diff --git a/src/b_bot.c b/src/b_bot.c
index dc65c9c16b8dd8f8bfa98dca65fbfd022d6d02ea..543bcb183000d42db13f6a534c5bfad0d96460a2 100644
--- a/src/b_bot.c
+++ b/src/b_bot.c
@@ -271,6 +271,12 @@ void B_RespawnBot(INT32 playernum)
 	player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
 	player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
 	player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
+	player->acceleration = sonic->player->acceleration;
+	player->accelstart = sonic->player->accelstart;
+	player->thrustfactor = sonic->player->thrustfactor;
+	player->normalspeed = sonic->player->normalspeed;
+	player->pflags |= PF_AUTOBRAKE;
+	player->pflags &= ~PF_DIRECTIONCHAR;
 
 	P_TeleportMove(tails, x, y, z);
 	if (player->charability == CA_FLY)
diff --git a/src/d_clisrv.c b/src/d_clisrv.c
index bb0978cdb2ba2eeeefe5fef1529eaaac633ec97c..9719178bdb4971c3e25c6ed7815ebc4c02c49021 100644
--- a/src/d_clisrv.c
+++ b/src/d_clisrv.c
@@ -3102,11 +3102,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
 			secondarydisplayplayer = newplayernum;
 			DEBFILE("spawning me\n");
 			// Apply player flags as soon as possible!
-			players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
+			players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
 			if (cv_flipcam.value)
 				players[newplayernum].pflags |= PF_FLIPCAM;
 			if (cv_analog.value)
 				players[newplayernum].pflags |= PF_ANALOGMODE;
+			if (cv_directionchar.value)
+				players[newplayernum].pflags |= PF_DIRECTIONCHAR;
+			if (cv_autobrake.value)
+				players[newplayernum].pflags |= PF_AUTOBRAKE;
 		}
 		else
 		{
@@ -3115,11 +3119,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
 			if (botingame)
 				players[newplayernum].bot = 1;
 			// Same goes for player 2 when relevant
-			players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
+			players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
 			if (cv_flipcam2.value)
 				players[newplayernum].pflags |= PF_FLIPCAM;
 			if (cv_analog2.value)
 				players[newplayernum].pflags |= PF_ANALOGMODE;
+			if (cv_directionchar2.value)
+				players[newplayernum].pflags |= PF_DIRECTIONCHAR;
+			if (cv_autobrake2.value)
+				players[newplayernum].pflags |= PF_AUTOBRAKE;
 		}
 		D_SendPlayerConfig();
 		addedtogame = true;
diff --git a/src/d_netcmd.c b/src/d_netcmd.c
index 7f408a2b5d8b28148dd88ca30a938f07626729bd..4f9623900e3017772b8329fabcab98749471985b 100644
--- a/src/d_netcmd.c
+++ b/src/d_netcmd.c
@@ -771,6 +771,12 @@ void D_RegisterClientCommands(void)
 	CV_RegisterVar(&cv_useranalog);
 	CV_RegisterVar(&cv_useranalog2);
 
+	// deez New User eXperiences
+	CV_RegisterVar(&cv_directionchar);
+	CV_RegisterVar(&cv_directionchar2);
+	CV_RegisterVar(&cv_autobrake);
+	CV_RegisterVar(&cv_autobrake2);
+
 	// s_sound.c
 	CV_RegisterVar(&cv_soundvolume);
 	CV_RegisterVar(&cv_closedcaptioning);
@@ -1433,6 +1439,10 @@ void SendWeaponPref(void)
 		buf[0] |= 1;
 	if (players[consoleplayer].pflags & PF_ANALOGMODE)
 		buf[0] |= 2;
+	if (players[consoleplayer].pflags & PF_DIRECTIONCHAR)
+		buf[0] |= 4;
+	if (players[consoleplayer].pflags & PF_AUTOBRAKE)
+		buf[0] |= 8;
 	SendNetXCmd(XD_WEAPONPREF, buf, 1);
 }
 
@@ -1445,6 +1455,10 @@ void SendWeaponPref2(void)
 		buf[0] |= 1;
 	if (players[secondarydisplayplayer].pflags & PF_ANALOGMODE)
 		buf[0] |= 2;
+	if (players[secondarydisplayplayer].pflags & PF_DIRECTIONCHAR)
+		buf[0] |= 4;
+	if (players[secondarydisplayplayer].pflags & PF_AUTOBRAKE)
+		buf[0] |= 8;
 	SendNetXCmd2(XD_WEAPONPREF, buf, 1);
 }
 
@@ -1452,11 +1466,15 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
 {
 	UINT8 prefs = READUINT8(*cp);
 
-	players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
+	players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
 	if (prefs & 1)
 		players[playernum].pflags |= PF_FLIPCAM;
 	if (prefs & 2)
 		players[playernum].pflags |= PF_ANALOGMODE;
+	if (prefs & 4)
+		players[playernum].pflags |= PF_DIRECTIONCHAR;
+	if (prefs & 8)
+		players[playernum].pflags |= PF_AUTOBRAKE;
 }
 
 void D_SendPlayerConfig(void)
@@ -2578,12 +2596,12 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
 		{
 			players[playernum].spectator = true;
 			players[playernum].pflags &= ~PF_TAGIT;
-			players[playernum].pflags &= ~PF_TAGGED;
+			players[playernum].pflags &= ~PF_GAMETYPEOVER;
 		}
 		else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2.
 		{
 			players[playernum].spectator = false;
-			players[playernum].pflags &= ~PF_TAGGED;//Just in case.
+			players[playernum].pflags &= ~PF_GAMETYPEOVER; //Just in case.
 
 			if (NetPacket.packet.newteam == 1) //Make the player IT.
 				players[playernum].pflags |= PF_TAGIT;
diff --git a/src/d_player.h b/src/d_player.h
index d578d15efd71d5cb41fab0ec263c32ad667be299..bf0b303b8ece7552fb3a40c271826a3b40905fd3 100644
--- a/src/d_player.h
+++ b/src/d_player.h
@@ -98,66 +98,58 @@ typedef enum
 //
 typedef enum
 {
-	// Flip camera angle with gravity flip prefrence.
-	PF_FLIPCAM = 1,
+	// Cvars
+	PF_FLIPCAM       = 1, // Flip camera angle with gravity flip prefrence.
+	PF_ANALOGMODE    = 1<<1, // Analog mode?
+	PF_DIRECTIONCHAR = 1<<2, // Directional character sprites?
+	PF_AUTOBRAKE     = 1<<3, // Autobrake?
 
