *spark = P_SpawnMobjFromMobj(special, 0, 0, 0, MT_SPARK);
    
    					if (prevCollected == false && P_EmblemWasCollected(special->health - 1) == true)
    					{
    						// Play the sound if it was collected.
    						S_StartSound((shareEmblems ? NULL : special), special->info->deathsound);
    					}
    					else
    					{
    						// We didn't collect it, make it invisible to us.
    						spark->flags2 |= MF2_DONTDRAW;
    					}
    
    					return;
    				}
    				else
    				{
    					if (prevCollected == false && P_EmblemWasCollected(special->health - 1) == true)
    					{
    						// Disappear when collecting for local games.
    						break;
    					}
    
    					return;
    				}
    			}
    
    		// CTF Flags
    		case MT_REDFLAG:
    		case MT_BLUEFLAG:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    			if (player->powers[pw_flashing] || player->tossdelay)
    				return;
    			if (!special->spawnpoint)
    				return;
    			if (special->fuse == 1)
    				return;
    //			if (special->momz > 0)
    //				return;
    			{
    				UINT8 flagteam = (special->type == MT_REDFLAG) ? 1 : 2;
    				sectorspecialflags_t specialflag = (special->type == MT_REDFLAG) ? SSF_REDTEAMBASE : SSF_BLUETEAMBASE;
    				const char *flagtext;
    				char flagcolor;
    				char plname[MAXPLAYERNAME+4];
    
    				if (special->type == MT_REDFLAG)
    				{
    					flagtext = M_GetText("Red flag");
    					flagcolor = '\x85';
    				}
    				else
    				{
    					flagtext = M_GetText("Blue flag");
    					flagcolor = '\x84';
    				}
    				snprintf(plname, sizeof(plname), "%s%s%s",
    						 CTFTEAMCODE(player),
    						 player_names[player - players],
    						 CTFTEAMENDCODE(player));
    
    				if (player->ctfteam == flagteam) // Player is on the same team as the flag
    				{
    					// Ignore height, only check x/y for now
    					// avoids stupid problems with some flags constantly returning
    					if (special->x>>FRACBITS != special->spawnpoint->x
    					    || special->y>>FRACBITS != special->spawnpoint->y)
    					{
    						special->fuse = 1;
    						special->flags2 |= MF2_JUSTATTACKED;
    
    						if (!P_PlayerTouchingSectorSpecialFlag(player, specialflag))
    						{
    							CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
    
    							// The fuse code plays this sound effect
    							//if (players[consoleplayer].ctfteam == player->ctfteam)
    							//	S_StartSound(NULL, sfx_hoop1);
    						}
    					}
    				}
    				else if (player->ctfteam) // Player is on the other team (and not a spectator)
    				{
    					UINT16 flagflag   = (special->type == MT_REDFLAG) ? GF_REDFLAG : GF_BLUEFLAG;
    					mobj_t **flagmobj = (special->type == MT_REDFLAG) ? &redflag : &blueflag;
    
    					if (player->powers[pw_super])
    						return;
    
    					player->gotflag |= flagflag;
    					CONS_Printf(M_GetText("%s picked up the %c%s%c!\n"), plname, flagcolor, flagtext, 0x80);
    					(*flagmobj) = NULL;
    					// code for dealing with abilities is handled elsewhere now
    					break;
    				}
    			}
    			return;
    
    // ********************************** //
    // NiGHTS gameplay items and powerups //
    // ********************************** //
    		case MT_NIGHTSDRONE:
    			{
    				boolean spec = G_IsSpecialStage(gamemap);
    				boolean cangiveemmy = false;
    				if (player->bot && player->bot != BOT_MPAI)
    					return;
    				if (player->exiting)
    					return;
    				if (player->bonustime)
    				{
    					if (spec) //After-mare bonus time/emerald reward in special stages.
    					{
    						// only allow the player with the emerald in-hand to leave.
    						if (toucher->tracer
    						&& toucher->tracer->type == MT_GOTEMERALD)
    						{}
    						else // Make sure that SOMEONE has the emerald, at least!
    						{
    							for (i = 0; i < MAXPLAYERS; i++)
    								if (playeringame[i] && players[i].playerstate == PST_LIVE
    								&& players[i].mo->tracer
    								&& players[i].mo->tracer->type == MT_GOTEMERALD)
    									return;
    							// Well no one has an emerald, so exit anyway!
    						}
    						cangiveemmy = true;
    						// Don't play Ideya sound in special stage mode
    					}
    					else
    						S_StartSound(toucher, special->info->activesound);
    				}
    				else //Initial transformation. Don't allow second chances in special stages!
    				{
    					if (player->powers[pw_carry] == CR_NIGHTSMODE)
    						return;
    
    					S_StartSound(toucher, sfx_supert);
    				}
    				P_SwitchSpheresBonusMode(false);
    				if (!(netgame || multiplayer) && !(player->powers[pw_carry] == CR_NIGHTSMODE))
    					P_SetTarget(&special->tracer, toucher);
    				P_SetTarget(&player->drone, special); // Mark the player as 'center into the drone'
    				P_NightserizePlayer(player, special->health); // Transform!
    				if (!spec)
    				{
    					if (toucher->tracer) // Move the Ideya to an anchor!
    					{
    						mobj_t *orbittarget = special->target ? special->target : special;
    						mobj_t *hnext = orbittarget->hnext, *anchorpoint = NULL, *anchorpoint2 = NULL;
    						mobj_t *mo2;
    						thinker_t *th;
    
    						// The player might have two Ideyas: toucher->tracer and toucher->tracer->hnext
    						// so handle their anchorpoints accordingly.
    						// scan the thinkers to find the corresponding anchorpoint
    						for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    						{
    							if (th->removing)
    								continue;
    
    							mo2 = (mobj_t *)th;
    
    							if (mo2->type != MT_IDEYAANCHOR)
    								continue;
    
    							if (mo2->health == toucher->tracer->health) // do ideya numberes match?
    								anchorpoint = mo2;
    							else if (toucher->tracer->hnext && mo2->health == toucher->tracer->hnext->health)
    								anchorpoint2 = mo2;
    
    							if ((!toucher->tracer->hnext && anchorpoint)
    								|| (toucher->tracer->hnext && anchorpoint && anchorpoint2))
    								break;
    						}
    
    						if (anchorpoint)
    						{
    							toucher->tracer->flags |= MF_GRENADEBOUNCE; // custom radius factors
    							toucher->tracer->threshold = 8 << 20; // X factor 0, Y factor 0, Z factor 8
    						}
    
    						if (anchorpoint2)
    						{
    							toucher->tracer->hnext->flags |= MF_GRENADEBOUNCE; // custom radius factors
    							toucher->tracer->hnext->threshold = 8 << 20; // X factor 0, Y factor 0, Z factor 8
    						}
    
    						P_SetTarget(&orbittarget->hnext, toucher->tracer);
    						if (!orbittarget->hnext->hnext)
    							P_SetTarget(&orbittarget->hnext->hnext, hnext); // Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
    						else
    							P_SetTarget(&orbittarget->hnext->hnext->target, anchorpoint2 ? anchorpoint2 : orbittarget);
    						P_SetTarget(&orbittarget->hnext->target, anchorpoint ? anchorpoint : orbittarget);
    						P_SetTarget(&toucher->tracer, NULL);
    
    						if (hnext)
    						{
    							orbittarget->hnext->extravalue1 = (angle_t)(hnext->extravalue1 - 72*ANG1);
    							if (orbittarget->hnext->extravalue1 > hnext->extravalue1)
    								orbittarget->hnext->extravalue1 -= (72*ANG1)/orbittarget->hnext->extravalue1;
    						}
    					}
    					if (player->exiting) // ...then move it back?
    					{
    						mobj_t *hnext = special->target ? special->target : special; // goalpost
    						while ((hnext = hnext->hnext))
    						{
    							hnext->flags &= ~MF_GRENADEBOUNCE;
    							hnext->threshold = 0;
    							P_SetTarget(&hnext->target, toucher);
    						}
    					}
    					return;
    				}
    
    				if (!cangiveemmy)
    					return;
    
    				if (player->exiting)
    					P_GiveEmerald(false);
    				else if (player->mo->tracer && player->mare)
    				{
    					P_KillMobj(toucher->tracer, NULL, NULL, 0); // No emerald for you just yet!
    					S_StartSound(NULL, sfx_ghosty);
    					special->flags2 |= MF2_DONTDRAW;
    				}
    
    				return;
    			}
    		case MT_NIGHTSLOOPHELPER:
    			// One second delay
    			if (special->fuse < toucher->fuse - TICRATE)
    			{
    				thinker_t *th;
    				mobj_t *mo2;
    				INT32 count;
    				fixed_t x,y,z, gatherradius;
    				angle_t d;
    				statenum_t sparklestate = S_NULL;
    
    				if (special->target != toucher) // These ain't your helpers, pal!
    					return;
    
    				x = special->x>>FRACBITS;
    				y = special->y>>FRACBITS;
    				z = special->z>>FRACBITS;
    				count = 1;
    
    				// scan the remaining thinkers
    				for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    				{
    					if (th->removing)
    						continue;
    
    					mo2 = (mobj_t *)th;
    
    					if (mo2 == special)
    						continue;
    
    					// Not our stuff!
    					if (mo2->target != toucher)
    						continue;
    
    					if (mo2->type == MT_NIGHTSPARKLE)
    						mo2->tics = 1;
    					else if (mo2->type == MT_NIGHTSLOOPHELPER)
    					{
    						if (mo2->fuse >= special->fuse)
    						{
    							count++;
    							x += mo2->x>>FRACBITS;
    							y += mo2->y>>FRACBITS;
    							z += mo2->z>>FRACBITS;
    						}
    						P_RemoveMobj(mo2);
    					}
    				}
    				x = (x/count)<<FRACBITS;
    				y = (y/count)<<FRACBITS;
    				z = (z/count)<<FRACBITS;
    				gatherradius = P_AproxDistance(P_AproxDistance(special->x - x, special->y - y), special->z - z);
    				P_RemoveMobj(special);
    
    				if (player->powers[pw_nights_superloop])
    				{
    					gatherradius *= 2;
    					sparklestate = mobjinfo[MT_NIGHTSPARKLE].seestate;
    				}
    
    				if (gatherradius < 30*FRACUNIT) // Player is probably just sitting there.
    					return;
    
    				for (d = 0; d < 16; d++)
    					P_SpawnParaloop(x, y, z, gatherradius, 16, MT_NIGHTSPARKLE, sparklestate, d*ANGLE_22h, false);
    
    				S_StartSound(toucher, sfx_prloop);
    
    				// Now we RE-scan all the thinkers to find close objects to pull
    				// in from the paraloop. Isn't this just so efficient?
    				for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    				{
    					if (th->removing)
    						continue;
    
    					mo2 = (mobj_t *)th;
    
    					if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > gatherradius)
    						continue;
    
    					if (mo2->flags & MF_SHOOTABLE)
    					{
    						P_DamageMobj(mo2, toucher, toucher, 1, 0);
    						continue;
    					}
    
    					// Make these APPEAR!
    					// Tails 12-15-2003
    					if (mo2->flags & MF_NIGHTSITEM)
    					{
    						// Requires Bonus Time
    						if ((mo2->flags2 & MF2_STRONGBOX) && !player->bonustime)
    							continue;
    
    						if (!(mo2->flags & MF_SPECIAL) && mo2->health)
    						{
    							mo2->flags2 &= ~MF2_DONTDRAW;
    							mo2->flags |= MF_SPECIAL;
    							mo2->flags &= ~MF_NIGHTSITEM;
    							S_StartSound(toucher, sfx_hidden);
    							continue;
    						}
    					}
    
    					if (!(mo2->type == MT_RING || mo2->type == MT_COIN
    						|| mo2->type == MT_BLUESPHERE || mo2->type == MT_BOMBSPHERE
    						|| mo2->type == MT_NIGHTSCHIP || mo2->type == MT_NIGHTSSTAR
    						|| ((mo2->type == MT_EMBLEM) && (mo2->reactiontime & GE_NIGHTSPULL) && P_CanPickupEmblem(player, mo2->health - 1) && !P_EmblemWasCollected(mo2->health - 1))))
    						continue;
    
    					// Yay! The thing's in reach! Pull it in!
    					mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
    					mo2->flags2 |= MF2_NIGHTSPULL;
    					// New NiGHTS attract speed dummied out because the older behavior
    					// is exploited as a mechanic. Uncomment to enable.
    					mo2->movefactor = 0; // 32*FRACUNIT; // initialize the NightsItemChase timer
    					P_SetTarget(&mo2->tracer, toucher);
    				}
    			}
    			return;
    		case MT_EGGCAPSULE:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    
    			// make sure everything is as it should be, THEN take rings from players in special stages
    			if (player->powers[pw_carry] == CR_NIGHTSMODE && !toucher->target)
    				return;
    
    			if (toucher->tracer && toucher->tracer->health > 0)
    				return; // Don't have multiple ideya, unless it's the first one given (health = 0)
    
    			if (player->mare != special->threshold) // wrong mare
    				return;
    
    			if (special->reactiontime > 0) // capsule already has a player attacking it, ignore
    				return;
    
    			if (G_IsSpecialStage(gamemap) && !player->exiting)
    			{ // In special stages, share spheres. Everyone gives up theirs to the player who touched the capsule
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && (&players[i] != player) && players[i].spheres > 0)
    					{
    						player->spheres += players[i].spheres;
    						players[i].spheres = 0;
    					}
    			}
    
    			if (player->spheres <= 0 || player->exiting)
    				return;
    
    			// Mark the player as 'pull into the capsule'
    			P_SetTarget(&player->capsule, special);
    			special->reactiontime = (player-players)+1;
    			P_SetTarget(&special->target, NULL);
    
    			// Clear text
    			player->texttimer = 0;
    			return;
    		case MT_NIGHTSBUMPER:
    			// Don't trigger if the stage is ended/failed
    			if (player->exiting)
    				return;
    
    			if (player->bumpertime <= (TICRATE/2)-5)
    			{
    				S_StartSound(toucher, special->info->seesound);
    				if (player->powers[pw_carry] == CR_NIGHTSMODE)
    				{
    					player->bumpertime = TICRATE/2;
    					if (special->threshold > 0)
    						player->flyangle = (special->threshold*30)-1;
    					else
    						player->flyangle = special->threshold;
    
    					player->speed = FixedMul(special->info->speed, special->scale);
    					P_SetTarget(&player->mo->hnext, special); // Reference bumper for position correction on next tic
    				}
    				else // More like a spring
    				{
    					angle_t fa;
    					fixed_t xspeed, yspeed;
    					const fixed_t speed = FixedMul(FixedDiv(special->info->speed*FRACUNIT,75*FRACUNIT), FixedSqrt(FixedMul(toucher->scale,special->scale)));
    
    					player->bumpertime = TICRATE/2;
    
    					P_UnsetThingPosition(toucher);
    					toucher->x = special->x;
    					toucher->y = special->y;
    					P_SetThingPosition(toucher);
    					toucher->z = special->z+(special->height/4);
    
    					if (special->threshold > 0)
    						fa = (FixedAngle(((special->threshold*30)-1)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
    					else
    						fa = 0;
    
    					xspeed = FixedMul(FINECOSINE(fa),speed);
    					yspeed = FixedMul(FINESINE(fa),speed);
    
