diff --git a/src/d_clisrv.c b/src/d_clisrv.c
index 734173f8dc8188052024723a352ec8ea927c7b67..7ea95cfb8f0e7a11e01a5eedf11b200b68b85128 100644
--- a/src/d_clisrv.c
+++ b/src/d_clisrv.c
@@ -495,7 +495,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
 		rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
 
 	// Score is resynched in the rspfirm resync packet
-	rsp->health = 0; // resynched with mo health
+	rsp->rings = LONG(players[i].rings);
 	rsp->lives = players[i].lives;
 	rsp->continues = players[i].continues;
 	rsp->scoreadd = players[i].scoreadd;
@@ -582,7 +582,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
 	rsp->hasmo = true;
 
 	rsp->health = LONG(players[i].mo->health);
-
 	rsp->angle = (angle_t)LONG(players[i].mo->angle);
 	rsp->x = LONG(players[i].mo->x);
 	rsp->y = LONG(players[i].mo->y);
@@ -625,7 +624,7 @@ static void resynch_read_player(resynch_pak *rsp)
 		players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);
 
 	// Score is resynched in the rspfirm resync packet
-	players[i].health = rsp->health;
+	players[i].rings = LONG(rsp->rings);
 	players[i].lives = rsp->lives;
 	players[i].continues = rsp->continues;
 	players[i].scoreadd = rsp->scoreadd;
@@ -2254,7 +2253,7 @@ static void CL_RemovePlayer(INT32 playernum)
 		}
 
 		count--;
-		rings = players[playernum].health - 1;
+		rings = players[playernum].rings;
 		increment = rings/count;
 
 		for (i = 0; i < MAXPLAYERS; i++)
diff --git a/src/d_clisrv.h b/src/d_clisrv.h
index f86c09b45c7577fd14621a486ad752f12aafbd17..21ef3a46b204eeb5863f9a06176fd3c09a67e8cd 100644
--- a/src/d_clisrv.h
+++ b/src/d_clisrv.h
@@ -155,7 +155,7 @@ typedef struct
 	UINT16 powers[NUMPOWERS];
 
 	// Score is resynched in the confirm resync packet
-	INT32 health;
+	INT32 rings;
 	SINT8 lives;
 	SINT8 continues;
 	UINT8 scoreadd;
@@ -236,6 +236,7 @@ typedef struct
 	//player->mo stuff
 	UINT8 hasmo; //boolean
 
+	INT32 health;
 	angle_t angle;
 	fixed_t x;
 	fixed_t y;
diff --git a/src/d_netcmd.c b/src/d_netcmd.c
index 65b415e65cb91ce627beedadb6419b0caf27ff28..784d07bcaee245f32ccae7b2754b8b479ac36eb0 100644
--- a/src/d_netcmd.c
+++ b/src/d_netcmd.c
@@ -2574,7 +2574,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
 	if (players[playernum].spectator)
 	{
 		players[playernum].score = 0;
-		players[playernum].health = 1;
+		players[playernum].rings = 0;
 		if (players[playernum].mo)
 			players[playernum].mo->health = 1;
 	}
diff --git a/src/d_player.h b/src/d_player.h
index 13729eebe037f519b3c963d344f99450b9214309..cf64a26886b06d98310fcd8c70b048e47ceff1bf 100644
--- a/src/d_player.h
+++ b/src/d_player.h
@@ -314,10 +314,8 @@ typedef struct player_s
 	// It is updated with cmd->aiming.
 	angle_t aiming;
 
-	// This is only used between levels,
-	// mo->health is used during levels.
-	/// \todo Remove this.  We don't need a second health definition for players.
-	INT32 health;
+	// player's ring count
+	INT32 rings;
 