 	// Cheats
-	PF_GODMODE = 1<<1,
-	PF_NOCLIP  = 1<<2,
-	PF_INVIS   = 1<<3,
+	PF_GODMODE = 1<<4,
+	PF_NOCLIP  = 1<<5,
+	PF_INVIS   = 1<<6,
 
 	// True if button down last tic.
-	PF_ATTACKDOWN = 1<<4,
-	PF_USEDOWN    = 1<<5,
-	PF_JUMPDOWN   = 1<<6,
-	PF_WPNDOWN    = 1<<7,
+	PF_ATTACKDOWN = 1<<7,
+	PF_USEDOWN    = 1<<8,
+	PF_JUMPDOWN   = 1<<9,
+	PF_WPNDOWN    = 1<<10,
 
 	// Unmoving states
-	PF_STASIS     = 1<<8, // Player is not allowed to move
-	PF_JUMPSTASIS = 1<<9, // and that includes jumping.
+	PF_STASIS     = 1<<11, // Player is not allowed to move
+	PF_JUMPSTASIS = 1<<12, // and that includes jumping.
 	PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
 
-	// Did you get a time-over?
-	PF_TIMEOVER = 1<<10,
+	// Applying autobrake?
+	PF_APPLYAUTOBRAKE = 1<<13,
 
 	// Character action status
-	PF_STARTJUMP = 1<<11,
-	PF_JUMPED    = 1<<12,
-	PF_SPINNING  = 1<<13,
-	PF_STARTDASH = 1<<14,
-	PF_THOKKED   = 1<<15,
+	PF_STARTJUMP     = 1<<14,
+	PF_JUMPED        = 1<<15,
+	PF_NOJUMPDAMAGE  = 1<<16,
 
-	// Are you gliding?
-	PF_GLIDING   = 1<<16,
+	PF_SPINNING      = 1<<17,
+	PF_STARTDASH     = 1<<18,
 
-	// Sliding (usually in water) like Labyrinth/Oil Ocean
-	PF_SLIDING   = 1<<17,
+	PF_THOKKED       = 1<<19,
+	PF_SHIELDABILITY = 1<<20,
+	PF_GLIDING       = 1<<21,
+	PF_BOUNCING      = 1<<22,
 
-	// Bouncing
-	PF_BOUNCING  = 1<<18,
+	// Sliding (usually in water) like Labyrinth/Oil Ocean
+	PF_SLIDING       = 1<<23,
 
-	/*** NIGHTS STUFF ***/
-	PF_TRANSFERTOCLOSEST = 1<<19,
-	PF_NIGHTSFALL        = 1<<20,
-	PF_DRILLING          = 1<<21,
-	PF_SKIDDOWN          = 1<<22,
+	// NiGHTS stuff
+	PF_TRANSFERTOCLOSEST = 1<<24,
+	PF_DRILLING          = 1<<25,
 
-	/*** TAG STUFF ***/
-	PF_TAGGED            = 1<<23, // Player has been tagged and awaits the next round in hide and seek.
-	PF_TAGIT             = 1<<24, // The player is it! For Tag Mode
+	// Gametype-specific stuff
+	PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game
+	PF_TAGIT        = 1<<27, // The player is it! For Tag Mode
 
 	/*** misc ***/
-	PF_FORCESTRAFE       = 1<<25, // Turning inputs are translated into strafing inputs
-	PF_ANALOGMODE        = 1<<26, // Analog mode?
-
-	// Can carry another player?
-	PF_CANCARRY          = 1<<27,
-
-	// Used shield ability
-	PF_SHIELDABILITY     = 1<<28,
-
-	// Jump damage?
-	PF_NOJUMPDAMAGE   = 1<<29,
+	PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
+	PF_CANCARRY    = 1<<29, // Can carry another player?
 
 	// up to 1<<31 is free
 } pflags_t;
@@ -234,6 +226,7 @@ typedef enum
 	CR_PLAYER,
 	// NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here.
 	CR_NIGHTSMODE,
+	CR_NIGHTSFALL,
 	// Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it.
 	CR_BRAKGOOP,
 	// Specific level gimmicks.
@@ -254,6 +247,7 @@ typedef enum
 	pw_underwater, // underwater timer
 	pw_spacetime, // In space, no one can hear you spin!
 	pw_extralife, // Extra Life timer
+	pw_pushing,
 
 	pw_super, // Are you super?
 	pw_gravityboots, // gravity boots
@@ -326,6 +320,9 @@ typedef struct player_s
 	// It is updated with cmd->aiming.
 	angle_t aiming;
 
+	// fun thing for player sprite
+	angle_t drawangle;
+
 	// player's ring count
 	INT32 rings;
 
diff --git a/src/dehacked.c b/src/dehacked.c
index 8a9c151628bee8d538236fb69c97614ea22e9afc..4ac23b2e844bffae7b35c992a7a92ddde0c89312 100644
--- a/src/dehacked.c
+++ b/src/dehacked.c
@@ -6532,8 +6532,12 @@ static const char *const MAPTHINGFLAG_LIST[4] = {
 #endif
 
 static const char *const PLAYERFLAG_LIST[] = {
-	// Flip camera angle with gravity flip prefrence.
-	"FLIPCAM",
+
+	// Cvars
+	"FLIPCAM", // Flip camera angle with gravity flip prefrence.
+	"ANALOGMODE", // Analog mode?
+	"DIRECTIONCHAR", // Directional character sprites?
+	"AUTOBRAKE", // Autobrake?
 
 	// Cheats
 	"GODMODE",
@@ -6551,41 +6555,36 @@ static const char *const PLAYERFLAG_LIST[] = {
 	"JUMPSTASIS", // and that includes jumping.
 	// (we don't include FULLSTASIS here I guess because it's just those two together...?)
 
-	// Did you get a time-over?
-	"TIMEOVER",
+	// Applying autobrake?
+	"APPLYAUTOBRAKE",
 
 	// Character action status
 	"STARTJUMP",
 	"JUMPED",
+	"NOJUMPDAMAGE",
+
 	"SPINNING",
 	"STARTDASH",
-	"THOKKED",
 
-	// Are you gliding?
+	"THOKKED",
+	"SHIELDABILITY",
 	"GLIDING",
+	"BOUNCING",
 
 	// Sliding (usually in water) like Labyrinth/Oil Ocean
 	"SLIDING",
 
-	// Bouncing
-	"BOUNCING",
-
-	/*** NIGHTS STUFF ***/
+	// NiGHTS stuff
 	"TRANSFERTOCLOSEST",
-	"NIGHTSFALL",
 	"DRILLING",
-	"SKIDDOWN",
 
-	/*** TAG STUFF ***/
-	"TAGGED", // Player has been tagged and awaits the next round in hide and seek.
+	// Gametype-specific stuff
+	"GAMETYPEOVER", // Race time over, or H&S out-of-game
 	"TAGIT", // The player is it! For Tag Mode
 
 	/*** misc ***/
 	"FORCESTRAFE", // Translate turn inputs into strafe inputs
-	"ANALOGMODE", // Analog mode?
 	"CANCARRY", // Can carry?
-	"SHIELDABILITY", // Thokked with shield ability
-	"NOJUMPDAMAGE", // No jump damage
 
 	NULL // stop loop here.
 };
@@ -6751,6 +6750,7 @@ static const char *const POWERS_LIST[] = {
 	"UNDERWATER", // underwater timer
 	"SPACETIME", // In space, no one can hear you spin!
 	"EXTRALIFE", // Extra Life timer
+	"PUSHING",
 