    					P_InstaThrust(toucher, special->angle, xspeed/10);
    					toucher->momz = yspeed/11;
    
    					toucher->angle = special->angle;
    
    					P_SetPlayerAngle(player, toucher->angle);
    
    					P_ResetPlayer(player);
    
    					P_SetMobjState(toucher, S_PLAY_FALL);
    				}
    			}
    			return;
    		case MT_NIGHTSSUPERLOOP:
    			if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE))
    				return;
    			if (!G_IsSpecialStage(gamemap))
    				player->powers[pw_nights_superloop] = (UINT16)special->info->speed;
    			else
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
    						players[i].powers[pw_nights_superloop] = (UINT16)special->info->speed;
    				if (special->info->deathsound != sfx_None)
    					S_StartSound(NULL, special->info->deathsound);
    			}
    
    			// CECHO showing you what this item is
    			if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
    			{
    				HU_SetCEchoFlags(V_AUTOFADEOUT);
    				HU_SetCEchoDuration(4);
    				HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Super Paraloop"));
    			}
    			break;
    		case MT_NIGHTSDRILLREFILL:
    			if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE))
    				return;
    			if (!G_IsSpecialStage(gamemap))
    				player->drillmeter = special->info->speed;
    			else
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
    						players[i].drillmeter = special->info->speed;
    				if (special->info->deathsound != sfx_None)
    					S_StartSound(NULL, special->info->deathsound);
    			}
    
    			// CECHO showing you what this item is
    			if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
    			{
    				HU_SetCEchoFlags(V_AUTOFADEOUT);
    				HU_SetCEchoDuration(4);
    				HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Drill Refill"));
    			}
    			break;
    		case MT_NIGHTSHELPER:
    			if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE))
    				return;
    			if (!G_IsSpecialStage(gamemap))
    			{
    				// A flicky orbits us now
    				mobj_t *flickyobj = P_SpawnMobj(toucher->x, toucher->y, toucher->z + toucher->info->height, MT_NIGHTOPIANHELPER);
    				if (!P_MobjWasRemoved(flickyobj))
    					P_SetTarget(&flickyobj->target, toucher);
    
    				player->powers[pw_nights_helper] = (UINT16)special->info->speed;
    			}
    			else
    			{
    				mobj_t *flickyobj;
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && players[i].mo && players[i].powers[pw_carry] == CR_NIGHTSMODE) {
    						players[i].powers[pw_nights_helper] = (UINT16)special->info->speed;
    						flickyobj = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_NIGHTOPIANHELPER);
    						if (!P_MobjWasRemoved(flickyobj))
    							P_SetTarget(&flickyobj->target, players[i].mo);
    					}
    				if (special->info->deathsound != sfx_None)
    					S_StartSound(NULL, special->info->deathsound);
    			}
    
    			// CECHO showing you what this item is
    			if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
    			{
    				HU_SetCEchoFlags(V_AUTOFADEOUT);
    				HU_SetCEchoDuration(4);
    				HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Nightopian Helper"));
    			}
    			break;
    		case MT_NIGHTSEXTRATIME:
    			if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE || (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS))))
    				return;
    			if (!G_IsSpecialStage(gamemap))
    			{
    				player->nightstime += special->info->speed;
    				player->startedtime += special->info->speed;
    				player->lapstartedtime += special->info->speed;
    				P_RestoreMusic(player);
    			}
    			else
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && (player->powers[pw_carry] == CR_NIGHTSMODE || (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS))))
    					{
    						players[i].nightstime += special->info->speed;
    						players[i].startedtime += special->info->speed;
    						players[i].lapstartedtime += special->info->speed;
    						P_RestoreMusic(&players[i]);
    					}
    				if (special->info->deathsound != sfx_None)
    					S_StartSound(NULL, special->info->deathsound);
    			}
    
    			// CECHO showing you what this item is
    			if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
    			{
    				HU_SetCEchoFlags(V_AUTOFADEOUT);
    				HU_SetCEchoDuration(4);
    				HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Extra Time"));
    			}
    			break;
    		case MT_NIGHTSLINKFREEZE:
    			if ((player->bot && player->bot != BOT_MPAI) || !(player->powers[pw_carry] == CR_NIGHTSMODE))
    				return;
    			if (!G_IsSpecialStage(gamemap))
    			{
    				player->powers[pw_nights_linkfreeze] = (UINT16)special->info->speed;
    				player->linktimer = nightslinktics;
    			}
    			else
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
    					{
    						players[i].powers[pw_nights_linkfreeze] += (UINT16)special->info->speed;
    						players[i].linktimer = nightslinktics;
    					}
    				if (special->info->deathsound != sfx_None)
    					S_StartSound(NULL, special->info->deathsound);
    			}
    
    			// CECHO showing you what this item is
    			if (player == &players[displayplayer] || G_IsSpecialStage(gamemap))
    			{
    				HU_SetCEchoFlags(V_AUTOFADEOUT);
    				HU_SetCEchoDuration(4);
    				HU_DoCEcho(M_GetText("\\\\\\\\\\\\\\\\Link Freeze"));
    			}
    			break;
    		case MT_HOOPCOLLIDE:
    			// This produces a kind of 'domino effect' with the hoop's pieces.
    			for (; special->hprev != NULL; special = special->hprev); // Move to the first sprite in the hoop
    			i = 0;
    			for (; special->type == MT_HOOP; special = special->hnext)
    			{
    				if (!P_MobjWasRemoved(special->target))
    				{
    					special->fuse = 11;
    					special->movedir = i;
    					special->extravalue1 = special->target->extravalue1;
    					special->extravalue2 = special->target->extravalue2;
    					special->target->threshold = 4242;
    				}
    				i++;
    			}
    			// Make the collision detectors disappear.
    			{
    				mobj_t *hnext;
    				for (; special != NULL; special = hnext)
    				{
    					hnext = special->hnext;
    					P_RemoveMobj(special);
    				}
    			}
    
    			P_DoNightsScore(player);
    
    			// Hoops are the only things that should add to the drill meter
    			// Also, one tic's worth of drill is too much.
    			if (G_IsSpecialStage(gamemap))
    			{
    				for (i = 0; i < MAXPLAYERS; i++)
    					if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
    						players[i].drillmeter += TICRATE/2;
    			}
    			else if (player->bot && player->bot != BOT_MPAI)
    				players[consoleplayer].drillmeter += TICRATE/2;
    			else
    				player->drillmeter += TICRATE/2;
    
    			// Play hoop sound -- pick one depending on the current link.
    			if (player->linkcount <= 5)
    				S_StartSound(toucher, sfx_hoop1);
    			else if (player->linkcount <= 10)
    				S_StartSound(toucher, sfx_hoop2);
    			else
    				S_StartSound(toucher, sfx_hoop3);
    			return;
    
    // ***** //
    // Mario //
    // ***** //
    		case MT_SHELL:
    			{
    				boolean bounceon = ((P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0));
    				if (special->threshold == TICRATE) // it's moving
    				{
    					if (bounceon)
    					{
    						// Stop it!
    						special->momx = special->momy = 0;
    						S_StartSound(toucher, sfx_mario2);
    						P_SetTarget(&special->target, NULL);
    						special->threshold = TICRATE - 1;
    						toucher->momz = -toucher->momz;
    					}
    					else // can't handle in PIT_CheckThing because of landing-on causing it to stop
    						P_DamageMobj(toucher, special, special->target, 1, 0);
    				}
    				else if (special->threshold == 0)
    				{
    					// Kick that sucker around!
    					special->movedir = ((special->movedir == 1) ? -1 : 1);
    					P_InstaThrust(special, toucher->angle, (special->info->speed*special->scale));
    					S_StartSound(toucher, sfx_mario2);
    					P_SetTarget(&special->target, toucher);
    					special->threshold = (3*TICRATE)/2;
    					if (bounceon)
    						toucher->momz = -toucher->momz;
    				}
    			}
    			return;
    		case MT_AXE:
    			{
    				thinker_t  *th;
    				mobj_t *mo2;
    
    				if (player->bot && player->bot != BOT_MPAI)
    					return;
    
    				if (special->spawnpoint)
    					EV_DoElevator(special->spawnpoint->args[0], NULL, bridgeFall);
    
    				// scan the remaining thinkers to find koopa
    				for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    				{
    					if (th->removing)
    						continue;
    
    					mo2 = (mobj_t *)th;
    
    					if (mo2->type != MT_KOOPA)
    						continue;
    
    					mo2->momz = 5*FRACUNIT;
    					break;
    				}
    			}
    			break;
    		case MT_LETTER:
    		{
    			if (special->health && !player->bot)
    			{
    				F_StartTextPrompt(199, 0, toucher, 0, true, false);
    				special->health = 0;
    				if (ultimatemode && player->continues < 99)
    					player->continues++;
    			}
    			return;
    		}
    		case MT_FIREFLOWER:
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    
    			S_StartSound(toucher, sfx_mario3);
    
    			player->powers[pw_shield] = (player->powers[pw_shield] & SH_NOSTACK)|SH_FIREFLOWER;
    
    			if (!(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
    			{
    				player->mo->color = SKINCOLOR_WHITE;
    				G_GhostAddColor(GHC_FIREFLOWER);
    			}
    
    			break;
    
    // *************** //
    // Misc touchables //
    // *************** //
    		case MT_STARPOST:
    			P_TouchStarPost(special, player, special->spawnpoint && special->spawnpoint->args[1]);
    			return;
    
    		case MT_FAKEMOBILE:
    			{
    				fixed_t touchx, touchy, touchspeed;
    				angle_t angle;
    
    				if (P_AproxDistance(toucher->x-special->x, toucher->y-special->y) >
    					P_AproxDistance((toucher->x-toucher->momx)-special->x, (toucher->y-toucher->momy)-special->y))
    				{
    					touchx = toucher->x + toucher->momx;
    					touchy = toucher->y + toucher->momy;
    				}
    				else
    				{
    					touchx = toucher->x;
    					touchy = toucher->y;
    				}
    
    				angle = R_PointToAngle2(special->x, special->y, touchx, touchy);
    				touchspeed = P_AproxDistance(toucher->momx, toucher->momy);
    
    				toucher->momx = P_ReturnThrustX(special, angle, touchspeed);
    				toucher->momy = P_ReturnThrustY(special, angle, touchspeed);
    				toucher->momz = -toucher->momz;
    				if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
    				{
    					player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
    					P_SetMobjState(toucher, S_PLAY_FALL);
    					toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
    					toucher->momx = 7*toucher->momx>>3;
    					toucher->momy = 7*toucher->momy>>3;
    				}
    				player->homing = 0;
    
    				// Play a bounce sound?
    				S_StartSound(toucher, special->info->painsound);
    			}
    			return;
    
    		case MT_BLACKEGGMAN_GOOPFIRE:
    			if (!player->powers[pw_flashing] && !(player->powers[pw_ignorelatch] & (1<<15)))
    			{
    				toucher->momx = 0;
    				toucher->momy = 0;
    
    				if (toucher->momz != 0)
    					special->momz = toucher->momz;
    
    				player->powers[pw_carry] = CR_BRAKGOOP;
    				P_SetTarget(&toucher->tracer, special);
    
    				P_ResetPlayer(player);
    
    				if (special->target && special->target->state == &states[S_BLACKEGG_SHOOT1])
    				{
    					if (special->target->health <= 2 && P_RandomChance(FRACUNIT/2))
    						P_SetMobjState(special->target, special->target->info->missilestate);
    					else
    						P_SetMobjState(special->target, special->target->info->raisestate);
    				}
    			}
    			return;
    		case MT_EGGSHIELD:
    			{
    				angle_t angle = R_PointToAngle2(special->x, special->y, toucher->x, toucher->y) - special->angle;
    				fixed_t touchspeed = P_AproxDistance(toucher->momx, toucher->momy);
    				if (touchspeed < special->scale)
    					touchspeed = special->scale;
    
    				// Blocked by the shield?
    				if (!(angle > ANGLE_90 && angle < ANGLE_270))
    				{
    					toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed);
    					toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed);
    					toucher->momz = -toucher->momz;
    					if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
    					{
    						player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
    						P_SetMobjState(toucher, S_PLAY_FALL);
    						toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
    						toucher->momx = 7*toucher->momx>>3;
    						toucher->momy = 7*toucher->momy>>3;
    					}
    					player->homing = 0;
    
    					// Play a bounce sound?
    					S_StartSound(toucher, special->info->painsound);
    
    					// experimental bounce
    					if (special->target)
    						special->target->extravalue1 = -special->target->info->speed;
    				}
    				else
    				{
    					// Shatter the shield!
    					toucher->momx = -toucher->momx/2;
    					toucher->momy = -toucher->momy/2;
    					toucher->momz = -toucher->momz;
    					break;
    				}
    			}
    			return;
    
    		case MT_EGGROBO1:
    			if (special->state == &states[special->info->deathstate])
    				return;
    			if (P_PlayerInPain(player))
    				return;
    
    			P_SetMobjState(special, special->info->meleestate);
    			special->angle = special->movedir;
    			special->momx = special->momy = 0;
    
    			// Buenos Dias Mandy
    			P_SetMobjState(toucher, S_PLAY_STUN);
    			player->pflags &= ~PF_APPLYAUTOBRAKE;
    			P_ResetPlayer(player);
    			player->drawangle = special->angle + ANGLE_180;
    			P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2));
    			toucher->z += P_MobjFlip(toucher);
    			if (toucher->eflags & MFE_UNDERWATER) // unlikely.
    				P_SetObjectMomZ(toucher, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
    			else
    				P_SetObjectMomZ(toucher, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
    			if (P_IsLocalPlayer(player))
    			{
    				quake.intensity = 9*FRACUNIT;
    				quake.time = TICRATE/2;
    				quake.epicenter = NULL;
    			}
    
    #if 0 // camera redirection - deemed unnecessary
    			toucher->angle = special->angle;
    			P_SetPlayerAngle(player, toucher->angle);
    #endif
    
    			S_StartSound(toucher, special->info->attacksound); // home run
    
    			return;
    
    		case MT_BIGTUMBLEWEED:
    		case MT_LITTLETUMBLEWEED:
    			if (toucher->momx || toucher->momy)
    			{
    				special->momx = toucher->momx;
    				special->momy = toucher->momy;
    				special->momz = P_AproxDistance(toucher->momx, toucher->momy)/4;
    
    				if (toucher->momz > 0)
    					special->momz += toucher->momz/8;
    
    				P_SetMobjState(special, special->info->seestate);
    			}
    			return;
    		case MT_SMALLGRABCHAIN:
    		case MT_BIGGRABCHAIN:
    			{
    				boolean macespin = false;
    				if (P_MobjFlip(toucher)*toucher->momz > 0
    					|| (player->powers[pw_carry]))
    					return;
    
    				if (toucher->z > special->z + special->height/2)
    					return;
    
    				if (toucher->z + toucher->height/2 < special->z)
    					return;
    
    				if (player->powers[pw_flashing])
    					return;
    
    				if (special->tracer && !(special->tracer->flags2 & MF2_STRONGBOX))
    					macespin = true;
    
    				if (macespin ? (player->powers[pw_ignorelatch] & (1<<15)) : (player->powers[pw_ignorelatch]))
    					return;
    
    				if (special->movefactor && special->tracer && special->tracer->angle != ANGLE_90 && special->tracer->angle != ANGLE_270)
    				{ // I don't expect you to understand this, Mr Bond...
    					angle_t ang = R_PointToAngle2(special->x, special->y, toucher->x, toucher->y) - special->tracer->angle;
    					if ((special->movefactor > 0) == (special->tracer->angle > ANGLE_90 && special->tracer->angle < ANGLE_270))
    						ang += ANGLE_180;
    					if (ang < ANGLE_180)
    						return; // I expect you to die.
    				}
    