 	SINT8 pity; // i pity the fool.
 	INT32 currentweapon; // current weapon selected.
diff --git a/src/dehacked.c b/src/dehacked.c
index eb7badd10b9cefb253c43328ca97b18b65508163..9b75270932445d3e7c5e29a5e1c0bfba143f7f0a 100644
--- a/src/dehacked.c
+++ b/src/dehacked.c
@@ -7221,6 +7221,22 @@ struct {
 	{"PAL_MIXUP",PAL_MIXUP},
 	{"PAL_RECYCLE",PAL_RECYCLE},
 	{"PAL_NUKE",PAL_NUKE},
+	// for P_DamageMobj
+	//// Damage types
+	{"DMG_WATER",DMG_WATER},
+	{"DMG_FIRE",DMG_FIRE},
+	{"DMG_ELECTRIC",DMG_ELECTRIC},
+	{"DMG_SPIKE",DMG_SPIKE},
+	{"DMG_NUKE",DMG_NUKE},
+	//// Death types
+	{"DMG_INSTAKILL",DMG_INSTAKILL},
+	{"DMG_DROWNED",DMG_DROWNED},
+	{"DMG_SPACEDROWN",DMG_SPACEDROWN},
+	{"DMG_DEATHPIT",DMG_DEATHPIT},
+	{"DMG_CRUSHED",DMG_CRUSHED},
+	{"DMG_SPECTATOR",DMG_SPECTATOR},
+	//// Masks
+	{"DMG_DEATHMASK",DMG_DEATHMASK},
 
 	// Gametypes, for use with global var "gametype"
 	{"GT_COOP",GT_COOP},
diff --git a/src/g_game.c b/src/g_game.c
index 5e45921b77f4b069a1b1e93373ea60242919e77c..c5488e0b7d17476b3ad8f24c6c3e86089745c529 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -88,6 +88,7 @@ UINT8 modeattacking = ATTACKING_NONE;
 boolean disableSpeedAdjust = false;
 boolean imcontinuing = false;
 boolean runemeraldmanager = false;
+UINT16 emeraldspawndelay = 60*TICRATE;
 
 // menu demo things
 UINT8  numDemos      = 3;
@@ -2193,7 +2194,7 @@ void G_PlayerReborn(INT32 player)
 	p->pflags |= PF_JUMPDOWN;
 
 	p->playerstate = PST_LIVE;
-	p->health = 1; // 0 rings
+	p->rings = 0; // 0 rings
 	p->panim = PA_IDLE; // standing animation
 
 	if ((netgame || multiplayer) && !p->spectator)
diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c
index 60183b58e72a168ceea2a2971f6b18f3e8fe5831..f23753ee53ff4ef65833cd3c661b80391e45526a 100644
--- a/src/hardware/hw_draw.c
+++ b/src/hardware/hw_draw.c
@@ -656,6 +656,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
 {
 	FOutVector v[4];
 	FSurfaceInfo Surf;
+	float sdupx, sdupy;
 
 	if (w < 0 || h < 0)
 		return; // consistency w/ software
@@ -664,10 +665,16 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
 //  | /|
 //  |/ |
 //  0--1
-	v[0].x = v[3].x = (x - 160.0f)/160.0f;
-	v[2].x = v[1].x = ((x+w) - 160.0f)/160.0f;
-	v[0].y = v[1].y = -(y - 100.0f)/100.0f;
-	v[2].y = v[3].y = -((y+h) - 100.0f)/100.0f;
+	sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
+	sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
+
+	if (color & V_NOSCALESTART)
+		sdupx = sdupy = 2.0f;
+
+	v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
+	v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
+	v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
+	v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
 
 	//Hurdler: do we still use this argb color? if not, we should remove it
 	v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
diff --git a/src/hu_stuff.c b/src/hu_stuff.c
index e33a54305aec62471e1311337c7e52ddab704a33..5878bbf5ef78b4ceebd3818592fd79dc0bc0274c 100644
--- a/src/hu_stuff.c
+++ b/src/hu_stuff.c
@@ -1191,7 +1191,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_60TRANS)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS)
 		             | V_ALLOWLOWERCASE, tab[i].name);
 