 	"SUPER", // Are you super?
 	"GRAVITYBOOTS", // gravity boots
@@ -7001,6 +7001,7 @@ struct {
 	{"CR_GENERIC",CR_GENERIC},
 	{"CR_PLAYER",CR_PLAYER},
 	{"CR_NIGHTSMODE",CR_NIGHTSMODE},
+	{"CR_NIGHTSFALL",CR_NIGHTSFALL},
 	{"CR_BRAKGOOP",CR_BRAKGOOP},
 	{"CR_ZOOMTUBE",CR_ZOOMTUBE},
 	{"CR_ROPEHANG",CR_ROPEHANG},
diff --git a/src/g_game.c b/src/g_game.c
index 60304d80232e88301cbea3dbf26bb5ba638cf03d..88839e814ebd1a4217259a754ddc2e22094abca4 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -293,6 +293,10 @@ static void UserAnalog_OnChange(void);
 static void UserAnalog2_OnChange(void);
 static void Analog_OnChange(void);
 static void Analog2_OnChange(void);
+static void DirectionChar_OnChange(void);
+static void DirectionChar2_OnChange(void);
+static void AutoBrake_OnChange(void);
+static void AutoBrake2_OnChange(void);
 void SendWeaponPref(void);
 void SendWeaponPref2(void);
 
@@ -375,6 +379,14 @@ consvar_t cv_useranalog = {"useranalog", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserA
 consvar_t cv_useranalog2 = {"useranalog2", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
 #endif
 
+static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}};
+
+// deez New User eXperiences
+consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL};
+consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL};
+consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL};
+consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL};
+
 typedef enum
 {
 	AXISNONE = 0,
@@ -1622,6 +1634,46 @@ static void Analog2_OnChange(void)
 	SendWeaponPref2();
 }
 
+static void DirectionChar_OnChange(void)
+{
+	if (cv_directionchar.value)
+		players[consoleplayer].pflags |= PF_DIRECTIONCHAR;
+	else
+		players[consoleplayer].pflags &= ~PF_DIRECTIONCHAR;
+
+	SendWeaponPref();
+}
+
+static void DirectionChar2_OnChange(void)
+{
+	if (cv_directionchar2.value)
+		players[secondarydisplayplayer].pflags |= PF_DIRECTIONCHAR;
+	else
+		players[secondarydisplayplayer].pflags &= ~PF_DIRECTIONCHAR;
+
+	SendWeaponPref2();
+}
+
+static void AutoBrake_OnChange(void)
+{
+	if (cv_autobrake.value)
+		players[consoleplayer].pflags |= PF_AUTOBRAKE;
+	else
+		players[consoleplayer].pflags &= ~PF_AUTOBRAKE;
+
+	SendWeaponPref();
+}
+
+static void AutoBrake2_OnChange(void)
+{
+	if (cv_autobrake2.value)
+		players[secondarydisplayplayer].pflags |= PF_AUTOBRAKE;
+	else
+		players[secondarydisplayplayer].pflags &= ~PF_AUTOBRAKE;
+
+	SendWeaponPref2();
+}
+
 //
 // G_DoLoadLevel
 //
@@ -2126,7 +2178,7 @@ void G_PlayerReborn(INT32 player)
 	jointime = players[player].jointime;
 	spectator = players[player].spectator;
 	outofcoop = players[player].outofcoop;
-	pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE));
+	pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER));
 
 	// As long as we're not in multiplayer, carry over cheatcodes from map to map
 	if (!(netgame || multiplayer))
@@ -3799,7 +3851,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
 				players[i].score = 0;
 
 			// The latter two should clear by themselves, but just in case
-			players[i].pflags &= ~(PF_TAGIT|PF_TAGGED|PF_FULLSTASIS);
+			players[i].pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS);
 
 			// Clear cheatcodes too, just in case.
 			players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);
diff --git a/src/g_game.h b/src/g_game.h
index de04e2846a1c2c855bc3524e1f7aa887908dcf5f..31eea061a917a7eb85c001a3c0b872b4faa66733 100644
--- a/src/g_game.h
+++ b/src/g_game.h
@@ -59,6 +59,8 @@ extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove;
 extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2;
 extern consvar_t cv_useranalog, cv_useranalog2;
 extern consvar_t cv_analog, cv_analog2;
+extern consvar_t cv_directionchar, cv_directionchar2;
+extern consvar_t cv_autobrake, cv_autobrake2;
 extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis;
 extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2;
 extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 5ecde8a0b28047713d1817d52d158237e8a5fbd1..cc3f404028a4c440acfc7fb02765fd14441e0c9e 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -5239,7 +5239,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
 		// Note: DO NOT do this in software mode version, it actually
 		// makes papersprites look WORSE there (I know, I've tried)
 		// Monster Iestyn - 13/05/17
-		ang = dup_viewangle - thing->angle;
+		ang = dup_viewangle - (thing->player ? thing->player->drawangle : thing->angle);
 		ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
 		ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
 
@@ -5250,7 +5250,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
 		}
 	}
 	else if (sprframe->rotate != SRF_SINGLE)
-		ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
+		ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
 
 	if (sprframe->rotate == SRF_SINGLE)
 	{
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 708da2c157c655e0c3d714a1db955de63cd3df94..b34ddfc01d5e55501d55271fc5a07f5d9e3902a2 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -1390,7 +1390,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
 
 		if (sprframe->rotate)
 		{
-			const fixed_t anglef = AngleFixed(spr->mobj->angle);
+			const fixed_t anglef = AngleFixed((spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle));
 			p.angley = FIXED_TO_FLOAT(anglef);
 		}
 		else
diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c
index b8a6ea4fd5938090c85ba6f8ea085a43d2e51f3f..7c55012d22c1e8bfe2472eb808482c39617906ef 100644
--- a/src/lua_playerlib.c
+++ b/src/lua_playerlib.c
@@ -126,6 +126,8 @@ static int player_get(lua_State *L)
 		lua_pushfixed(L, plr->bob);
 	else if (fastcmp(field,"aiming"))
 		lua_pushangle(L, plr->aiming);
+	else if (fastcmp(field,"drawangle"))
+		lua_pushangle(L, plr->drawangle);
 	else if (fastcmp(field,"rings"))
 		lua_pushinteger(L, plr->rings);
 	else if (fastcmp(field,"pity"))
@@ -386,6 +388,8 @@ static int player_set(lua_State *L)
 		else if (plr == &players[secondarydisplayplayer])
 			localaiming2 = plr->aiming;
 	}
+	else if (fastcmp(field,"drawangle"))
+		plr->drawangle = luaL_checkangle(L, 3);
 	else if (fastcmp(field,"rings"))
 		plr->rings = (INT32)luaL_checkinteger(L, 3);
 	else if (fastcmp(field,"pity"))
diff --git a/src/m_cheat.c b/src/m_cheat.c
index 7650e074242d03c64ad453a351cc2078aa450fcb..3308f721c7bbf1b98d21b2dbaef628290eb52aad 100644
--- a/src/m_cheat.c
+++ b/src/m_cheat.c
@@ -1093,7 +1093,7 @@ void OP_ObjectplaceMovement(player_t *player)
 	ticcmd_t *cmd = &player->cmd;
 
 	if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING)))
-		player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
+		player->drawangle = player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
 
 	ticruned++;
 	if (!(cmd->angleturn & TICCMD_RECEIVED))
diff --git a/src/m_menu.c b/src/m_menu.c
index b983546cc362fb6f43dfb341711abe164bdc0731..c20195d4318e1ac9c5ee93937d2db6c98479d8cd 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -1063,7 +1063,9 @@ static menuitem_t OP_P1ControlsMenu[] =
 	{IT_STRING  | IT_CVAR, NULL, "Flip Camera with Gravity"  , &cv_flipcam , 60},
 	{IT_STRING  | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 70},
 