    				P_ResetPlayer(player);
    				P_SetTarget(&toucher->tracer, special);
    
    				if (macespin)
    				{
    					player->powers[pw_carry] = CR_MACESPIN;
    					S_StartSound(toucher, sfx_spin);
    					P_SetMobjState(toucher, S_PLAY_ROLL);
    				}
    				else
    					player->powers[pw_carry] = CR_GENERIC;
    
    				// Can't jump first frame
    				player->pflags |= PF_JUMPSTASIS;
    
    				return;
    			}
    		case MT_EGGMOBILE2_POGO:
    			// sanity checks
    			if (!special->target || !special->target->health)
    				return;
    			// Goomba Stomp'd!
    			if (special->target->momz < 0)
    			{
    				P_DamageMobj(toucher, special, special->target, 1, 0);
    				//special->target->momz = -special->target->momz;
    				special->target->momx = special->target->momy = 0;
    				special->target->momz = 0;
    				special->target->flags |= MF_NOGRAVITY;
    				P_SetMobjState(special->target, special->info->raisestate);
    				S_StartSound(special->target, special->info->activesound);
    				P_RemoveMobj(special);
    			}
    			return;
    
    		case MT_EXTRALARGEBUBBLE:
    			if (player->powers[pw_shield] & SH_PROTECTWATER)
    				return;
    			if (maptol & TOL_NIGHTS)
    				return;
    			if (mariomode)
    				return;
    			if (special->state-states != S_EXTRALARGEBUBBLE)
    				return; // Don't grab the bubble during its spawn animation
    			else if (toucher->eflags & MFE_VERTICALFLIP)
    			{
    				if (special->z+special->height < toucher->z
    					|| special->z+special->height > toucher->z + (toucher->height*2/3))
    					return; // Only go in the mouth
    			}
    			else if (special->z < toucher->z
    				|| special->z > toucher->z + (toucher->height*2/3))
    				return; // Only go in the mouth
    
    			// Eaten by player!
    			if ((!player->bot || player->bot == BOT_MPAI) && (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1))
    			{
    				player->powers[pw_underwater] = underwatertics + 1;
    				P_RestoreMusic(player);
    			}
    
    			if (player->powers[pw_underwater] < underwatertics + 1)
    				player->powers[pw_underwater] = underwatertics + 1;
    
    			if (!player->climbing)
    			{
    				if (player->bot && player->bot != BOT_MPAI && !P_IsPlayerInState(player, S_PLAY_GASP))
    					S_StartSound(toucher, special->info->deathsound); // Force it to play a sound for bots
    				P_SetMobjState(toucher, S_PLAY_GASP);
    				P_ResetPlayer(player);
    			}
    
    			toucher->momx = toucher->momy = toucher->momz = 0;
    
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    			else
    				break;
    
    		case MT_WATERDROP:
    			if (special->state == &states[special->info->spawnstate])
    			{
    				special->z = toucher->z+toucher->height-FixedMul(8*FRACUNIT, special->scale);
    				special->momz = 0;
    				special->flags |= MF_NOGRAVITY;
    				P_SetMobjState(special, special->info->deathstate);
    				S_StartSound(special, special->info->deathsound+(P_RandomKey(special->info->mass)));
    			}
    			return;
    
    		case MT_CANARIVORE_GAS:
    			// if player and gas touch, attach gas to player (overriding any gas that already attached) and apply slowdown effect
    			special->flags |= MF_NOGRAVITY|MF_NOCLIPHEIGHT;
    			P_UnsetThingPosition(special);
    			special->x = toucher->x - toucher->momx/2;
    			special->y = toucher->y - toucher->momy/2;
    			special->z = toucher->z - toucher->momz/2;
    			P_SetThingPosition(special);
    			toucher->momx = FixedMul(toucher->momx, 50*FRACUNIT/51);
    			toucher->momy = FixedMul(toucher->momy, 50*FRACUNIT/51);
    			special->momx = toucher->momx;
    			special->momy = toucher->momy;
    			special->momz = toucher->momz;
    			return;
    
    		case MT_MINECARTSPAWNER:
    			if (!player->bot && player->bot != BOT_MPAI && special->fuse <= TICRATE && player->powers[pw_carry] != CR_MINECART && !(player->powers[pw_ignorelatch] & (1<<15)))
    			{
    				mobj_t *mcart = P_SpawnMobj(special->x, special->y, special->z, MT_MINECART);
    				if (!P_MobjWasRemoved(mcart))
    				{
    					P_SetTarget(&mcart->target, toucher);
    					mcart->angle = toucher->angle = player->drawangle = special->angle;
    					mcart->friction = FRACUNIT;
    				}
    
    				P_ResetPlayer(player);
    				player->pflags |= PF_JUMPDOWN;
    				player->powers[pw_carry] = CR_MINECART;
    				player->pflags &= ~PF_APPLYAUTOBRAKE;
    				P_SetTarget(&toucher->tracer, mcart);
    				toucher->momx = toucher->momy = toucher->momz = 0;
    
    				special->fuse = 3*TICRATE;
    				special->flags2 |= MF2_DONTDRAW;
    			}
    			return;
    
    		case MT_MINECARTEND:
    			if (player->powers[pw_carry] == CR_MINECART && toucher->tracer && !P_MobjWasRemoved(toucher->tracer) && toucher->tracer->health)
    			{
    				fixed_t maxz = max(toucher->z, special->z + 35*special->scale);
    
    				toucher->momx = toucher->tracer->momx/2;
    				toucher->momy = toucher->tracer->momy/2;
    				toucher->momz = toucher->tracer->momz + P_AproxDistance(toucher->tracer->momx, toucher->tracer->momy)/2;
    				P_ResetPlayer(player);
    				player->pflags &= ~PF_APPLYAUTOBRAKE;
    				P_SetMobjState(toucher, S_PLAY_FALL);
    				P_SetTarget(&toucher->tracer->target, NULL);
    				P_KillMobj(toucher->tracer, toucher, special, 0);
    				P_SetTarget(&toucher->tracer, NULL);
    				player->powers[pw_carry] = CR_NONE;
    				P_UnsetThingPosition(toucher);
    				toucher->x = special->x;
    				toucher->y = special->y;
    				toucher->z = maxz;
    				P_SetThingPosition(toucher);
    			}
    			return;
    
    		case MT_MINECARTSWITCHPOINT:
    			if (player->powers[pw_carry] == CR_MINECART && toucher->tracer && !P_MobjWasRemoved(toucher->tracer) && toucher->tracer->health)
    			{
    				mobjflag2_t destambush = special->flags2 & MF2_AMBUSH;
    				angle_t angdiff = toucher->tracer->angle - special->angle;
    				if (angdiff > ANGLE_90 && angdiff < ANGLE_270)
    					destambush ^= MF2_AMBUSH;
    				toucher->tracer->flags2 = (toucher->tracer->flags2 & ~MF2_AMBUSH) | destambush;
    			}
    			return;
    
    		default: // SOC or script pickup
    			if (player->bot && player->bot != BOT_MPAI)
    				return;
    			P_SetTarget(&special->target, toucher);
    			break;
    		}
    	}
    
    	S_StartSound(toucher, special->info->deathsound); // was NULL, but changed to player so you could hear others pick up rings
    	P_KillMobj(special, NULL, toucher, 0);
    	special->shadowscale = 0;
    }
    
    /** Saves a player's level progress at a star post
      *
      * \param post The star post to trigger
      * \param player The player that should receive the checkpoint
      * \param snaptopost If true, the respawn point will use the star post's position, otherwise player x/y and star post z
      */
    void P_TouchStarPost(mobj_t *post, player_t *player, boolean snaptopost)
    {
    	size_t i;
    	mobj_t *toucher = player->mo;
    	mobj_t *checkbase = snaptopost ? post : toucher;
    
    	if (player->bot && player->bot != BOT_MPAI)
    		return;
    	// In circuit, player must have touched all previous starposts
    	if (circuitmap
    		&& post->health - player->starpostnum > 1)
    	{
    		// blatant reuse of a variable that's normally unused in circuit
    		if (!player->tossdelay)
    			S_StartSound(toucher, sfx_lose);
    		player->tossdelay = 3;
    		return;
    	}
    
    	// With the parameter + angle setup, we can go up to 1365 star posts. Who needs that many?
    	if (post->health > 1365)
    	{
    		CONS_Debug(DBG_GAMELOGIC, "Bad Starpost Number!\n");
    		return;
    	}
    
    	if (player->starpostnum >= post->health)
    		return; // Already hit this post
    
    	if (cv_coopstarposts.value && G_GametypeUsesCoopStarposts() && (netgame || multiplayer))
    	{
    		for (i = 0; i < MAXPLAYERS; i++)
    		{
    			if (playeringame[i])
    			{
    				if (players[i].bot) // ignore dumb, stupid tails
    					continue;
    
    				players[i].starposttime = leveltime;
    				players[i].starpostx = checkbase->x>>FRACBITS;
    				players[i].starposty = checkbase->y>>FRACBITS;
    				players[i].starpostz = post->z>>FRACBITS;
    				players[i].starpostangle = post->angle;
    				players[i].starpostscale = player->mo->destscale;
    				if (post->flags2 & MF2_OBJECTFLIP)
    				{
    					players[i].starpostscale *= -1;
    					players[i].starpostz += post->height>>FRACBITS;
    				}
    				players[i].starpostnum = post->health;
    
    				if (cv_coopstarposts.value == 2 && (players[i].playerstate == PST_DEAD || players[i].spectator) && P_GetLives(&players[i]))
    					P_SpectatorJoinGame(&players[i]); //players[i].playerstate = PST_REBORN;
    			}
    		}
    		S_StartSound(NULL, post->info->painsound);
    	}
    	else
    	{
    		// Save the player's time and position.
    		player->starposttime = leveltime;
    		player->starpostx = checkbase->x>>FRACBITS;
    		player->starposty = checkbase->y>>FRACBITS;
    		player->starpostz = post->z>>FRACBITS;
    		player->starpostangle = post->angle;
    		player->starpostscale = player->mo->destscale;
    		if (post->flags2 & MF2_OBJECTFLIP)
    		{
    			player->starpostscale *= -1;
    			player->starpostz += post->height>>FRACBITS;
    		}
    		player->starpostnum = post->health;
    		S_StartSound(toucher, post->info->painsound);
    	}
    
    	P_ClearStarPost(post->health);
    
    	// Find all starposts in the level with this value - INCLUDING this one!
    	if (!(netgame && circuitmap && player != &players[consoleplayer]))
    	{
    		thinker_t *th;
    		mobj_t *mo2;
    
    		for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    		{
    			if (th->removing)
    				continue;
    
    			mo2 = (mobj_t *)th;
    
    			if (mo2->type != MT_STARPOST)
    				continue;
    			if (mo2->health != post->health)
    				continue;
    
    			P_SetMobjState(mo2, mo2->info->painstate);
    		}
    	}
    }
    
    /** Prints death messages relating to a dying or hit player.
      *
      * \param player    Affected player.
      * \param inflictor The attack weapon used, can be NULL.
      * \param source    The attacker, can be NULL.
      * \param damagetype The type of damage dealt to the player. If bit 7 (0x80) is set, this was an instant-kill.
      */
    static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
    {
    	const char *str = NULL;
    	boolean deathonly = false;
    	boolean deadsource = false;
    	boolean deadtarget = false;
    	// player names complete with control codes
    	char targetname[MAXPLAYERNAME+4];
    	char sourcename[MAXPLAYERNAME+4];
    
    	if (!(gametyperules & (GTR_RINGSLINGER|GTR_HURTMESSAGES)))
    		return; // Not in coop, etc.
    
    	if (!player)
    		return; // Impossible!
    
    	if (!player->mo)
    		return; // Also impossible!
    
    	if (player->spectator)
    		return; // No messages for dying (crushed) spectators.
    
    	if (!netgame)
    		return; // Presumably it's obvious what's happening in splitscreen.
    
    	if (LUA_HookHurtMsg(player, inflictor, source, damagetype))
    		return;
    
    	deadtarget = (player->mo->health <= 0);
    
    	// Don't log every hazard hit if they don't want us to.
    	if (!deadtarget && !cv_hazardlog.value)
    		return;
    
    	// Target's name
    	snprintf(targetname, sizeof(targetname), "%s%s%s",
    	         CTFTEAMCODE(player),
    	         player_names[player - players],
    	         CTFTEAMENDCODE(player));
    
    	if (source)
    	{
    		// inflictor shouldn't be NULL if source isn't
    		I_Assert(inflictor != NULL);
    
    		if (source->player)
    		{
    			// Source's name (now that we know there is one)
    			snprintf(sourcename, sizeof(sourcename), "%s%s%s",
    					 CTFTEAMCODE(source->player),
    					 player_names[source->player - players],
    					 CTFTEAMENDCODE(source->player));
    
    			// We don't care if it's us.
    			// "Player 1's [redacted] killed Player 1."
    			if (source->player->playerstate == PST_DEAD && source->player != player &&
    			 (inflictor->flags2 & MF2_BEYONDTHEGRAVE))
    				deadsource = true;
    
    			if (inflictor->flags & MF_PUSHABLE)
    			{
    				str = M_GetText("%s%s's playtime with heavy objects %s %s.\n");
    			}
    			else switch (inflictor->type)
    			{
    				case MT_PLAYER:
    					if (damagetype == DMG_NUKE) // SH_ARMAGEDDON, armageddon shield
    						str = M_GetText("%s%s's armageddon blast %s %s.\n");
    					else if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY))
    						str = M_GetText("%s%s's elemental stomp %s %s.\n");
    					else if (inflictor->player->powers[pw_invulnerability])
    						str = M_GetText("%s%s's invincibility aura %s %s.\n");
    					else if (inflictor->player->powers[pw_super])
    						str = M_GetText("%s%s's super aura %s %s.\n");
    					else
    						str = M_GetText("%s%s's tagging hand %s %s.\n");
    					break;
    				case MT_SPINFIRE:
    					str = M_GetText("%s%s's elemental fire trail %s %s.\n");
    					break;
    				case MT_THROWNBOUNCE:
    					str = M_GetText("%s%s's bounce ring %s %s.\n");
    					break;
    				case MT_THROWNINFINITY:
    					str = M_GetText("%s%s's infinity ring %s %s.\n");
    					break;
    				case MT_THROWNAUTOMATIC:
    					str = M_GetText("%s%s's automatic ring %s %s.\n");
    					break;
    				case MT_THROWNSCATTER:
    					str = M_GetText("%s%s's scatter ring %s %s.\n");
    					break;
    				// TODO: For next two, figure out how to determine if it was a direct hit or splash damage. -SH
    				case MT_THROWNEXPLOSION:
    					str = M_GetText("%s%s's explosion ring %s %s.\n");
    					break;
    				case MT_THROWNGRENADE:
    					str = M_GetText("%s%s's grenade ring %s %s.\n");
    					break;
    				case MT_REDRING:
    					if (inflictor->flags2 & MF2_RAILRING)
    						str = M_GetText("%s%s's rail ring %s %s.\n");
    					else
    						str = M_GetText("%s%s's thrown ring %s %s.\n");
    					break;
    				default:
    					str = M_GetText("%s%s %s %s.\n");
    					break;
    			}
    