-	{IT_STRING  | IT_CVAR, NULL, "Analog Control", &cv_useranalog,  90},
+	//{IT_STRING  | IT_CVAR, NULL, "Analog Control", &cv_useranalog,  90},
+	{IT_STRING  | IT_CVAR, NULL, "Character angle", &cv_directionchar,  90},
+	{IT_STRING  | IT_CVAR, NULL, "Automatic braking", &cv_autobrake,  100},
 };
 
 static menuitem_t OP_P2ControlsMenu[] =
@@ -1076,7 +1078,9 @@ static menuitem_t OP_P2ControlsMenu[] =
 	{IT_STRING  | IT_CVAR, NULL, "Flip Camera with Gravity"  , &cv_flipcam2 , 60},
 	{IT_STRING  | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 70},
 
-	{IT_STRING  | IT_CVAR, NULL, "Analog Control", &cv_useranalog2,  90},
+	//{IT_STRING  | IT_CVAR, NULL, "Analog Control", &cv_useranalog2,  90},
+	{IT_STRING  | IT_CVAR, NULL, "Character angle", &cv_directionchar2,  90},
+	{IT_STRING  | IT_CVAR, NULL, "Automatic braking", &cv_autobrake2,  100},
 };
 
 static menuitem_t OP_ChangeControlsMenu[] =
diff --git a/src/p_enemy.c b/src/p_enemy.c
index 0cf86b1ec8131609c7ab75b96a20acba1fedc574..1f5b902d42796827cc5160a8b8fadfe7f2ff8fd4 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -4644,6 +4644,7 @@ void A_CapeChase(mobj_t *actor)
 	fixed_t foffsetx, foffsety, boffsetx, boffsety;
 	INT32 locvar1 = var1;
 	INT32 locvar2 = var2;
+	angle_t angle;
 #ifdef HAVE_BLUA
 	if (LUA_CallAction("A_CapeChase", actor))
 		return;
@@ -4665,11 +4666,13 @@ void A_CapeChase(mobj_t *actor)
 		return;
 	}
 
-	foffsetx = P_ReturnThrustX(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
-	foffsety = P_ReturnThrustY(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
+	angle = (chaser->player ? chaser->player->drawangle : chaser->angle);
+
+	foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
+	foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
 
-	boffsetx = P_ReturnThrustX(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
-	boffsety = P_ReturnThrustY(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
+	boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
+	boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
 
 	P_UnsetThingPosition(actor);
 	actor->x = chaser->x + foffsetx + boffsetx;
@@ -4686,7 +4689,7 @@ void A_CapeChase(mobj_t *actor)
 		actor->flags2 &= ~MF2_OBJECTFLIP;
 		actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale);
 	}
-	actor->angle = chaser->angle;
+	actor->angle = angle;
 	P_SetThingPosition(actor);
 }
 
diff --git a/src/p_inter.c b/src/p_inter.c
index f74c2c3bccb41ff4f8921f9fc68633c186afe046..380483009c414f47ab16f3c3a1fa7c0f77129742 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -1851,7 +1851,7 @@ void P_CheckTimeLimit(void)
 			for (i = 0; i < MAXPLAYERS; i++)
 			{
 				if (!playeringame[i] || players[i].spectator
-				 || (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
+				 || (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]);
@@ -1998,7 +1998,7 @@ void P_CheckSurvivors(void)
 				spectators++;
 			else if (players[i].pflags & PF_TAGIT)
 				taggers++;
-			else if (!(players[i].pflags & PF_TAGGED))
+			else if (!(players[i].pflags & PF_GAMETYPEOVER))
 			{
 				survivorarray[survivors] = i;
 				survivors++;
@@ -2312,7 +2312,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 				}
 				else
 				{
-					if (!(target->player->pflags & PF_TAGGED))
+					if (!(target->player->pflags & PF_GAMETYPEOVER))
 					{
 						//otherwise, increment the tagger's score.
 						//in hide and seek, suiciding players are counted as found.
@@ -2324,7 +2324,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 								P_AddPlayerScore(&players[w], 100);
 						}
 
-						target->player->pflags |= PF_TAGGED;
+						target->player->pflags |= PF_GAMETYPEOVER;
 						CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]);
 						P_CheckSurvivors();
 					}
@@ -2780,7 +2780,7 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
 		}
 		else
 		{
-			player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary.
+			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!
 		}
 
@@ -3230,7 +3230,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			if (player->pflags & PF_GODMODE)
 				return false;
 
-			if (!(target->player->powers[pw_carry] == CR_NIGHTSMODE || target->player->pflags & PF_NIGHTSFALL) && (maptol & TOL_NIGHTS))
+			if ((maptol & TOL_NIGHTS) && target->player->powers[pw_carry] != CR_NIGHTSMODE && target->player->powers[pw_carry] != CR_NIGHTSFALL)
 				return false;
 
 			switch (damagetype)
@@ -3431,7 +3431,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 	if (player->rings <= 0)
 		num_rings = 0;
 
-	if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
+	if (num_rings > 32 && player->powers[pw_carry] != CR_NIGHTSFALL)
 		num_rings = 32;
 
 	if (player->powers[pw_emeralds])
@@ -3463,7 +3463,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 
 		// 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->pflags & PF_NIGHTSFALL)
+		if (player->powers[pw_carry] == CR_NIGHTSFALL)
 		{
 			ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale);
 			mo->momx = FixedMul(FINECOSINE(fa),ns);
@@ -3503,13 +3503,13 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 		}
 		if (player->mo->eflags & MFE_VERTICALFLIP)
 			mo->momz *= -1;
+
+		if (P_IsObjectOnGround(player->mo))
+			player->powers[pw_carry] = CR_NONE;
 	}
 
 	player->losstime += 10*TICRATE;
 
-	if (P_IsObjectOnGround(player->mo))
-		player->pflags &= ~PF_NIGHTSFALL;
-
 	return;
 }
 
diff --git a/src/p_local.h b/src/p_local.h
index 01d20b4ff2cd017de0d17431be96ba4e2016ab7c..91ee0c496224197fa328c0f139af5835c7327b13 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -140,6 +140,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
 boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
 boolean P_InSpaceSector(mobj_t *mo);
 boolean P_InQuicksand(mobj_t *mo);
+boolean P_PlayerHitFloor(player_t *player);
 
 void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
 void P_RestoreMusic(player_t *player);
diff --git a/src/p_map.c b/src/p_map.c
index 38c310d0bf6318bd0d787c6545880a10bfec43d3..6d1760596520f13043d8e6048800fd264d127ffe 100644
--- a/src/p_map.c
+++ b/src/p_map.c
@@ -195,16 +195,20 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
 		if (spring->flags & MF_ENEMY) // Spring shells
 			P_SetTarget(&spring->target, object);
 
-		if (horizspeed && object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
+		if (horizspeed)
 		{
-			object->angle = spring->angle;
-
-			if (!demoplayback || P_AnalogMove(object->player))
+			object->player->drawangle = spring->angle;
+			if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
 			{
-				if (object->player == &players[consoleplayer])
-					localangle = spring->angle;
-				else if (object->player == &players[secondarydisplayplayer])
-					localangle2 = spring->angle;
+				object->angle = spring->angle;
+
+				if (!demoplayback || P_AnalogMove(object->player))
+				{
+					if (object->player == &players[consoleplayer])
+						localangle = spring->angle;
+					else if (object->player == &players[secondarydisplayplayer])
+						localangle2 = spring->angle;
+				}
 			}
 		}
 
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 93ec58d05aa53b8678b28fa8445028ffea208237..be7ce53f2c69af9b1fdb51c7c60504466148a84f 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -1966,6 +1966,8 @@ void P_XYMovement(mobj_t *mo)
 #endif
 
 			P_SlideMove(mo);
+			if (player)
+				player->powers[pw_pushing] = 3;
 			xmove = ymove = 0;
 
 #ifdef ESLOPE
@@ -3042,110 +3044,9 @@ static void P_PlayerZMovement(mobj_t *mo)
 					}
 				}
 
-				if (mo->health && !mo->player->spectator && !P_CheckDeathPitCollide(mo))
-				{
-					if ((mo->player->charability2 == CA2_SPINDASH) && !(mo->player->pflags & PF_THOKKED) && (mo->player->cmd.buttons & BT_USE) && (FixedHypot(mo->momx, mo->momy) > (5*mo->scale)))
-					{
-						mo->player->pflags |= PF_SPINNING;
-						P_SetPlayerMobjState(mo, S_PLAY_ROLL);
-						S_StartSound(mo, sfx_spin);
-					}
-					else
-						mo->player->pflags &= ~PF_SPINNING;
-
-					if (mo->player->pflags & PF_GLIDING) // ground gliding
-					{
-						mo->player->skidtime = TICRATE;
-						mo->tics = -1;
-					}
-					else if (mo->player->charability2 == CA2_MELEE && (mo->player->panim == PA_ABILITY2 && mo->state-states != S_PLAY_MELEE_LANDING))
-					{
-						P_SetPlayerMobjState(mo, S_PLAY_MELEE_LANDING);
-						mo->tics = (mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(mo->movefactor)))>>FRACBITS;
-						S_StartSound(mo, sfx_s3k8b);
-						mo->player->pflags |= PF_FULLSTASIS;
-					}
-					else if (mo->player->pflags & PF_JUMPED || !(mo->player->pflags & PF_SPINNING)
-					|| mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED)
-					{
-						if (mo->player->cmomx || mo->player->cmomy)
-						{
-							if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
-								P_SetPlayerMobjState(mo, S_PLAY_DASH);
-							else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
-							&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
-								P_SetPlayerMobjState(mo, S_PLAY_RUN);
-							else if ((mo->player->rmomx || mo->player->rmomy)
-							&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
-								P_SetPlayerMobjState(mo, S_PLAY_WALK);
-							else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE)
-								P_SetPlayerMobjState(mo, S_PLAY_STND);
-						}
-						else
-						{
-							if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
-								P_SetPlayerMobjState(mo, S_PLAY_DASH);
-							else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
-							&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
-								P_SetPlayerMobjState(mo, S_PLAY_RUN);
-							else if ((mo->momx || mo->momy)
-							&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
-								P_SetPlayerMobjState(mo, S_PLAY_WALK);
-							else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE)
-								P_SetPlayerMobjState(mo, S_PLAY_STND);
-						}
-					}
-
-					if (!(mo->player->pflags & PF_GLIDING))
-						mo->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
-
-					mo->player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
-					mo->player->secondjump = 0;
-					mo->player->glidetime = 0;
-					mo->player->climbing = 0;
-					mo->player->powers[pw_tailsfly] = 0;
-
-					if (mo->player->pflags & PF_SHIELDABILITY)
-					{
-						mo->player->pflags &= ~PF_SHIELDABILITY;
-
-						if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
-						{
-							if (mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
-								S_StartSound(mo, sfx_s3k4c);
-							else // create a fire pattern on the ground
-							{
-								S_StartSound(mo, sfx_s3k47);
-								P_ElementalFire(mo->player, true);
-							}
-							P_SetObjectMomZ(mo,
-							(mo->eflags & MFE_UNDERWATER)
-							? 6*FRACUNIT/5
-							: 5*FRACUNIT/2,
-							false);
-							P_SetPlayerMobjState(mo, S_PLAY_FALL);
-							mo->momx = mo->momy = 0;
-							clipmomz = false;
-						}
-						else if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
-						{
-							P_DoBubbleBounce(mo->player);
-							clipmomz = false;
-						}
-					}
-
-					if (mo->player->pflags & PF_BOUNCING)
-					{
-						P_MobjCheckWater(mo);
-						mo->momz *= -1;
-						P_DoAbilityBounce(mo->player, true);
-						if (mo->player->scoreadd)
-							mo->player->scoreadd--;
-						clipmomz = false;
-					}
-				}
+				clipmomz = P_PlayerHitFloor(mo->player);
 			}
-			if (!(mo->player->pflags & PF_SPINNING))
+			if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
 				mo->player->pflags &= ~PF_STARTDASH;
 
 			if (clipmomz)
@@ -9204,6 +9105,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
 	}
 
 	SV_SpawnPlayer(playernum, mobj->x, mobj->y, mobj->angle);
+	p->drawangle = mobj->angle;
 
 	if (camera.chase)
 	{
diff --git a/src/p_saveg.c b/src/p_saveg.c
index 840f546af8bc49a199e43e4d1251015d19e11454..497017f10108185cd4e0f8ba101339449cf30606 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -112,6 +112,7 @@ static void P_NetArchivePlayers(void)
 		// no longer send ticcmds, player name, skin, or color
 