    			CONS_Printf(str,
    				deadsource ? M_GetText("The late ") : "",
    				sourcename,
    				deadtarget ? M_GetText("killed") : M_GetText("hit"),
    				targetname);
    			return;
    		}
    		else switch (source->type)
    		{
    			case MT_EGGMAN_ICON:
    				str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n");
    				break;
    			case MT_SPIKE:
    			case MT_WALLSPIKE:
    				str = M_GetText("%s was %s by spikes.\n");
    				break;
    			default:
    				str = M_GetText("%s was %s by an environmental hazard.\n");
    				break;
    		}
    	}
    	else
    	{
    		// null source, environment kills
    		switch (damagetype)
    		{
    			case DMG_WATER:
    				str = M_GetText("%s was %s by dangerous water.\n");
    				break;
    			case DMG_FIRE:
    				str = M_GetText("%s was %s by molten lava.\n");
    				break;
    			case DMG_ELECTRIC:
    				str = M_GetText("%s was %s by electricity.\n");
    				break;
    			case DMG_SPIKE:
    				str = M_GetText("%s was %s by spikes.\n");
    				break;
    			case DMG_DROWNED:
    				deathonly = true;
    				str = M_GetText("%s drowned.\n");
    				break;
    			case DMG_CRUSHED:
    				deathonly = true;
    				str = M_GetText("%s was crushed.\n");
    				break;
    			case DMG_DEATHPIT:
    				if (deadtarget)
    				{
    					deathonly = true;
    					str = M_GetText("%s fell into a bottomless pit.\n");
    				}
    				break;
    			case DMG_SPACEDROWN:
    				if (deadtarget)
    				{
    					deathonly = true;
    					str = M_GetText("%s asphyxiated in space.\n");
    				}
    				break;
    			default:
    				if (deadtarget)
    				{
    					deathonly = true;
    					str = M_GetText("%s died.\n");
    				}
    				break;
    		}
    		if (!str)
    			str = M_GetText("%s was %s by an environmental hazard.\n");
    	}
    
    	if (!str) // Should not happen! Unless we missed catching something above.
    		return;
    
    	if (deathonly)
    	{
    		if (!deadtarget)
    			return;
    		CONS_Printf(str, targetname);
    	}
    	else
    		CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit"));
    }
    
    /** Checks if the level timer is over the timelimit and the round should end,
      * unless you are in overtime. In which case leveltime may stretch out beyond
      * timelimitintics and overtime's status will be checked here each tick.
      * Verify that the value of ::cv_timelimit is greater than zero before
      * calling this function.
      *
      * \sa cv_timelimit, P_CheckPointLimit, P_UpdateSpecials
      */
    void P_CheckTimeLimit(void)
    {
    	INT32 i, k;
    
    	if (!cv_timelimit.value)
    		return;
    
    	if (!(multiplayer || netgame))
    		return;
    
    	if (!(gametyperules & GTR_TIMELIMIT))
    		return;
    
    	if (leveltime < timelimitintics)
    		return;
    
    	if (gameaction == ga_completed)
    		return;
    
    	//Tagmode round end but only on the tic before the
    	//XD_EXITLEVEL packet is received by all players.
    	if (G_TagGametype())
    	{
    		if (leveltime == (timelimitintics + 1))
    		{
    			for (i = 0; i < MAXPLAYERS; i++)
    			{
    				if (!playeringame[i] || players[i].spectator
    				 || (players[i].pflags & PF_GAMETYPEOVER) || (players[i].pflags & PF_TAGIT))
    					continue;
    
    				CONS_Printf(M_GetText("%s received double points for surviving the round.\n"), player_names[i]);
    				P_AddPlayerScore(&players[i], players[i].score);
    			}
    		}
    
    		if (server)
    			SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    	}
    
    	//Optional tie-breaker for Match/CTF
    	else if ((cv_overtime.value) && (gametyperules & GTR_OVERTIME))
    	{
    		INT32 playerarray[MAXPLAYERS];
    		INT32 tempplayer = 0;
    		INT32 spectators = 0;
    		INT32 playercount = 0;
    
    		//Figure out if we have enough participating players to care.
    		for (i = 0; i < MAXPLAYERS; i++)
    		{
    			if (playeringame[i] && players[i].spectator)
    				spectators++;
    		}
    
    		if ((D_NumPlayers() - spectators) > 1)
    		{
    			// Play the starpost sfx after the first second of overtime.
    			if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
    				S_StartSound(NULL, sfx_strpst);
    
    			// Normal Match
    			if (!G_GametypeHasTeams())
    			{
    				//Store the nodes of participating players in an array.
    				for (i = 0; i < MAXPLAYERS; i++)
    				{
    					if (playeringame[i] && !players[i].spectator)
    					{
    						playerarray[playercount] = i;
    						playercount++;
    					}
    				}
    
    				//Sort 'em.
    				for (i = 1; i < playercount; i++)
    				{
    					for (k = i; k < playercount; k++)
    					{
    						if (players[playerarray[i-1]].score < players[playerarray[k]].score)
    						{
    							tempplayer = playerarray[i-1];
    							playerarray[i-1] = playerarray[k];
    							playerarray[k] = tempplayer;
    						}
    					}
    				}
    
    				//End the round if the top players aren't tied.
    				if (players[playerarray[0]].score == players[playerarray[1]].score)
    					return;
    			}
    			else
    			{
    				//In team match and CTF, determining a tie is much simpler. =P
    				if (redscore == bluescore)
    					return;
    			}
    		}
    		if (server)
    			SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    	}
    
    	if (server)
    		SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    }
    
    /** Checks if a player's score is over the pointlimit and the round should end.
      * Verify that the value of ::cv_pointlimit is greater than zero before
      * calling this function.
      *
      * \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials
      */
    void P_CheckPointLimit(void)
    {
    	INT32 i;
    
    	if (!cv_pointlimit.value)
    		return;
    
    	if (!(multiplayer || netgame))
    		return;
    
    	if (!(gametyperules & GTR_POINTLIMIT))
    		return;
    
    	// pointlimit is nonzero, check if it's been reached by this player
    	if (G_GametypeHasTeams())
    	{
    		// Just check both teams
    		if ((UINT32)cv_pointlimit.value <= redscore || (UINT32)cv_pointlimit.value <= bluescore)
    		{
    			if (server)
    				SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    		}
    	}
    	else
    	{
    		for (i = 0; i < MAXPLAYERS; i++)
    		{
    			if (!playeringame[i] || players[i].spectator)
    				continue;
    
    			if ((UINT32)cv_pointlimit.value <= players[i].score)
    			{
    				if (server)
    					SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    				return;
    			}
    		}
    	}
    }
    
    /*Checks for untagged remaining players in both tag derivitave modes.
     *If no untagged players remain, end the round.
     *Also serves as error checking if the only IT player leaves.*/
    void P_CheckSurvivors(void)
    {
    	INT32 i;
    	INT32 survivors = 0;
    	INT32 taggers = 0;
    	INT32 spectators = 0;
    	INT32 survivorarray[MAXPLAYERS];
    
    	if (!D_NumPlayers()) //no players in the game, no check performed.
    		return;
    
    	for (i=0; i < MAXPLAYERS; i++) //figure out counts of taggers, survivors and spectators.
    	{
    		if (playeringame[i])
    		{
    			if (players[i].spectator)
    				spectators++;
    			else if ((players[i].pflags & PF_TAGIT) && players[i].quittime < 30 * TICRATE)
    				taggers++;
    			else if (!(players[i].pflags & PF_GAMETYPEOVER) && players[i].quittime < 30 * TICRATE)
    			{
    				survivorarray[survivors] = i;
    				survivors++;
    			}
    		}
    	}
    
    	if (!taggers) //If there are no taggers, pick a survivor at random to be it.
    	{
    		// Exception for hide and seek. If a round has started and the IT player leaves, end the round.
    		if ((gametyperules & GTR_HIDEFROZEN) && (leveltime >= (hidetime * TICRATE)))
    		{
    			CONS_Printf(M_GetText("The IT player has left the game.\n"));
    			if (server)
    				SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    
    			return;
    		}
    
    		if (survivors)
    		{
    			INT32 newtagger = survivorarray[P_RandomKey(survivors)];
    
    			CONS_Printf(M_GetText("%s is now IT!\n"), player_names[newtagger]); // Tell everyone who is it!
    			players[newtagger].pflags |= PF_TAGIT;
    
    			survivors--; //Get rid of the guy we just made IT.
    
    			//Yeah, we have an eligible tagger, but we may not have anybody for him to tag!
    			//If there is only one guy waiting on the game to fill or spectators to enter game, don't bother.
    			if (!survivors && (D_NumPlayers() - spectators) > 1)
    			{
    				CONS_Printf(M_GetText("All players have been tagged!\n"));
    				if (server)
    					SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    			}
    
    			return;
    		}
    
    		//If we reach this point, no player can replace the one that was IT.
    		//Unless it is one player waiting on a game, end the round.
    		if ((D_NumPlayers() - spectators) > 1)
    		{
    			CONS_Printf(M_GetText("There are no players able to become IT.\n"));
    			if (server)
    				SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    		}
    
    		return;
    	}
    
    	//If there are taggers, but no survivors, end the round.
    	//Except when the tagger is by himself and the rest of the game are spectators.
    	if (!survivors && (D_NumPlayers() - spectators) > 1)
    	{
    		CONS_Printf(M_GetText("All players have been tagged!\n"));
    		if (server)
    			SendNetXCmd(XD_EXITLEVEL, NULL, 0);
    	}
    }
    
    // Checks whether or not to end a race netgame.
    boolean P_CheckRacers(void)
    {
    	INT32 i;
    
    	// Check if all the players in the race have finished. If so, end the level.
    	for (i = 0; i < MAXPLAYERS; i++)
    	{
    		if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
    			break;
    	}
    
    	if (i == MAXPLAYERS) // finished
    	{
    		countdown = 0;
    		countdown2 = 0;
    		return true;
    	}
    
    	return false;
    }
    
    /** Kills an object.
      *
      * \param target    The victim.
      * \param inflictor The attack weapon. May be NULL (environmental damage).
      * \param source    The attacker. May be NULL.
      * \param damagetype The type of damage dealt that killed the target. If bit 7 (0x80) was set, this was an instant-death.
      * \todo Cleanup, refactor, split up.
      * \sa P_DamageMobj
      */
    void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
    {
    	mobj_t *mo;
    
    	if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL))
    		S_StartScreamSound(target, sfx_mario2);
    
    	if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && target->player && target->player->nightstime > 6)
    		target->player->nightstime = 6; // Just let P_Ticker take care of the rest.
    
    	if (target->flags & (MF_ENEMY|MF_BOSS))
    		target->momx = target->momy = target->momz = 0;
    
    	if (target->type != MT_PLAYER && !(target->flags & MF_MONITOR))
    		target->flags |= MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT; // Don't drop Tails 03-08-2000
    
    	if (target->flags2 & MF2_NIGHTSPULL)
    	{
    		P_SetTarget(&target->tracer, NULL);
    		target->movefactor = 0; // reset NightsItemChase timer
    	}
    
    	// dead target is no more shootable
    	target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL);
    	target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL);
    	target->health = 0; // This makes it easy to check if something's dead elsewhere.
    
    	if (LUA_HookMobjDeath(target, inflictor, source, damagetype) || P_MobjWasRemoved(target))
    		return;
    
    	// Let EVERYONE know what happened to a player! 01-29-2002 Tails
    	if (target->player && !target->player->spectator)
    	{
    		if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
    			G_StopMetalRecording(true);
    		if ((gametyperules & GTR_DEATHPENALTY) // note, no team match suicide penalty
    			&& ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player)))
    		{ // Suicide penalty
    			if (target->player->score >= 50)
    				target->player->score -= 50;
    			else
    				target->player->score = 0;
    		}
    
    		target->flags2 &= ~MF2_DONTDRAW;
    	}
    
    	// if killed by a player
    	if (source && source->player)
    	{
    		if (target->flags & MF_MONITOR)
    		{
    			P_SetTarget(&target->target, source);
    			source->player->numboxes++;
    			// Set respawn
    			if (!(target->flags2 & MF2_DONTRESPAWN))
    			{
    				if (!(netgame || multiplayer))
    					target->fuse = atoi(cv_itemrespawntime.defaultvalue)*TICRATE + 2;
    				else if (cv_itemrespawn.value)
    					target->fuse = cv_itemrespawntime.value*TICRATE + 2;
    			}
    		}
    
    		// Award Score Tails
    		{
    			INT32 score = 0;
    
    			if (maptol & TOL_NIGHTS) // Enemies always worth 200, bosses don't do anything.
    			{
    				if ((target->flags & MF_ENEMY) && !(target->flags & (MF_MISSILE|MF_BOSS)))
    				{
    					score = 200;
    
    					if (source->player->bonustime)
    						score *= 2;
    
    					// Also, add to the link.
    					// I don't know if NiGHTS did this, but
    					// Sonic Time Attacked did and it seems like a good enough incentive
    					// to make people want to actually dash towards/paraloop enemies
    					if (++source->player->linkcount > source->player->maxlink)
    						source->player->maxlink = source->player->linkcount;
    					source->player->linktimer = nightslinktics;
    				}
    			}
    			else
    			{
    				if (target->flags & MF_BOSS)
    					score = 1000;
    				else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE) && target->info->spawnhealth)
    				{
    					UINT8 locscoreadd = source->player->scoreadd + target->info->spawnhealth;
    					mobj_t *scoremobj;
    					UINT32 scorestate = mobjinfo[MT_SCORE].spawnstate;
    
    					scoremobj = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2), MT_SCORE);
    