 		WRITEANGLE(save_p, players[i].aiming);
+		WRITEANGLE(save_p, players[i].drawangle);
 		WRITEANGLE(save_p, players[i].awayviewaiming);
 		WRITEINT32(save_p, players[i].awayviewtics);
 		WRITEINT32(save_p, players[i].rings);
@@ -291,6 +292,7 @@ static void P_NetUnArchivePlayers(void)
 		// (that data is handled in the server config now)
 
 		players[i].aiming = READANGLE(save_p);
+		players[i].drawangle = READANGLE(save_p);
 		players[i].awayviewaiming = READANGLE(save_p);
 		players[i].awayviewtics = READINT32(save_p);
 		players[i].rings = READINT32(save_p);
diff --git a/src/p_setup.c b/src/p_setup.c
index e409d61f608d149db2cbcdb6ba429317caaf48e8..e820992449c2a5ed8d3c381392a6fb501d083482 100644
--- a/src/p_setup.c
+++ b/src/p_setup.c
@@ -2244,7 +2244,7 @@ static void P_LevelInitStuff(void)
 		players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
 		players[i].rings = 0;
 		players[i].aiming = 0;
-		players[i].pflags &= ~PF_TIMEOVER;
+		players[i].pflags &= ~PF_GAMETYPEOVER;
 
 		players[i].losstime = 0;
 		players[i].timeshit = 0;
diff --git a/src/p_spec.c b/src/p_spec.c
index 8f85c713df888222fa9366977e296dff94457217..b0aa27fbd4e3f6a55348ccd5754851bd07ee3e0c 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -3968,7 +3968,7 @@ DoneSection2:
 				player->powers[pw_carry] = CR_ZOOMTUBE;
 				player->speed = speed;
 				player->pflags |= PF_SPINNING;
-				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
+				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
 				player->climbing = 0;
 
 				if (player->mo->state-states != S_PLAY_ROLL)
@@ -4048,7 +4048,7 @@ DoneSection2:
 				player->powers[pw_carry] = CR_ZOOMTUBE;
 				player->speed = speed;
 				player->pflags |= PF_SPINNING;
-				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
+				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
 				player->climbing = 0;
 
 				if (player->mo->state-states != S_PLAY_ROLL)
@@ -4356,7 +4356,7 @@ DoneSection2:
 
 				S_StartSound(player->mo, sfx_s3k4a);
 
-				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
+				player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
 				player->climbing = 0;
 				P_SetThingPosition(player->mo);
 				P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
diff --git a/src/p_tick.c b/src/p_tick.c
index a79d71ef445333ae6585087d1336657fc1a9c9d3..658b1e4ea82255519c1574bf0098a88ddeef8a15 100644
--- a/src/p_tick.c
+++ b/src/p_tick.c
@@ -533,7 +533,7 @@ static inline void P_DoTagStuff(void)
 		for (i=0; i < MAXPLAYERS; i++)
 		{
 			if (playeringame[i] && !players[i].spectator && players[i].playerstate == PST_LIVE
-			&& !(players[i].pflags & (PF_TAGIT|PF_TAGGED)))
+			&& !(players[i].pflags & (PF_TAGIT|PF_GAMETYPEOVER)))
 				//points given is the number of participating players divided by two.
 				P_AddPlayerScore(&players[i], participants/2);
 		}
diff --git a/src/p_user.c b/src/p_user.c
index 7e74f0fb4d51966aa16d4522b2e76838fc356622..4b4a542bc9a813594b80a6db3c32ffba8e6fd9e9 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -576,7 +576,7 @@ static void P_DeNightserizePlayer(player_t *player)
 	thinker_t *th;
 	mobj_t *mo2;
 
-	player->powers[pw_carry] = CR_NONE;
+	player->powers[pw_carry] = CR_NIGHTSFALL;
 
 	player->powers[pw_underwater] = 0;
 	player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
@@ -603,7 +603,6 @@ static void P_DeNightserizePlayer(player_t *player)
 	player->marescore = 0;
 
 	P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
-	player->pflags |= PF_NIGHTSFALL;
 
 	// If in a special stage, add some preliminary exit time.
 	if (G_IsSpecialStage(gamemap))
@@ -857,12 +856,13 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
 			fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
 		}
 
+		player->drawangle = ang + ANGLE_180;
 		P_InstaThrust(player->mo, ang, fallbackspeed);
 	}
 
 	// Point penalty for hitting a hazard during tag.
 	// Discourages players from intentionally hurting themselves to avoid being tagged.
-	if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT)))
+	if (gametype == GT_TAG && (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT)))
 	{
 		if (player->score >= 50)
 			player->score -= 50;
@@ -884,7 +884,7 @@ void P_ResetPlayer(player_t *player)
 {
 	player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING);
 
-	if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_BRAKGOOP))
+	if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP))
 		player->powers[pw_carry] = CR_NONE;
 
 	player->secondjump = 0;
@@ -1566,7 +1566,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
 
 	ghost->color = mobj->color;
 
-	ghost->angle = mobj->angle;
+	ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
 	ghost->sprite = mobj->sprite;
 	ghost->sprite2 = mobj->sprite2;
 	ghost->frame = mobj->frame;
@@ -1616,7 +1616,7 @@ void P_SpawnThokMobj(player_t *player)
 		mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
 
 		// set to player's angle, just in case
-		mobj->angle = player->mo->angle;
+		mobj->angle = player->drawangle;
 
 		// color and skin
 		mobj->color = player->mo->color;
@@ -1676,7 +1676,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
 		mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
 
 		// set to player's angle, just in case
-		mobj->angle = player->mo->angle;
+		mobj->angle = player->drawangle;
 
 		// color and skin
 		mobj->color = player->mo->color;
@@ -1781,6 +1781,122 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
 	return false; // No vacuum here, Captain!
 }
 
+//
+// P_PlayerHitFloor
+//
+// Handles player hitting floor surface.
+// Returns whether to clip momz.
+boolean P_PlayerHitFloor(player_t *player)
+{
+	boolean clipmomz;
+
+	I_Assert(player->mo != NULL);
+
+	if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
+	{
+		if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
+		{
+			player->pflags |= PF_SPINNING;
+			P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
+			S_StartSound(player->mo, sfx_spin);
+		}
+		else
+			player->pflags &= ~PF_SPINNING;
+
+		if (player->pflags & PF_GLIDING) // ground gliding
+		{
+			player->skidtime = TICRATE;
+			player->mo->tics = -1;
+		}
+		else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
+		{
+			P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
+			player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
+			S_StartSound(player->mo, sfx_s3k8b);
+			player->pflags |= PF_FULLSTASIS;
+		}
+		else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
+		|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
+		{
+			if (player->cmomx || player->cmomy)
+			{
+				if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
+					P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
+				else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
+				&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
+					P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
+				else if ((player->rmomx || player->rmomy)
+				&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
+					P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
+				else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
+					P_SetPlayerMobjState(player->mo, S_PLAY_STND);
+			}
+			else
+			{
+				if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
+					P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
+				else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
+				&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
+					P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
+				else if ((player->mo->momx || player->mo->momy)
+				&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
+					P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
+				else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
+					P_SetPlayerMobjState(player->mo, S_PLAY_STND);
+			}
+		}
+
+		if (!(player->pflags & PF_GLIDING))
+			player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
+		player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
+		player->secondjump = 0;
+		player->glidetime = 0;
+		player->climbing = 0;
+		player->powers[pw_tailsfly] = 0;
+
+		if (player->pflags & PF_SHIELDABILITY)
+		{
+			player->pflags &= ~PF_SHIELDABILITY;
+
+			if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
+			{
+				if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
+					S_StartSound(player->mo, sfx_s3k4c);
+				else // create a fire pattern on the ground
+				{
+					S_StartSound(player->mo, sfx_s3k47);
+					P_ElementalFire(player, true);
+				}
+				P_SetObjectMomZ(player->mo,
+				(player->mo->eflags & MFE_UNDERWATER)
+				? 6*FRACUNIT/5
+				: 5*FRACUNIT/2,
+				false);
+				P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
+				player->mo->momx = player->mo->momy = 0;
+				clipmomz = false;
+			}
+			else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
+			{
+				P_DoBubbleBounce(player);
+				clipmomz = false;
+			}
+		}
+
+		if (player->pflags & PF_BOUNCING)
+		{
+			P_MobjCheckWater(player->mo);
+			player->mo->momz *= -1;
+			P_DoAbilityBounce(player, true);
+			if (player->scoreadd)
+				player->scoreadd--;
+			clipmomz = false;
+		}
+	}
+
+	return clipmomz;
+}
+
 boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
 {
 	sector_t *sector = mo->subsector->sector;
@@ -2156,6 +2272,9 @@ static void P_CheckQuicksand(player_t *player)
 
 				if (player->mo->z + player->mo->height >= ceilingheight)
 					player->mo->z = ceilingheight - player->mo->height;
+
+				if (player->mo->momz <= 0)
+					P_PlayerHitFloor(player);
 			}
 			else
 			{
@@ -2165,6 +2284,9 @@ static void P_CheckQuicksand(player_t *player)
 
 				if (player->mo->z <= floorheight)
 					player->mo->z = floorheight;
+
+				if (player->mo->momz >= 0)
+					P_PlayerHitFloor(player);
 			}
 
 			friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
@@ -3671,7 +3793,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
 		else
 			player->mo->momz = 15*(FRACUNIT/4);
 
-		player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
+		player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
 
 		if (!demoplayback || P_AnalogMove(player))
 		{
@@ -3829,7 +3951,7 @@ static void P_DoSpinDashDust(player_t *player)
 		prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
 		P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
 		P_InstaThrust(particle,
-				player->mo->angle + (prandom[1]*ANG1),
+				player->drawangle + (prandom[1]*ANG1),
 				-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
 		P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
 	}
@@ -3984,6 +4106,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
 									bullet->momy >>= 1;
 								}
 							}
+							player->drawangle = player->mo->angle;
 #undef zpos
 
 							P_SetTarget(&player->mo->tracer, NULL);
@@ -4019,7 +4142,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
 						if (player->mo->eflags & MFE_UNDERWATER)
 							player->mo->momz >>= 1;
 						if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
+						{
+							player->drawangle = player->mo->angle;
 							P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
+						}
 						player->mo->momx += player->cmomx;
 						player->mo->momy += player->cmomy;
 						P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
@@ -4284,6 +4410,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 					P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
 				else
 					P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
+
+				player->drawangle = player->mo->angle;
 			}
 		}
 	}
@@ -4357,6 +4485,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 						}
 
 						P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
+						player->drawangle = player->mo->angle;
 
 						if (maptol & TOL_2D)
 						{
@@ -6279,7 +6408,7 @@ static void P_NiGHTSMovement(player_t *player)
 	 && ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
 	  || (cmd->buttons & BT_USE)))
 	{
-		if (!(player->pflags & PF_SKIDDOWN))
+		if (!(player->pflags & PF_STARTDASH))
 			S_StartSound(player->mo, sfx_ngskid);
 
 		// You can tap the button to only slow down a bit,
@@ -6297,10 +6426,10 @@ static void P_NiGHTSMovement(player_t *player)
 			}
 		}
 
-		player->pflags |= PF_SKIDDOWN;
+		player->pflags |= PF_STARTDASH;
 	}
 	else
-		player->pflags &= ~PF_SKIDDOWN;
+		player->pflags &= ~PF_STARTDASH;
 
 	{
 		const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
@@ -6746,7 +6875,7 @@ static void P_MovePlayer(player_t *player)
 			if (!(player->pflags & PF_TAGIT))
 			{
 				forcestasis = true;
-				if (player->pflags & PF_TAGGED) // Already hit.
+				if (player->pflags & PF_GAMETYPEOVER) // Already hit.
 					player->powers[pw_flashing] = 5;
 			}
 		}
@@ -6816,8 +6945,7 @@ static void P_MovePlayer(player_t *player)
 				P_CheckQuicksand(player);
 			return;
 		}
-
-		if (player->pflags & PF_NIGHTSFALL && P_IsObjectOnGround(player->mo))
+		else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo))
 		{
 			if (G_IsSpecialStage(gamemap))
 			{
@@ -6829,7 +6957,7 @@ static void P_MovePlayer(player_t *player)
 			}
 			else if (player->rings > 0)
 				P_DamageMobj(player->mo, NULL, NULL, 1, 0);
-			player->pflags &= ~PF_NIGHTSFALL;
+			player->powers[pw_carry] = CR_NONE;
 		}
 	}
 
@@ -6922,8 +7050,6 @@ static void P_MovePlayer(player_t *player)
 	if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
 		P_SetPlayerMobjState(player->mo, S_PLAY_STND);
 
-	player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
-
 //////////////////
 //GAMEPLAY STUFF//
 //////////////////
@@ -7191,7 +7317,7 @@ static void P_MovePlayer(player_t *player)
 	////////////////////////////
 
 	// If the player isn't on the ground, make sure they aren't in a "starting dash" position.
-	if (!onground)
+	if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE)
 	{
 		player->pflags &= ~PF_STARTDASH;
 		player->dashspeed = 0;
@@ -7208,7 +7334,7 @@ static void P_MovePlayer(player_t *player)
 	P_DoJumpStuff(player, cmd);
 
 	// If you're not spinning, you'd better not be spindashing!
-	if (!(player->pflags & PF_SPINNING))
+	if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE)
 		player->pflags &= ~PF_STARTDASH;
 
 	//////////////////
@@ -7370,6 +7496,7 @@ static void P_MovePlayer(player_t *player)
 							case SH_FLAMEAURA:
 								player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
 								P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
+								player->drawangle = player->mo->angle;
 								S_StartSound(player->mo, sfx_s3k43);
 							default:
 								break;
@@ -8091,12 +8218,16 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
 
 	// change angle
 	source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
-	if (source->player && (!demoplayback || P_AnalogMove(source->player)))
+	if (source->player)
 	{
-		if (source->player == &players[consoleplayer])
-			localangle = source->angle;
-		else if (source->player == &players[secondarydisplayplayer])
-			localangle2 = source->angle;
+		source->player->drawangle = source->angle;
+		if (!demoplayback || P_AnalogMove(source->player))
+		{
+			if (source->player == &players[consoleplayer])
+				localangle = source->angle;
+			else if (source->player == &players[secondarydisplayplayer])
+				localangle2 = source->angle;
+		}
 	}
 
 	// change slope
@@ -8388,7 +8519,7 @@ static void P_DeathThink(player_t *player)
 	if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
 	{
 		// Keep time rolling in race mode
-		if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER))
+		if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER))
 		{
 			if (gametype == GT_RACE || gametype == GT_COMPETITION)
 			{
@@ -9413,7 +9544,7 @@ void P_PlayerThink(player_t *player)
 			if (netgame && player->mo->health > 0)
 				CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
 
-			player->pflags |= PF_TIMEOVER;
+			player->pflags |= PF_GAMETYPEOVER;
 
 			if (player->powers[pw_carry] == CR_NIGHTSMODE)
 			{
@@ -9612,6 +9743,130 @@ void P_PlayerThink(player_t *player)
 	if (!player->mo)
 		return; // P_MovePlayer removed player->mo.
 