    					// More Sonic-like point system
    					if (!mariomode) switch (locscoreadd)
    					{
    						case 1:  score = 100;   break;
    						case 2:  score = 200;   scorestate += 1; break;
    						case 3:  score = 500;   scorestate += 2; break;
    						case 4: case 5: case 6: case 7: case 8: case 9:
    						case 10: case 11: case 12: case 13: case 14:
    						         score = 1000;  scorestate += 3; break;
    						default: score = 10000; scorestate += 4; break;
    					}
    					// Mario Mode has Mario-like chain point values
    					else switch (locscoreadd)
    					{
    						case 1: score = 100;  break;
    						case 2: score = 200;  scorestate += 1; break;
    						case 3: score = 400;  scorestate += 5; break;
    						case 4: score = 800;  scorestate += 6; break;
    						case 5: score = 1000; scorestate += 3; break;
    						case 6: score = 2000; scorestate += 7; break;
    						case 7: score = 4000; scorestate += 8; break;
    						case 8: score = 8000; scorestate += 9; break;
    						default: // 1up for a chain this long
    							if (modeattacking) // but 1ups don't exist in record attack!
    							{ // So we just go back to 10k points.
    								score = 10000; scorestate += 4; break;
    							}
    							P_GivePlayerLives(source->player, 1);
    							P_PlayLivesJingle(source->player);
    							scorestate += 10;
    							break;
    					}
    
    					if (!P_MobjWasRemoved(scoremobj))
    						P_SetMobjState(scoremobj, scorestate);
    
    					source->player->scoreadd = locscoreadd;
    				}
    			}
    
    			P_AddPlayerScore(source->player, score);
    		}
    	}
    
    	// if a player avatar dies...
    	if (target->player)
    	{
    		target->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block
    		P_UnsetThingPosition(target);
    		target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
    		P_SetThingPosition(target);
    		target->standingslope = NULL;
    		target->pmomz = 0;
    
    		if (target->player->powers[pw_super])
    		{
    			target->player->powers[pw_super] = 0;
    			if (P_IsLocalPlayer(target->player))
    			{
    				music_stack_noposition = true; // HACK: Do not reposition next music
    				music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
    			}
    			P_RestoreMusic(target->player);
    
    			if (!G_CoopGametype())
    			{
    				HU_SetCEchoFlags(0);
    				HU_SetCEchoDuration(5);
    				HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[target->player-players]));
    			}
    		}
    
    		target->color = P_GetPlayerColor(target->player);
    		target->colorized = false;
    		G_GhostAddColor(GHC_NORMAL);
    
    		if ((target->player->lives <= 1) && (netgame || multiplayer) && G_GametypeUsesCoopLives() && (cv_cooplives.value == 0))
    			;
    		else if ((!target->player->bot || target->player->bot == BOT_MPAI) && !target->player->spectator && (target->player->lives != INFLIVES)
    		 && G_GametypeUsesLives())
    		{
    			if (!(target->player->pflags & PF_FINISHED))
    				target->player->lives -= 1; // Lose a life Tails 03-11-2000
    
    			if (target->player->lives <= 0) // Tails 03-14-2000
    			{
    				boolean gameovermus = false;
    				if ((netgame || multiplayer) && G_GametypeUsesCoopLives() && (cv_cooplives.value != 1))
    				{
    					INT32 i;
    					for (i = 0; i < MAXPLAYERS; i++)
    					{
    						if (!playeringame[i])
    							continue;
    
    						if (players[i].lives > 0)
    							break;
    					}
    					if (i == MAXPLAYERS)
    						gameovermus = true;
    				}
    				else if (P_IsLocalPlayer(target->player))
    					gameovermus = true;
    
    				if (gameovermus) // Yousa dead now, Okieday? Tails 03-14-2000
    					S_ChangeMusicEx("_gover", 0, 0, 0, (2*MUSICRATE) - (MUSICRATE/25), 0); // 1.96 seconds
    					//P_PlayJingle(target->player, JT_GOVER); // can't be used because incompatible with track fadeout
    
    				if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers)
    				{
    					numgameovers++;
    					if (!usedCheats && cursaveslot > 0)
    						G_SaveGameOver((UINT32)cursaveslot, (target->player->continues <= 0));
    				}
    			}
    		}
    		target->player->playerstate = PST_DEAD;
    
    		if (target->player == &players[consoleplayer])
    		{
    			// don't die in auto map,
    			// switch view prior to dying
    			if (automapactive)
    				AM_Stop();
    
    			//added : 22-02-98: recenter view for next life...
    			localaiming = 0;
    		}
    		if (target->player == &players[secondarydisplayplayer])
    		{
    			// added : 22-02-98: recenter view for next life...
    			localaiming2 = 0;
    		}
    
    		//tag deaths handled differently in suicide cases. Don't count spectators!
    		if (G_TagGametype()
    		 && !(target->player->pflags & PF_TAGIT) && (!source || !source->player) && !(target->player->spectator))
    		{
    			// if you accidentally die before you run out of time to hide, ignore it.
    			// allow them to try again, rather than sitting the whole thing out.
    			if (leveltime >= hidetime * TICRATE)
    			{
    				if (!(gametyperules & GTR_HIDEFROZEN))//suiciding in survivor makes you IT.
    				{
    					target->player->pflags |= PF_TAGIT;
    					CONS_Printf(M_GetText("%s is now IT!\n"), player_names[target->player-players]); // Tell everyone who is it!
    					P_CheckSurvivors();
    				}
    				else
    				{
    					if (!(target->player->pflags & PF_GAMETYPEOVER))
    					{
    						//otherwise, increment the tagger's score.
    						//in hide and seek, suiciding players are counted as found.
    						INT32 w;
    
    						for (w=0; w < MAXPLAYERS; w++)
    						{
    							if (players[w].pflags & PF_TAGIT)
    								P_AddPlayerScore(&players[w], 100);
    						}
    
    						target->player->pflags |= PF_GAMETYPEOVER;
    						CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]);
    						P_CheckSurvivors();
    					}
    				}
    			}
    		}
    	}
    
    	if (source && target && target->player && source->player)
    		P_PlayVictorySound(source); // Killer laughs at you. LAUGHS! BWAHAHAHA!
    
    	// Other death animation effects
    	switch(target->type)
    	{
    		case MT_BOUNCEPICKUP:
    		case MT_RAILPICKUP:
    		case MT_AUTOPICKUP:
    		case MT_EXPLODEPICKUP:
    		case MT_SCATTERPICKUP:
    		case MT_GRENADEPICKUP:
    			P_SetObjectMomZ(target, FRACUNIT, false);
    			target->fuse = target->info->damage;
    			break;
    
    		case MT_BUGGLE:
    			if (inflictor && inflictor->player // did a player kill you? Spawn relative to the player so they're bound to get it
    			&& P_AproxDistance(inflictor->x - target->x, inflictor->y - target->y) <= inflictor->radius + target->radius + FixedMul(8*FRACUNIT, inflictor->scale) // close enough?
    			&& inflictor->z <= target->z + target->height + FixedMul(8*FRACUNIT, inflictor->scale)
    			&& inflictor->z + inflictor->height >= target->z - FixedMul(8*FRACUNIT, inflictor->scale))
    				mo = P_SpawnMobj(inflictor->x + inflictor->momx, inflictor->y + inflictor->momy, inflictor->z + (inflictor->height / 2) + inflictor->momz, MT_EXTRALARGEBUBBLE);
    			else
    				mo = P_SpawnMobj(target->x, target->y, target->z, MT_EXTRALARGEBUBBLE);
    			if (P_MobjWasRemoved(mo))
    				break;
    			P_SetScale(mo, target->scale, true);
    			P_SetMobjState(mo, mo->info->raisestate);
    			break;
    
    		case MT_YELLOWSHELL:
    			P_SpawnMobjFromMobj(target, 0, 0, 0, MT_YELLOWSPRING);
    			break;
    
    		case MT_CRAWLACOMMANDER:
    			target->momx = target->momy = target->momz = 0;
    			break;
    
    		case MT_CRUSHSTACEAN:
    			if (target->tracer)
    			{
    				mobj_t *chain = target->tracer->target, *chainnext;
    				while (chain)
    				{
    					chainnext = chain->target;
    					P_RemoveMobj(chain);
    					chain = chainnext;
    				}
    				S_StopSound(target->tracer);
    				P_KillMobj(target->tracer, inflictor, source, damagetype);
    			}
    			break;
    
    		case MT_BANPYURA:
    			if (target->tracer)
    			{
    				S_StopSound(target->tracer);
    				P_KillMobj(target->tracer, inflictor, source, damagetype);
    			}
    			break;
    
    		case MT_EGGSHIELD:
    			P_SetObjectMomZ(target, 4*target->scale, false);
    			P_InstaThrust(target, target->angle, 3*target->scale);
    			target->flags = (target->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY;
    			break;
    
    		case MT_DRAGONBOMBER:
    			{
    				mobj_t *segment = target;
    				while (segment->tracer != NULL)
    				{
    					P_KillMobj(segment->tracer, NULL, NULL, 0);
    					segment = segment->tracer;
    				}
    				break;
    			}
    
    		case MT_EGGMOBILE3:
    			{
    				mobj_t *mo2;
    				thinker_t *th;
    				UINT32 i = 0; // to check how many clones we've removed
    
    				// scan the thinkers to make sure all the old pinch dummies are gone on death
    				for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
    				{
    					if (th->removing)
    						continue;
    
    					mo = (mobj_t *)th;
    					if (mo->type != (mobjtype_t)target->info->mass)
    						continue;
    					if (mo->tracer != target)
    						continue;
    
    					P_KillMobj(mo, inflictor, source, damagetype);
    					mo->destscale = mo->scale/8;
    					mo->scalespeed = (mo->scale - mo->destscale)/(2*TICRATE);
    					mo->momz = mo->info->speed;
    					mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
    
    					mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
    					if (!P_MobjWasRemoved(mo2))
    					{
    						mo2->angle = mo->angle;
    						P_SetMobjState(mo2, S_BOSSSEBH2);
    					}
    
    					if (++i == 2) // we've already removed 2 of these, let's stop now
    						break;
    					else
    						S_StartSound(mo, mo->info->deathsound); // done once to prevent sound stacking
    				}
    			}
    			break;
    
    		case MT_BIGMINE:
    			if (inflictor)
    			{
    				fixed_t dx = target->x - inflictor->x, dy = target->y - inflictor->y, dz = target->z - inflictor->z;
    				fixed_t dm = FixedHypot(dz, FixedHypot(dy, dx));
    				target->momx = FixedDiv(FixedDiv(dx, dm), dm)*512;
    				target->momy = FixedDiv(FixedDiv(dy, dm), dm)*512;
    				target->momz = FixedDiv(FixedDiv(dz, dm), dm)*512;
    			}
    			if (source)
    				P_SetTarget(&target->tracer, source);
    			break;
    
    		case MT_BLASTEXECUTOR:
    			if (target->spawnpoint)
    				P_LinedefExecute(target->spawnpoint->args[0], (source ? source : inflictor), target->subsector->sector);
    			break;
    
    		case MT_SPINBOBERT:
    			if (target->hnext)
    				P_KillMobj(target->hnext, inflictor, source, damagetype);
    			if (target->hprev)
    				P_KillMobj(target->hprev, inflictor, source, damagetype);
    			break;
    
    		case MT_EGGTRAP:
    			// Time for birdies! Yaaaaaaaay!
    			target->fuse = TICRATE;
    			break;
    
    		case MT_MINECART:
    			A_Scream(target);
    			target->momx = target->momy = target->momz = 0;
    			if (target->target && target->target->health)
    				P_KillMobj(target->target, target, source, 0);
    			break;
    
    		case MT_PLAYER:
    			{
    				target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
    				target->momx = target->momy = target->momz = 0;
    
    				if (damagetype == DMG_DROWNED) // drowned
    				{
    					target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack.
    					if (target->player->charflags & SF_MACHINE)
    						S_StartSound(target, sfx_fizzle);
    					else
    						S_StartSound(target, sfx_drown);
    					// Don't jump up when drowning
    				}
    				else
    				{
    					P_SetObjectMomZ(target, 14*FRACUNIT, false);
    					if (damagetype == DMG_SPIKE) // Spikes
    						S_StartSound(target, sfx_spkdth);
    					else
    						P_PlayDeathSound(target);
    				}
    			}
    			break;
    		case MT_METALSONIC_RACE:
    			target->fuse = TICRATE*3;
    			target->momx = target->momy = target->momz = 0;
    			P_SetObjectMomZ(target, 14*FRACUNIT, false);
    			target->flags = (target->flags & ~MF_NOGRAVITY)|(MF_NOCLIP|MF_NOCLIPTHING);
    			break;
    		default:
    			break;
    	}
    
    	// Final state setting - do something instead of P_SetMobjState;
    	if (target->type == MT_SPIKE && target->info->deathstate != S_NULL)
    	{
    		const angle_t ang = ((inflictor) ? inflictor->angle : 0) + ANGLE_90;
    		const fixed_t scale = target->scale;
    		const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale);
    		const UINT16 flip = (target->eflags & MFE_VERTICALFLIP);
    		mobj_t *chunk;
    		fixed_t momz;
    
    		S_StartSound(target, target->info->deathsound);
    
    		if (target->info->xdeathstate != S_NULL)
    		{
    			momz = 6*scale;
    			if (flip)
    				momz *= -1;
    #define makechunk(angtweak, xmov, ymov) \
    			do {\
    			chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\
    			if (P_MobjWasRemoved(chunk))\
    				break;\
    			P_SetMobjState(chunk, target->info->xdeathstate);\
    			chunk->health = 0;\
    			chunk->angle = angtweak;\
    			P_UnsetThingPosition(chunk);\
    			chunk->flags = MF_NOCLIP;\
    			chunk->x += xmov;\
    			chunk->y += ymov;\
    			P_SetThingPosition(chunk);\
    			P_InstaThrust(chunk,chunk->angle, 4*scale);\
    			chunk->momz = momz;\
    			} while (0)
    
    			makechunk(ang + ANGLE_180, -xoffs, -yoffs);
    			makechunk(ang, xoffs, yoffs);
    
    #undef makechunk
    		}
    
    		momz = 7*scale;
    		if (flip)
    			momz *= -1;
    
    		chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);
    		if (!P_MobjWasRemoved(chunk))
    		{
    			P_SetMobjState(chunk, target->info->deathstate);
    			chunk->health = 0;
    			chunk->angle = ang + ANGLE_180;
    			P_UnsetThingPosition(chunk);
    			chunk->flags = MF_NOCLIP;
    			chunk->x -= xoffs;
    			chunk->y -= yoffs;
    			if (flip)
    				chunk->z -= 12*scale;
    			else
    				chunk->z += 12*scale;
    			P_SetThingPosition(chunk);
    			P_InstaThrust(chunk, chunk->angle, 2*scale);
    			chunk->momz = momz;
    		}
    
    		P_SetMobjState(target, target->info->deathstate);
    		target->health = 0;
    		target->angle = ang;
    		P_UnsetThingPosition(target);
    		target->flags = MF_NOCLIP;
    		target->x += xoffs;
    		target->y += yoffs;
    		if (flip)
    			target->z -= 12*scale;
    		else
    			target->z += 12*scale;
    		P_SetThingPosition(target);
    		P_InstaThrust(target, target->angle, 2*scale);
    		target->momz = momz;
    	}
    	else if (target->type == MT_WALLSPIKE && target->info->deathstate != S_NULL)
    	{
    		const angle_t ang = (/*(inflictor) ? inflictor->angle : */target->angle) + ANGLE_90;
    		const fixed_t scale = target->scale;
    		const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale), forwardxoffs = P_ReturnThrustX(target, target->angle, 7*scale), forwardyoffs = P_ReturnThrustY(target, target->angle, 7*scale);
    		const UINT16 flip = (target->eflags & MFE_VERTICALFLIP);
    		mobj_t *chunk;
    		boolean sprflip;
    
    		S_StartSound(target, target->info->deathsound);
    		if (!P_MobjWasRemoved(target->tracer))
    			P_RemoveMobj(target->tracer);
    
    		if (target->info->xdeathstate != S_NULL)
    		{
    			sprflip = P_RandomChance(FRACUNIT/2);
    
    #define makechunk(angtweak, xmov, ymov) \
    			do {\
    				chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\
    				if (P_MobjWasRemoved(chunk))\
    					break;\
    				P_SetMobjState(chunk, target->info->xdeathstate);\
    				chunk->health = 0;\
    				chunk->angle = target->angle;\
    				P_UnsetThingPosition(chunk);\
    				chunk->flags = MF_NOCLIP;\
    				chunk->x += xmov - forwardxoffs;\
    				chunk->y += ymov - forwardyoffs;\
    				P_SetThingPosition(chunk);\
    				P_InstaThrust(chunk, angtweak, 4*scale);\
    				chunk->momz = P_RandomRange(5, 7)*scale;\
    				if (flip)\
    					chunk->momz *= -1;\
    				if (sprflip)\
    					chunk->frame |= FF_VERTICALFLIP;\
    			} while (0)
    
    			makechunk(ang + ANGLE_180, -xoffs, -yoffs);
    			sprflip = !sprflip;
    			makechunk(ang, xoffs, yoffs);
    
    #undef makechunk
    		}
    
    		sprflip = P_RandomChance(FRACUNIT/2);
    
    		chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);
    		if (!P_MobjWasRemoved(chunk))
    		{
    			P_SetMobjState(chunk, target->info->deathstate);
    			chunk->health = 0;
    			chunk->angle = target->angle;
    			P_UnsetThingPosition(chunk);
    			chunk->flags = MF_NOCLIP;
    			chunk->x += forwardxoffs - xoffs;
    			chunk->y += forwardyoffs - yoffs;
    			P_SetThingPosition(chunk);
    			P_InstaThrust(chunk, ang + ANGLE_180, 2*scale);
    			chunk->momz = P_RandomRange(5, 7)*scale;
    			if (flip)
    				chunk->momz *= -1;
    			if (sprflip)
    				chunk->frame |= FF_VERTICALFLIP;
    		}
    
    		P_SetMobjState(target, target->info->deathstate);
    		target->health = 0;
    		P_UnsetThingPosition(target);
    		target->flags = MF_NOCLIP;
    		target->x += forwardxoffs + xoffs;
    		target->y += forwardyoffs + yoffs;
    		P_SetThingPosition(target);
    		P_InstaThrust(target, ang, 2*scale);
    		target->momz = P_RandomRange(5, 7)*scale;
    		if (flip)
    			target->momz *= -1;
    		if (!sprflip)
    			target->frame |= FF_VERTICALFLIP;
    	}
    	else if (target->player)
    	{
    		if (damagetype == DMG_DROWNED || damagetype == DMG_SPACEDROWN)
    			P_SetMobjState(target, target->info->xdeathstate);
    		else
    			P_SetMobjState(target, target->info->deathstate);
    	}
    	else
    #ifdef DEBUG_NULL_DEATHSTATE
    		P_SetMobjState(target, S_NULL);
    #else
    		P_SetMobjState(target, target->info->deathstate);
    #endif
    
    	/** \note For player, the above is redundant because of P_SetMobjState (target, S_PLAY_DIE1)
    	   in P_DamageMobj()
    	   Graue 12-22-2003 */
    }
    
    static void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
    {
    	player_t *player = target->player;
    	tic_t oldnightstime = player->nightstime;
    
    	(void)source; // unused
    
    	if (!player->powers[pw_flashing])
    	{
    		angle_t fa;
    
    		player->angle_pos = player->old_angle_pos;
    		player->speed /= 5;
    		player->flyangle += 180; // Shuffle's BETTERNIGHTSMOVEMENT?
    		player->flyangle %= 360;
    
    		if (gametyperules & GTR_RACE)
    			player->drillmeter -= 5*20;
    		else
    		{
    			if (player->nightstime > 5*TICRATE)
    				player->nightstime -= 5*TICRATE;
    			else
    				player->nightstime = 1;
    		}
    
    		if (player->pflags & PF_TRANSFERTOCLOSEST)
    		{
    			target->momx = -target->momx;
    			target->momy = -target->momy;
    		}
    		else
    		{
    			fa = player->old_angle_pos>>ANGLETOFINESHIFT;
    
    			target->momx = FixedMul(FINECOSINE(fa),target->target->radius);
    			target->momy = FixedMul(FINESINE(fa),target->target->radius);
    		}
    
    		player->powers[pw_flashing] = flashingtics;
    		P_SetMobjState(target, S_PLAY_NIGHTS_STUN);
    		S_StartSound(target, sfx_nghurt);
    
    		player->mo->spriteroll = 0;
    
    		if (oldnightstime > 10*TICRATE
    			&& player->nightstime < 10*TICRATE)
    		{
    			if ((mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
    #ifdef _WIN32
    				// win32 MIDI volume hack means we cannot fade down the music
    				&& S_MusicType() != MU_MID
    #endif
    			)
    			{
    				S_FadeMusic(0, 10*MUSICRATE);
    				S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS.
    			}
    			else
    				P_PlayJingle(player, ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? JT_NIGHTSTIMEOUT : JT_SSTIMEOUT);
    		}
    	}
    }
    
    static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
    {
    	player_t *player = target->player;
    	(void)damage; //unused parm
    
    	// If flashing or invulnerable, ignore the tag,
    	if (player->powers[pw_flashing] || player->powers[pw_invulnerability])
    		return false;
    
    	// Don't allow any damage before the round starts.
    	if (leveltime <= hidetime * TICRATE)
    		return false;
    
    	// Ignore IT players shooting each other, unless friendlyfire is on.
    	if ((player->pflags & PF_TAGIT && source && source->player && !(((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) || ((damagetype & DMG_CANHURTSELF) && source->player == player)) &&
    		source->player->pflags & PF_TAGIT)))
    	{
    		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
    		{
    			if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
    			{
    				P_SwitchShield(player, SH_PINK);
    				S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
    			}
    		}
    		return false;
    	}
    
    	// Don't allow players on the same team to hurt one another,
    	// unless cv_friendlyfire is on.
    	if (source && source->player && !((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) || ((damagetype & DMG_CANHURTSELF) && source->player == player)) && 
    		(player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
    	{
    		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
    		{
    			if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
    			{
    				P_SwitchShield(player, SH_PINK);
    				S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
    			}
    		}
    		else if (!(inflictor->flags & MF_FIRE))
    			P_GivePlayerRings(player, 1);
    		if (inflictor->flags2 & MF2_BOUNCERING)
    			inflictor->fuse = 0; // bounce ring disappears at -1 not 0
    		return false;
    	}
    
    	if (inflictor->type == MT_LHRT)
    		return false;
    
    	// The tag occurs so long as you aren't shooting another tagger with friendlyfire on.
    	if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT))
    	{
    		P_AddPlayerScore(source->player, 100); //award points to tagger.
    		P_HitDeathMessages(player, inflictor, source, 0);
    
    		if (!(gametyperules & GTR_HIDEFROZEN)) //survivor
    		{
    			player->pflags |= PF_TAGIT; //in survivor, the player becomes IT and helps hunt down the survivors.
    			CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it!
    		}
    		else
    		{
    			player->pflags |= PF_GAMETYPEOVER; //in hide and seek, the player is tagged and stays stationary.
    			CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it!
    		}
    
    		//checks if tagger has tagged all players, if so, end round early.
    		P_CheckSurvivors();
    	}
    
    	P_DoPlayerPain(player, source, inflictor);
    
    	// Check for a shield
    	if (player->powers[pw_shield])
    	{
    		P_RemoveShield(player);
    		S_StartSound(target, sfx_shldls);
    		return true;
    	}
    
    	if (player->powers[pw_carry] == CR_NIGHTSFALL)
    	{
    		if (player->spheres > 0)
    		{
    			P_PlayRinglossSound(target);
    			P_PlayerRingBurst(player, player->spheres);
    			player->spheres = 0;
    		}
    	}
    	else if (player->rings > 0) // Ring loss
    	{
    		P_PlayRinglossSound(target);
    		P_PlayerRingBurst(player, player->rings);
    		player->rings = 0;
    	}
    	else // Death
    	{
    		P_PlayDeathSound(target);
    		P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
    	}
    	return true;
    }
    
    static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
    {
    	player_t *player = target->player;
    
    	if (!(damagetype & DMG_CANHURTSELF))
    	{
    		// You can't kill yourself, idiot...
    		if (source == target)
    			return false;
    
    		// In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on
    		if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) && (gametyperules & GTR_FRIENDLY))
    		{
    			if ((gametyperules & GTR_FRIENDLY) && inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) // co-op only
    			{
    				if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
    				{
    					P_SwitchShield(player, SH_PINK);
    					S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
    				}
    			}
    			return false;
    		}
    	}
    
    	// Tag handling
    	if (G_TagGametype())
    		return P_TagDamage(target, inflictor, source, damage, damagetype);
    	else if ((damagetype & DMG_CANHURTSELF) && source && source->player && source->player == player)
    		return true;
    	else if (G_GametypeHasTeams()) // CTF + Team Match
    	{
    		// Don't allow players on the same team to hurt one another,
    		// unless cv_friendlyfire is on.
    		if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) && target->player->ctfteam == source->player->ctfteam)
    		{
    			if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
    			{
    				if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
    				{
    					P_SwitchShield(player, SH_PINK);
    					S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
    				}
    			}
    			else if (!(inflictor->flags & MF_FIRE))
    				P_GivePlayerRings(target->player, 1);
    			if (inflictor->flags2 & MF2_BOUNCERING)
    				inflictor->fuse = 0; // bounce ring disappears at -1 not 0
    
    			return false;
    		}
    	}
    
    	if (inflictor->type == MT_LHRT)
    		return false;
    
    	// Add pity.
    	if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] && !(player->powers[pw_strong] & STR_GUARD)
    	&& source->player->score > player->score)
    		player->pity++;
    
    	return true;
    }
    
    static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
    {
    	player->pflags &= ~PF_SLIDING;
    
    	player->powers[pw_carry] = CR_NONE;
    
    	// Burst weapons and emeralds in Match/CTF only
    	if (source)
    	{
    		if ((gametyperules & GTR_RINGSLINGER) && !(gametyperules & GTR_TAG))
    			P_PlayerRingBurst(player, player->rings);
    		if (gametyperules & GTR_POWERSTONES)
    			P_PlayerEmeraldBurst(player, false);
    	}
    
    	// Get rid of shield
    	player->powers[pw_shield] = SH_NONE;
    	player->mo->color = P_GetPlayerColor(player);
    
    	// Get rid of emeralds
    	player->powers[pw_emeralds] = 0;
    
    	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
    
    	P_ResetPlayer(player);
    
    	if (!player->spectator)
    		player->mo->flags2 &= ~MF2_DONTDRAW;
    
    	P_SetMobjState(player->mo, player->mo->info->deathstate);
    	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
    	{
    		P_PlayerFlagBurst(player, false);
    		if (source && source->player && source->player != player) // Don't score points against yourself
    		{
    			// Award no points when players shoot each other when cv_friendlyfire is on.
    			if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    				P_AddPlayerScore(source->player, 25);
    		}
    	}
    	if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players or yourself
    	{
    		// Award no points when players shoot each other when cv_friendlyfire is on.
    		if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    		{
    			P_AddPlayerScore(source->player, 100);
    		}
    	}
    
    	// If the player was super, tell them he/she ain't so super nomore.
    	if (!G_CoopGametype() && player->powers[pw_super])
    	{
    		S_StartSound(NULL, sfx_s3k66); //let all players hear it.
    		HU_SetCEchoFlags(0);
    		HU_SetCEchoDuration(5);
    		HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
    	}
    }
    
    static void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
    {
    	fixed_t fallbackspeed;
    	angle_t ang;
    
    	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
    
    	if (player->mo->eflags & MFE_VERTICALFLIP)
    		player->mo->z--;
    	else
    		player->mo->z++;
    
    	if (player->mo->eflags & MFE_UNDERWATER)
    		P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
    	else
    		P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
    
    	ang = R_PointToAngle2(inflictor->x,	inflictor->y, player->mo->x, player->mo->y);
    
    	// explosion and rail rings send you farther back, making it more difficult
    	// to recover
    	if (inflictor->flags2 & MF2_SCATTER && source)
    	{
    		fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z);
    
    		dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4;
    
    		if (dist < FixedMul(4*FRACUNIT, inflictor->scale))
    			dist = FixedMul(4*FRACUNIT, inflictor->scale);
    
    		fallbackspeed = dist;
    	}
    	else if (inflictor->flags2 & MF2_EXPLOSION)
    	{
    		if (inflictor->flags2 & MF2_RAILRING)
    			fallbackspeed = FixedMul(28*FRACUNIT, inflictor->scale); // 7x
    		else
    			fallbackspeed = FixedMul(20*FRACUNIT, inflictor->scale); // 5x
    	}
    	else if (inflictor->flags2 & MF2_RAILRING)
    		fallbackspeed = FixedMul(16*FRACUNIT, inflictor->scale); // 4x
    	else
    		fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
    
    	P_InstaThrust(player->mo, ang, fallbackspeed);
    
    	P_SetMobjState(player->mo, S_PLAY_STUN);
    
    	P_ResetPlayer(player);
    
    	if (player->timeshit != UINT8_MAX)
    		++player->timeshit;
    }
    
    void P_RemoveShield(player_t *player)
    {
    	if (player->powers[pw_shield] & SH_FORCE)
    	{ // Multi-hit
    		if (player->powers[pw_shield] & SH_FORCEHP)
    			player->powers[pw_shield]--;
    		else
    			player->powers[pw_shield] &= SH_STACK;
    	}
    	else if (player->powers[pw_shield] & SH_NOSTACK)
    	{ // First layer shields
    		if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
    		{
    			P_BlackOw(player); // BAM!
    			player->pflags |= PF_JUMPDOWN;
    		}
    		else
    			player->powers[pw_shield] &= SH_STACK;
    	}
    	else
    	{ // Second layer shields
    		if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
    		{
    			player->mo->color = P_GetPlayerColor(player);
    			G_GhostAddColor(GHC_NORMAL);
    		}
    		player->powers[pw_shield] = SH_NONE;
    	}
    }
    
    static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
    {
    	// Must do pain first to set flashing -- P_RemoveShield can cause damage
    	P_DoPlayerPain(player, source, inflictor);
    
    	P_RemoveShield(player);
    
    	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
    
    	if (damagetype == DMG_SPIKE) // spikes
    		S_StartSound(player->mo, sfx_spkdth);
    	else
    		S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
    
    	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
    	{
    		P_PlayerFlagBurst(player, false);
    		if (source && source->player && source->player != player) // Don't score points against yourself
    		{
    			// Award no points when players shoot each other when cv_friendlyfire is on.
    			if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    				P_AddPlayerScore(source->player, 25);
    		}
    	}
    	if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players or yourself
    	{
    		// Award no points when players shoot each other when cv_friendlyfire is on.
    		if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    			P_AddPlayerScore(source->player, 50);
    	}
    }
    
    static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype, boolean dospheres)
    {
    	P_DoPlayerPain(player, source, inflictor);
    
    	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
    
    	if (damagetype == DMG_SPIKE) // spikes
    		S_StartSound(player->mo, sfx_spkdth);
    
    	if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players
    	{
    		// Award no points when players shoot each other when cv_friendlyfire is on.
    		if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    			P_AddPlayerScore(source->player, 50);
    	}
    
    	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
    	{
    		P_PlayerFlagBurst(player, false);
    		if (source && source->player && source->player != player) // Don't score points against yourself
    		{
    			// Award no points when players shoot each other when cv_friendlyfire is on.
    			if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
    				P_AddPlayerScore(source->player, 25);
    		}
    	}
    
    	// Ring loss sound plays despite hitting spikes
    	P_PlayRinglossSound(player->mo); // Ringledingle!
    	P_PlayerRingBurst(player, damage);
    
    	if (dospheres)
    	{
    		player->spheres -= damage;
    		if (player->spheres < 0)
    			player->spheres = 0;
    	}
    	else
    	{
    		player->rings -= damage;
    		if (player->rings < 0)
    			player->rings = 0;
    	}
    }
    