+	// deez New User eXperiences.
+	{
+		// Directionchar!
+		// Camera angle stuff.
+		if (player->exiting) // no control, no modification
+			;
+		else if (!(player->pflags & PF_DIRECTIONCHAR)
+		|| (player->climbing // stuff where the direction is forced at all times
+		|| (player->pflags & PF_GLIDING))
+		|| (player->powers[pw_carry] == CR_NIGHTSMODE)
+		|| (P_AnalogMove(player) || twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
+		|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
+			player->drawangle = player->mo->angle;
+		else if (P_PlayerInPain(player))
+			;
+		else if (player->powers[pw_carry] && player->mo->tracer) // carry
+		{
+			switch (player->powers[pw_carry])
+			{
+				case CR_PLAYER:
+					player->drawangle = (player->mo->tracer->player ? player->mo->tracer->player->drawangle : player->mo->tracer->angle);
+					break;
+				/* -- in case we wanted to have the camera freely movable during zoom tubes
+				case CR_ZOOMTUBE:*/
+				case CR_ROPEHANG:
+					if (player->mo->momx || player->mo->momy)
+					{
+						player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
+						break;
+					}
+				default:
+					player->drawangle = player->mo->angle;
+					break;
+			}
+		}
+		else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
+			player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
+		else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
+			;
+		else
+		{
+			angle_t diff;
+			UINT8 factor;
+
+			if (player->pflags & PF_SLIDING)
+			{
+#if 0 // fun hydrocity style horizontal spin
+				if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
+				{
+					diff = (player->mo->angle - player->drawangle);
+					factor = 4;
+				}
+				else
+				{
+					diff = factor = 0;
+					player->drawangle += ANGLE_22h;
+				}
+#else
+				diff = (player->mo->angle - player->drawangle);
+				factor = 4;
+#endif
+			}
+			else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
+			{
+				diff = ((player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS)) - player->drawangle);
+				factor = 4;
+			}
+			else if (player->rmomx || player->rmomy)
+				diff = factor = 0;
+			else
+			{
+				diff = (player->mo->angle - player->drawangle);
+				factor = ((player->pflags & PF_STARTDASH) ? 4 : 8);
+			}
+
+			if (diff)
+			{
+				if (diff > ANGLE_180)
+					diff = InvAngle(InvAngle(diff)/factor);
+				else
+					diff /= factor;
+				player->drawangle += diff;
+			}
+		}
+
+		// Autobrake!
+		{
+			boolean currentlyonground = P_IsObjectOnGround(player->mo);
+
+			if (!player->powers[pw_carry]
+			&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
+			&& !(cmd->forwardmove || cmd->sidemove)
+			&& (player->rmomx || player->rmomy))
+			{
+				fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20;
+				angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
+
+				if (!currentlyonground)
+					acceleration /= 2;
+
+				if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
+					acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
+
+				P_Thrust(player->mo, moveAngle, -acceleration);
+			}
+
+			if (!(player->pflags & PF_AUTOBRAKE)
+			|| player->powers[pw_carry]
+			|| player->panim == PA_SPRING
+			|| player->panim == PA_PAIN
+			|| !player->mo->health
+			|| player->climbing
+			|| player->pflags & (PF_SPINNING|PF_SLIDING))
+				player->pflags &= ~PF_APPLYAUTOBRAKE;
+			else if (currentlyonground)
+				player->pflags |= PF_APPLYAUTOBRAKE;
+		}
+	}
+
+	if (player->powers[pw_pushing])
+		player->powers[pw_pushing]--;
+
+	player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
+
 	// Unset statis flags after moving.
 	// In other words, if you manually set stasis via code,
 	// it lasts for one tic.
diff --git a/src/r_things.c b/src/r_things.c
index 67aa4e58574ee658af364394ba1a042e6517b41f..116782c3c9c5b5c0b3336cf62eaac25ca89c4276 100644
--- a/src/r_things.c
+++ b/src/r_things.c
@@ -1104,7 +1104,7 @@ static void R_ProjectSprite(mobj_t *thing)
 
 	if (sprframe->rotate != SRF_SINGLE || papersprite)
 	{
-		ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
+		ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
 		if (papersprite)
 			ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
 	}
diff --git a/src/y_inter.c b/src/y_inter.c
index a102aa99f6b62daa6b4112cabd1e6d2ef909b614..3b7f082f9cb2b1f4a1afcb8358bfaa5dd9888553 100644
--- a/src/y_inter.c
+++ b/src/y_inter.c
@@ -475,7 +475,7 @@ void Y_IntermissionDrawer(void)
 						V_DrawRightAlignedString(x+152, y, 0, va("%i", data.match.scores[i]));
 					else if (intertype == int_race)
 					{
-						if (players[data.match.num[i]].pflags & PF_TIMEOVER)
+						if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER)
 							snprintf(strtime, sizeof strtime, "DNF");
 						else
 							snprintf(strtime, sizeof strtime,
@@ -493,7 +493,7 @@ void Y_IntermissionDrawer(void)
 						V_DrawRightAlignedString(x+152+BASEVIDWIDTH/2, y, 0, va("%u", data.match.scores[i]));
 					else if (intertype == int_race)
 					{
-						if (players[data.match.num[i]].pflags & PF_TIMEOVER)
+						if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER)
 							snprintf(strtime, sizeof strtime, "DNF");
 						else
 							snprintf(strtime, sizeof strtime, "%i:%02i.%02i", G_TicsToMinutes(data.match.scores[i], true),
@@ -643,7 +643,7 @@ void Y_IntermissionDrawer(void)
 				// already constrained to 8 characters
 				V_DrawString(x+36, y, V_ALLOWLOWERCASE, data.competition.name[i]);
 
-				if (players[data.competition.num[i]].pflags & PF_TIMEOVER)
+				if (players[data.competition.num[i]].pflags & PF_GAMETYPEOVER)
 					snprintf(sstrtime, sizeof sstrtime, "Time Over");
 				else if (players[data.competition.num[i]].lives <= 0)
 					snprintf(sstrtime, sizeof sstrtime, "Game Over");