    //
    // P_SpecialStageDamage
    //
    // Do old special stage-style damaging
    // Removes 5 seconds from the player, or knocks off their shield if they have one.
    // If they don't have anything, just knock the player back anyway (this doesn't kill them).
    //
    void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source)
    {
    	tic_t oldnightstime = player->nightstime;
    
    	if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super])
    		return;
    
    	if (!cv_friendlyfire.value && source && source->player)
    	{
    		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
    		{
    			if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
    			{
    				P_SwitchShield(player, SH_PINK);
    				S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound);
    			}
    		}
    
    		if (source->player->ctfteam == player->ctfteam)
    			return;
    	}
    
    	if (inflictor && inflictor->type == MT_LHRT)
    		return;
    
    	if (player->powers[pw_shield] || (player->bot && player->bot != BOT_MPAI))  //If One-Hit Shield
    	{
    		P_RemoveShield(player);
    		S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
    	}
    	else
    	{
    		S_StartSound(player->mo, sfx_nghurt);
    		if (player->nightstime > 5*TICRATE)
    			player->nightstime -= 5*TICRATE;
    		else
    			player->nightstime = 1;
    	}
    
    	P_DoPlayerPain(player, inflictor, source);
    
    	if ((gametyperules & GTR_TEAMFLAGS) && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
    		P_PlayerFlagBurst(player, false);
    
    	if (oldnightstime > 10*TICRATE
    		&& player->nightstime < 10*TICRATE)
    	{
    		if (mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
    		{
    			S_FadeMusic(0, 10*MUSICRATE);
    			S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS.
    		}
    		else
    			S_ChangeMusicInternal((((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? "_ntime" : "_drown"), false);
    	}
    }
    
    /** Damages an object, which may or may not be a player.
      * For melee attacks, source and inflictor are the same.
      *
      * \param target     The object being damaged.
      * \param inflictor  The thing that caused the damage: creature, missile,
      *                   gargoyle, and so forth. Can be NULL in the case of
      *                   environmental damage, such as slime or crushing.
      * \param source     The creature or person responsible. For example, if a
      *                   player is hit by a ring, the player who shot it. In some
      *                   cases, the target will go after this object after
      *                   receiving damage. This can be NULL.
      * \param damage     Amount of damage to be dealt.
      * \param damagetype Type of damage to be dealt. If bit 7 (0x80) is set, this is an instant-kill.
      * \return True if the target sustained damage, otherwise false.
      * \todo Clean up this mess, split into multiple functions.
      * \sa P_KillMobj
      */
    boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
    {
    	player_t *player;
    	boolean force = false;
    
    	if (objectplacing)
    		return false;
    
    	if (target->health <= 0)
    		return false;
    
    	// Spectator handling
    	if (multiplayer)
    	{
    		if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator)
    			return false;
    
    		if (source && source->player && source->player->spectator)
    			return false;
    	}
    
    	// Everything above here can't be forced.
    	if (!metalrecording)
    	{
    		UINT8 shouldForce = LUA_HookShouldDamage(target, inflictor, source, damage, damagetype);
    		if (P_MobjWasRemoved(target))
    			return (shouldForce == 1); // mobj was removed
    		if (P_MobjWasRemoved(source))
    			source = NULL;
    		if (shouldForce == 1)
    			force = true;
    		else if (shouldForce == 2)
    			return false;
    	}
    
    	if (!force)
    	{
    		if (!(target->flags & MF_SHOOTABLE))
    			return false; // shouldn't happen...
    
    		if (target->type == MT_BLACKEGGMAN)
    			return false;
    
    		// Make sure that boxes cannot be popped by enemies, red rings, etc.
    		if (target->flags & MF_MONITOR && ((!source || !source->player || (source->player->bot && source->player->bot != BOT_MPAI))
    		|| (inflictor && (inflictor->type == MT_REDRING || (inflictor->type >= MT_THROWNBOUNCE && inflictor->type <= MT_THROWNGRENADE)))))
    			return false;
    	}
    
    	if (target->flags2 & MF2_SKULLFLY)
    		target->momx = target->momy = target->momz = 0;
    
    	if (!force)
    	{
    		// Special case for team ring boxes
    		if (target->type == MT_RING_REDBOX && !(source->player->ctfteam == 1))
    			return false;
    
    		if (target->type == MT_RING_BLUEBOX && !(source->player->ctfteam == 2))
    			return false;
    	}
    
    	if (target->flags & (MF_ENEMY|MF_BOSS))
    	{
    		if (!force && target->flags2 & MF2_FRET) // Currently flashing from being hit
    			return false;
    
    		if (LUA_HookMobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
    			return true;
    
    		if (target->health > 1)
    			target->flags2 |= MF2_FRET;
    	}
    
    	player = target->player;
    
    	if (player) // Player is the target
    	{
    		if (!force)
    		{
    			if (player->exiting)
    				return false;
    
    			if (player->pflags & PF_GODMODE)
    				return false;
    
    			if ((maptol & TOL_NIGHTS) && target->player->powers[pw_carry] != CR_NIGHTSMODE && target->player->powers[pw_carry] != CR_NIGHTSFALL)
    				return false;
    
    			switch (damagetype)
    			{
    #define DAMAGECASE(type)\
    				case DMG_##type:\
    					if (player->powers[pw_shield] & SH_PROTECT##type)\
    						return false;\
    					break
    				DAMAGECASE(WATER);
    				DAMAGECASE(FIRE);
    				DAMAGECASE(ELECTRIC);
    				DAMAGECASE(SPIKE);
    #undef DAMAGECASE
    				default:
    					break;
    			}
    		}
    
    		if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS damage handling
    		{
    			if (player->powers[pw_flashing])
    				return false;
    			if (!force)
    			{
    				if (source == target)
    					return false; // Don't hit yourself with your own paraloop, baka
    				if (source && source->player && !(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE))
    				&& ((gametyperules & GTR_FRIENDLY)
    				|| (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam)))
    					return false; // Don't run eachother over in special stages and team games and such
    			}
    			if (LUA_HookMobjDamage(target, inflictor, source, damage, damagetype))
    				return true;
    			P_NiGHTSDamage(target, source); // -5s :(
    			return true;
    		}
    
    		if (G_IsSpecialStage(gamemap) && !(damagetype & DMG_DEATHMASK))
    		{
    			if (player->powers[pw_flashing])
    				return false;
    			if (LUA_HookMobjDamage(target, inflictor, source, damage, damagetype))
    				return true;
    			P_SpecialStageDamage(player, inflictor, source);
    			return true;
    		}
    
    		if (!force && inflictor && inflictor->flags & MF_FIRE && !(damagetype && damagetype != DMG_FIRE))
    		{
    			if (player->powers[pw_shield] & SH_PROTECTFIRE)
    				return false; // Invincible to fire objects
    
    			if (G_PlatformGametype() && inflictor && source && source->player)
    				return false; // Don't get hurt by fire generated from friends.
    		}
    
    		// Player hits another player
    		if (!force && source && source->player)
    		{
    			if (!P_PlayerHitsPlayer(target, inflictor, source, damage, damagetype))
    				return false;
    		}
    
    		// Instant-Death
    		if (damagetype & DMG_DEATHMASK)
    			P_KillPlayer(player, source, damage);
    		else if (metalrecording)
    		{
    			if (!inflictor)
    				inflictor = source;
    			if (inflictor && inflictor->flags & MF_ENEMY)
    			{ // Metal Sonic destroy enemy !!
    				P_KillMobj(inflictor, NULL, target, damagetype);
    				return false;
    			}
    			else if (inflictor && inflictor->flags & MF_MISSILE)
    				return false; // Metal Sonic walk through flame !!
    			else if (!player->powers[pw_flashing])
    			{ // Oh no! Metal Sonic is hit !!
    				P_ShieldDamage(player, inflictor, source, damage, damagetype);
    				return true;
    			}
    			return false;
    		}
    		else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || (player->powers[pw_strong] & STR_GUARD)) // ignore bouncing & such in invulnerability
    		{
    			if (force
    			|| (inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE)) // Super Sonic is stunned!
    			{
    				if (!LUA_HookMobjDamage(target, inflictor, source, damage, damagetype))
    					P_SuperDamage(player, inflictor, source, damage);
    				return true;
    			}
    			return false;
    		}
    		else if (LUA_HookMobjDamage(target, inflictor, source, damage, damagetype))
    			return true;
    		else if (player->powers[pw_shield] || (player->bot && player->bot != BOT_MPAI && !ultimatemode))  //If One-Hit Shield
    		{
    			P_ShieldDamage(player, inflictor, source, damage, damagetype);
    			damage = 0;
    		}
    		else if (player->powers[pw_carry] == CR_NIGHTSFALL)
    		{
    			// always damage so we can recoil upon losing points
    			damage = player->spheres;
    			P_RingDamage(player, inflictor, source, damage, damagetype, true);
    			damage = 0;
    		}
    		else if (player->rings > 0) // No shield but have rings.
    		{
    			damage = player->rings;
    			P_RingDamage(player, inflictor, source, damage, damagetype, false);
    			damage = 0;
    		}
    		// To reduce griefing potential, don't allow players to be killed
    		// by friendly fire. Spilling their rings and other items is enough.
    		else if (!force && G_GametypeHasTeams()
    			&& source && source->player && source->player != player && (source->player->ctfteam == player->ctfteam)
    			&& (cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)))
    		{
    			damage = 0;
    			P_ShieldDamage(player, inflictor, source, damage, damagetype);
    		}
    		else // No shield, no rings, no invincibility.
    		{
    			damage = 1;
    			P_KillPlayer(player, source, damage);
    		}
    
    		P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
    	}
    
    	// Killing dead. Just for kicks.
    	// Require source and inflictor be player.  Don't hurt for firing rings.
    	if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
    		P_DamageMobj(source, target, target, 1, 0);
    
    	// do the damage
    	if (damagetype & DMG_DEATHMASK)
    		target->health = 0;
    	else
    		target->health -= damage;
    
    	if (player)
    		P_HitDeathMessages(player, inflictor, source, damagetype);
    
    	if (source && source->player && target)
    		G_GhostAddHit(target);
    
    	if (target->health <= 0)
    	{
    		P_KillMobj(target, inflictor, source, damagetype);
    		return true;
    	}
    
    	if (player)
    		P_ResetPlayer(target->player);
    	else if ((target->type == MT_EGGMOBILE2) // egg slimer
    	&& (target->health < target->info->damage)) // in pinch phase
    		P_SetMobjState(target, target->info->meleestate); // go to pinch pain state
    	else
    		P_SetMobjState(target, target->info->painstate);
    
    	if (P_MobjWasRemoved(target))
    		return false;
    
    	if (target->type == MT_HIVEELEMENTAL)
    		target->extravalue1 += 3;
    
    	target->reactiontime = 0; // we're awake now...
    
    	if (source && source != target)
    	{
    		// if not intent on another player,
    		// chase after this one
    		P_SetTarget(&target->target, source);
    	}
    
    	return true;
    }
    
    /** Spills an injured player's rings.
      *
      * \param player    The player who is losing rings.
      * \param num_rings Number of rings lost. A maximum of 32 rings will be
      *                  spawned.
      * \sa P_PlayerFlagBurst
      */
    void P_PlayerRingBurst(player_t *player, INT32 num_rings)
    {
    	INT32 i;
    	mobj_t *mo;
    	angle_t fa, va;
    	fixed_t ns;
    	fixed_t z;
    	boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
    
    	// Better safe than sorry.
    	if (!player)
    		return;
    
    	// If no health, don't spawn ring!
    	if (((maptol & TOL_NIGHTS) && player->spheres <= 0) || (!(maptol & TOL_NIGHTS) && player->rings <= 0))
    		num_rings = 0;
    
    	if (num_rings > 32 && player->powers[pw_carry] != CR_NIGHTSFALL)
    		num_rings = 32;
    
    	if (player->powers[pw_emeralds])
    		P_PlayerEmeraldBurst(player, false);
    
    	// Spill weapons first
    	P_PlayerWeaponPanelOrAmmoBurst(player);
    
    	if (abs(player->mo->momx) > player->mo->scale || abs(player->mo->momy) > player->mo->scale)
    		va = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0)>>ANGLETOFINESHIFT;
    	else
    		va = player->mo->angle>>ANGLETOFINESHIFT;
    
    	for (i = 0; i < num_rings; i++)
    	{
    		INT32 objType = mobjinfo[MT_RING].reactiontime;
    		if (mariomode)
    			objType = mobjinfo[MT_COIN].reactiontime;
    		else if (player->powers[pw_carry] == CR_NIGHTSFALL)
    			objType = mobjinfo[(nightsreplace ? MT_NIGHTSCHIP : MT_BLUESPHERE)].reactiontime;
    
    		z = player->mo->z;
    		if (player->mo->eflags & MFE_VERTICALFLIP)
    			z += player->mo->height - mobjinfo[objType].height;
    
    		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType);
    		if (P_MobjWasRemoved(mo))
    			continue;
    
    		mo->fuse = 8*TICRATE;
    		P_SetTarget(&mo->target, player->mo);
    
    		P_SetScale(mo, player->mo->scale, true);
    
    		// Angle offset by player angle, then slightly offset by amount of rings
    		fa = ((i*FINEANGLES/16) + va - ((num_rings-1)*FINEANGLES/32)) & FINEMASK;
    
    		// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
    		// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
    		if (player->powers[pw_carry] == CR_NIGHTSFALL)
    		{
    			ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale);
    			mo->momx = FixedMul(FINECOSINE(fa),ns);
    
    			if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    				mo->momy = FixedMul(FINESINE(fa),ns);
    
    			P_SetObjectMomZ(mo, 8*FRACUNIT, false);
    			mo->fuse = 20*TICRATE; // Adjust fuse for NiGHTS
    
    			// Toggle bonus time colors
    			P_SetMobjState(mo, (player->bonustime ? mo->info->raisestate : mo->info->spawnstate));
    		}
    		else
    		{
    			fixed_t momxy, momz; // base horizonal/vertical thrusts
    
    			if (i > 15)
    			{
    				momxy = 3*FRACUNIT;
    				momz = 4*FRACUNIT;
    			}
    			else
    			{
    				momxy = 2*FRACUNIT;
    				momz = 3*FRACUNIT;
    			}
    
    			ns = FixedMul(FixedMul(momxy, FRACUNIT + FixedDiv(player->losstime<<FRACBITS, 10*TICRATE<<FRACBITS)), mo->scale);
    			mo->momx = FixedMul(FINECOSINE(fa),ns);
    
    			if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    				mo->momy = FixedMul(FINESINE(fa),ns);
    
    			ns = FixedMul(momz, FRACUNIT + FixedDiv(player->losstime<<FRACBITS, 10*TICRATE<<FRACBITS));
    			P_SetObjectMomZ(mo, ns, false);
    
    			if (i & 1)
    				P_SetObjectMomZ(mo, ns, true);
    		}
    		if (player->mo->eflags & MFE_VERTICALFLIP)
    		{
    			mo->momz *= -1;
    			mo->flags2 |= MF2_OBJECTFLIP;
    		}
    	}
    
    	player->losstime += 10*TICRATE;
    
    	return;
    }
    
    void P_PlayerWeaponPanelBurst(player_t *player)
    {
    	mobj_t *mo;
    	angle_t fa;
    	fixed_t ns;
    	INT32 i;
    	fixed_t z;
    
    	INT32 num_weapons = M_CountBits((UINT32)player->ringweapons, NUM_WEAPONS-1);
    	UINT16 ammoamt = 0;
    
    	for (i = 0; i < num_weapons; i++)
    	{
    		mobjtype_t weptype = 0;
    		powertype_t power = 0;
    
    		if (player->ringweapons & RW_BOUNCE) // Bounce
    		{
    			weptype = MT_BOUNCEPICKUP;
    			player->ringweapons &= ~RW_BOUNCE;
    			power = pw_bouncering;
    		}
    		else if (player->ringweapons & RW_RAIL) // Rail
    		{
    			weptype = MT_RAILPICKUP;
    			player->ringweapons &= ~RW_RAIL;
    			power = pw_railring;
    		}
    		else if (player->ringweapons & RW_AUTO) // Auto
    		{
    			weptype = MT_AUTOPICKUP;
    			player->ringweapons &= ~RW_AUTO;
    			power = pw_automaticring;
    		}
    		else if (player->ringweapons & RW_EXPLODE) // Explode
    		{
    			weptype = MT_EXPLODEPICKUP;
    			player->ringweapons &= ~RW_EXPLODE;
    			power = pw_explosionring;
    		}
    		else if (player->ringweapons & RW_SCATTER) // Scatter
    		{
    			weptype = MT_SCATTERPICKUP;
    			player->ringweapons &= ~RW_SCATTER;
    			power = pw_scatterring;
    		}
    		else if (player->ringweapons & RW_GRENADE) // Grenade
    		{
    			weptype = MT_GRENADEPICKUP;
    			player->ringweapons &= ~RW_GRENADE;
    			power = pw_grenadering;
    		}
    
    		if (!weptype) // ???
    			continue;
    
    		if (player->powers[power] >= mobjinfo[weptype].reactiontime)
    			ammoamt = (UINT16)mobjinfo[weptype].reactiontime;
    		else
    			ammoamt = player->powers[power];
    
    		player->powers[power] -= ammoamt;
    
    		z = player->mo->z;
    		if (player->mo->eflags & MFE_VERTICALFLIP)
    			z += player->mo->height - mobjinfo[weptype].height;
    
    		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype);
    		if (P_MobjWasRemoved(mo))
    			continue;
    
    		mo->reactiontime = ammoamt;
    		mo->flags2 |= MF2_DONTRESPAWN;
    		mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
    		P_SetTarget(&mo->target, player->mo);
    		mo->fuse = 12*TICRATE;
    		P_SetScale(mo, player->mo->scale, true);
    
    		// Angle offset by player angle
    		fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK;
    
    		// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
    		// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
    
    		// >16 ring type spillout
    		ns = FixedMul(3*FRACUNIT, mo->scale);
    		mo->momx = FixedMul(FINECOSINE(fa),ns);
    
    		if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    			mo->momy = FixedMul(FINESINE(fa),ns);
    
    		P_SetObjectMomZ(mo, 4*FRACUNIT, false);
    
    		if (i & 1)
    			P_SetObjectMomZ(mo, 4*FRACUNIT, true);
    	}
    }
    
    void P_PlayerWeaponAmmoBurst(player_t *player)
    {
    	mobj_t *mo;
    	angle_t fa;
    	fixed_t ns;
    	INT32 i;
    	fixed_t z;
    
    	mobjtype_t weptype = 0;
    	powertype_t power = 0;
    
    	for (i = 0;; i++)
    	{
    		if (player->powers[pw_bouncering])
    		{
    			weptype = MT_BOUNCERING;
    			power = pw_bouncering;
    		}
    		else if (player->powers[pw_railring])
    		{
    			weptype = MT_RAILRING;
    			power = pw_railring;
    		}
    		else if (player->powers[pw_infinityring])
    		{
    			weptype = MT_INFINITYRING;
    			power = pw_infinityring;
    		}
    		else if (player->powers[pw_automaticring])
    		{
    			weptype = MT_AUTOMATICRING;
    			power = pw_automaticring;
    		}
    		else if (player->powers[pw_explosionring])
    		{
    			weptype = MT_EXPLOSIONRING;
    			power = pw_explosionring;
    		}
    		else if (player->powers[pw_scatterring])
    		{
    			weptype = MT_SCATTERRING;
    			power = pw_scatterring;
    		}
    		else if (player->powers[pw_grenadering])
    		{
    			weptype = MT_GRENADERING;
    			power = pw_grenadering;
    		}
    		else
    			break; // All done!
    
    		z = player->mo->z;
    		if (player->mo->eflags & MFE_VERTICALFLIP)
    			z += player->mo->height - mobjinfo[weptype].height;
    
    		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, weptype);
    		if (P_MobjWasRemoved(mo))
    			continue;
    		mo->health = player->powers[power];
    		mo->flags2 |= MF2_DONTRESPAWN;
    		mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
    		P_SetTarget(&mo->target, player->mo);
    
    		player->powers[power] = 0;
    		mo->fuse = 12*TICRATE;
    
    		P_SetScale(mo, player->mo->scale, true);
    
    		// Angle offset by player angle
    		fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK;
    
    		// Spill them!
    		ns = FixedMul(2*FRACUNIT, mo->scale);
    		mo->momx = FixedMul(FINECOSINE(fa), ns);
    
    		if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    			mo->momy = FixedMul(FINESINE(fa),ns);
    
    		P_SetObjectMomZ(mo, 3*FRACUNIT, false);
    
    		if (i & 1)
    			P_SetObjectMomZ(mo, 3*FRACUNIT, true);
    	}
    }
    
    void P_PlayerWeaponPanelOrAmmoBurst(player_t *player)
    {
    	mobj_t *mo;
    	angle_t fa;
    	fixed_t ns;
    	INT32 i = 0;
    	fixed_t z;
    
    	#define SETUP_DROP(thingtype) \
    		z = player->mo->z; \
    		if (player->mo->eflags & MFE_VERTICALFLIP) \
    			z += player->mo->height - mobjinfo[thingtype].height; \
    		fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; \
    		ns = FixedMul(3*FRACUNIT, player->mo->scale); \
    
    	#define DROP_WEAPON(rwflag, pickup, ammo, power) \
    	if (player->ringweapons & rwflag) \
    	{ \
    		player->ringweapons &= ~rwflag; \
    		SETUP_DROP(pickup) \
    		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, pickup); \
    		if (!P_MobjWasRemoved(mo)) \
    		{ \
    			mo->reactiontime = 0; \
    			mo->flags2 |= MF2_DONTRESPAWN; \
    			mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
    			P_SetTarget(&mo->target, player->mo); \
    			mo->fuse = 12*TICRATE; \
    			P_SetScale(mo, player->mo->scale, true); \
    			mo->momx = FixedMul(FINECOSINE(fa),ns); \
    			if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
    				mo->momy = FixedMul(FINESINE(fa),ns); \
    			P_SetObjectMomZ(mo, 4*FRACUNIT, false); \
    			if (i & 1) \
    				P_SetObjectMomZ(mo, 4*FRACUNIT, true); \
    			if (player->mo->eflags & MFE_VERTICALFLIP) \
    				mo->flags2 |= MF2_OBJECTFLIP; \
    		} \
    	} \
    	else if (player->powers[power] > 0) \
    	{ \
    		SETUP_DROP(ammo) \
    		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, ammo); \
    		if (!P_MobjWasRemoved(mo)) \
    		{ \
    			mo->health = player->powers[power]; \
    			mo->flags2 |= MF2_DONTRESPAWN; \
    			mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
    			P_SetTarget(&mo->target, player->mo); \
    			mo->fuse = 12*TICRATE; \
    			P_SetScale(mo, player->mo->scale, true); \
    			mo->momx = FixedMul(FINECOSINE(fa),ns); \
    			if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
    				mo->momy = FixedMul(FINESINE(fa),ns); \
    			P_SetObjectMomZ(mo, 3*FRACUNIT, false); \
    			if (i & 1) \
    				P_SetObjectMomZ(mo, 3*FRACUNIT, true); \
    			if (player->mo->eflags & MFE_VERTICALFLIP) \
    				mo->flags2 |= MF2_OBJECTFLIP; \
    			player->powers[power] = 0; \
    		} \
    	} \
    	++i
    
    	DROP_WEAPON(RW_BOUNCE, MT_BOUNCEPICKUP, MT_BOUNCERING, pw_bouncering);
    	DROP_WEAPON(RW_RAIL, MT_RAILPICKUP, MT_RAILRING, pw_railring);
    	DROP_WEAPON(RW_AUTO, MT_AUTOPICKUP, MT_AUTOMATICRING, pw_automaticring);
    	DROP_WEAPON(RW_EXPLODE, MT_EXPLODEPICKUP, MT_EXPLOSIONRING, pw_explosionring);
    	DROP_WEAPON(RW_SCATTER, MT_SCATTERPICKUP, MT_SCATTERRING, pw_scatterring);
    	DROP_WEAPON(RW_GRENADE, MT_GRENADEPICKUP, MT_GRENADERING, pw_grenadering);
    	DROP_WEAPON(0, 0, MT_INFINITYRING, pw_infinityring);
    
    	#undef DROP_WEAPON
    	#undef SETUP_DROP
    }
    
    //
    // P_PlayerEmeraldBurst
    //
    // Spills ONLY emeralds.
    //
    void P_PlayerEmeraldBurst(player_t *player, boolean toss)
    {
    	INT32 i;
    	angle_t fa;
    	fixed_t ns;
    	fixed_t z = 0, momx = 0, momy = 0;
    
    	// Better safe than sorry.
    	if (!player)
    		return;
    
    	// Spill power stones
    	if (player->powers[pw_emeralds])
    	{
    		INT32 num_stones = 0;
    
    		if (player->powers[pw_emeralds] & EMERALD1)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD2)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD3)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD4)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD5)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD6)
    			num_stones++;
    		if (player->powers[pw_emeralds] & EMERALD7)
    			num_stones++;
    
    		for (i = 0; i < num_stones; i++)
    		{
    			INT32 stoneflag = 0;
    			statenum_t statenum = S_CEMG1;
    			mobj_t *mo;
    
    			if (player->powers[pw_emeralds] & EMERALD1)
    			{
    				stoneflag = EMERALD1;
    				statenum = S_CEMG1;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD2)
    			{
    				stoneflag = EMERALD2;
    				statenum = S_CEMG2;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD3)
    			{
    				stoneflag = EMERALD3;
    				statenum = S_CEMG3;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD4)
    			{
    				stoneflag = EMERALD4;
    				statenum = S_CEMG4;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD5)
    			{
    				stoneflag = EMERALD5;
    				statenum = S_CEMG5;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD6)
    			{
    				stoneflag = EMERALD6;
    				statenum = S_CEMG6;
    			}
    			else if (player->powers[pw_emeralds] & EMERALD7)
    			{
    				stoneflag = EMERALD7;
    				statenum = S_CEMG7;
    			}
    
    			if (!stoneflag) // ???
    				continue;
    
    			player->powers[pw_emeralds] &= ~stoneflag;
    
    			if (toss)
    			{
    				fa = player->mo->angle>>ANGLETOFINESHIFT;
    
    				z = player->mo->z + player->mo->height;
    				if (player->mo->eflags & MFE_VERTICALFLIP)
    					z -= mobjinfo[MT_FLINGEMERALD].height + player->mo->height;
    				ns = FixedMul(8*FRACUNIT, player->mo->scale);
    			}
    			else
    			{
    				fa = ((255 / num_stones) * i) * FINEANGLES/256;
    
    				z = player->mo->z + (player->mo->height / 2);
    				if (player->mo->eflags & MFE_VERTICALFLIP)
    					z -= mobjinfo[MT_FLINGEMERALD].height;
    				ns = FixedMul(4*FRACUNIT, player->mo->scale);
    			}
    
    			momx = FixedMul(FINECOSINE(fa), ns);
    
    			if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    				momy = FixedMul(FINESINE(fa),ns);
    			else
    				momy = 0;
    
    			mo = P_SpawnMobj(player->mo->x, player->mo->y, z, MT_FLINGEMERALD);
    			if (!P_MobjWasRemoved(mo))
    			{
    				mo->health = 1;
    				mo->threshold = stoneflag;
    				mo->flags2 |= (MF2_DONTRESPAWN|MF2_SLIDEPUSH);
    				mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
    				P_SetTarget(&mo->target, player->mo);
    				mo->fuse = 12*TICRATE;
    				P_SetMobjState(mo, statenum);
    
    				mo->momx = momx;
    				mo->momy = momy;
    
    				P_SetObjectMomZ(mo, 3*FRACUNIT, false);
    
    				if (player->mo->eflags & MFE_VERTICALFLIP)
    				{
    					mo->momz = -mo->momz;
    					mo->flags2 |= MF2_OBJECTFLIP;
    				}
    			}
    
    			if (toss)
    				player->tossdelay = 2*TICRATE;
    		}
    	}
    }
    
    /** Makes an injured or dead player lose possession of the flag.
      *
      * \param player The player with the flag, about to lose it.
      * \sa P_PlayerRingBurst
      */
    void P_PlayerFlagBurst(player_t *player, boolean toss)
    {
    	mobj_t *flag;
    	mobjtype_t type;
    
    	if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
    		return;
    
    	if (player->gotflag & GF_REDFLAG)
    		type = MT_REDFLAG;
    	else
    		type = MT_BLUEFLAG;
    
    	flag = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, type);
    	if (P_MobjWasRemoved(flag))
    		return;
    
    	if (player->mo->eflags & MFE_VERTICALFLIP)
    	{
    		flag->z += player->mo->height - flag->height;
    		flag->flags2 |= MF2_OBJECTFLIP;
    	}
    
    	if (toss)
    		P_InstaThrust(flag, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale));
    	else
    	{
    		angle_t fa = P_RandomByte()*FINEANGLES/256;
    		flag->momx = FixedMul(FINECOSINE(fa), FixedMul(6*FRACUNIT, player->mo->scale));
    		if (!(twodlevel || (player->mo->flags2 & MF2_TWOD)))
    			flag->momy = FixedMul(FINESINE(fa), FixedMul(6*FRACUNIT, player->mo->scale));
    	}
    
    	flag->momz = FixedMul(8*FRACUNIT, player->mo->scale);
    	if (player->mo->eflags & MFE_VERTICALFLIP)
    		flag->momz = -flag->momz;
    
    	if (type == MT_REDFLAG)
    		flag->spawnpoint = rflagpoint;
    	else
    		flag->spawnpoint = bflagpoint;
    
    	flag->fuse = cv_flagtime.value * TICRATE;
    	P_SetTarget(&flag->target, player->mo);
    
    	// Flag text
    	{
    		char plname[MAXPLAYERNAME+4];
    		const char *flagtext;
    		char flagcolor;
    
    		snprintf(plname, sizeof(plname), "%s%s%s",
    				 CTFTEAMCODE(player),
    				 player_names[player - players],
    				 CTFTEAMENDCODE(player));
    
    		if (type == MT_REDFLAG)
    		{
    			flagtext = M_GetText("Red flag");
    			flagcolor = '\x85';
    		}
    		else
    		{
    			flagtext = M_GetText("Blue flag");
    			flagcolor = '\x84';
    		}
    
    		if (toss)
    			CONS_Printf(M_GetText("%s tossed the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
    		else
    			CONS_Printf(M_GetText("%s dropped the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
    	}
    
    	player->gotflag = 0;
    
    	// Pointers set for displaying time value and for consistency restoration.
    	if (type == MT_REDFLAG)
    		redflag = flag;
    	else
    		blueflag = flag;
    
    	if (toss)
    		player->tossdelay = 2*TICRATE;
    
    	return;
    }