 		// Draw emeralds
@@ -1201,7 +1201,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 			HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
 		}
 
-		if (players[tab[i].num].health <= 0)
+		if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 			V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback);
 		else
 			V_DrawSmallScaledPatch (x, y-4, 0, livesback);
@@ -1213,7 +1213,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 				V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]);
 			else
 			{
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
 				else
 					V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@@ -1229,7 +1229,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 			else
 			{
 				colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
 				else
 					V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@@ -1237,10 +1237,10 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 		}
 
 		if (G_GametypeUsesLives()) //show lives
-			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
+			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
 		else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
 		{
-			if (players[tab[i].num].health <= 0)
+			if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 				V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico);
 			else
 				V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
@@ -1253,13 +1253,13 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 				if (players[tab[i].num].exiting)
 					V_DrawRightAlignedString(x+240, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
 				else
-					V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
+					V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
 			}
 			else
-				V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
+				V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
 		}
 		else
-			V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
+			V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
 
 		y += 16;
 	}
@@ -1304,7 +1304,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		strlcpy(name, tab[i].name, 9);
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
 		             | V_ALLOWLOWERCASE, name);
 
 		if (gametype == GT_CTF)
@@ -1330,12 +1330,12 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		else
 		{
 			colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-			if (players[tab[i].num].health <= 0)
+			if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 				V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 			else
 				V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 		}
-		V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+		V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 	}
 }
 
@@ -1360,7 +1360,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 		strlcpy(name, tab[i].name, 9);
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
 		             | V_ALLOWLOWERCASE, name);
 
 		if (G_GametypeUsesLives()) //show lives
@@ -1383,7 +1383,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 				V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]);
 			else
 			{
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
 				else
 					V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@@ -1399,7 +1399,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 			else
 			{
 				colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 				else
 					V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@@ -1414,13 +1414,13 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 				if (players[tab[i].num].exiting)
 					V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
 				else
-					V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+					V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 			}
 			else
-				V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
+				V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
 		}
 		else
-			V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+			V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 
 		y += 16;
 		if (y > 160)
diff --git a/src/info.c b/src/info.c
index 802f90f261497d9a4120e609288eb8e533ee11dd..8c9d3e669fdc1e657f7b678642571354bc1c78d4 100644
--- a/src/info.c
+++ b/src/info.c
@@ -485,32 +485,32 @@ state_t states[NUMSTATES] =
 	{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
 
 	// Player
-	{SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND
-	{SPR_PLAY, SPR2_WAIT,  16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT
-	{SPR_PLAY, SPR2_WALK,   4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
-	{SPR_PLAY, SPR2_RUN ,   2, {NULL}, 0, 0, S_PLAY_RUN},  // S_PLAY_RUN
-	{SPR_PLAY, SPR2_PEEL,   2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
-	{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
-	{SPR_PLAY, SPR2_DEAD,   4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
-	{SPR_PLAY, SPR2_DRWN,   4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN
-	{SPR_PLAY, SPR2_SPIN,   1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
-	{SPR_PLAY, SPR2_DASH,   2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
-	{SPR_PLAY, SPR2_GASP,  14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
-	{SPR_PLAY, SPR2_JUMP,   1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
-	{SPR_PLAY, SPR2_SPNG,   2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
-	{SPR_PLAY, SPR2_FALL,   2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
-	{SPR_PLAY, SPR2_EDGE,  12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE
-	{SPR_PLAY, SPR2_RIDE,   4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
+	{SPR_PLAY, SPR2_STND|FF_ANIMATE,    105, {NULL}, 0,  7, S_PLAY_WAIT}, // S_PLAY_STND
+	{SPR_PLAY, SPR2_WAIT|FF_ANIMATE,     -1, {NULL}, 0, 16, S_NULL},      // S_PLAY_WAIT
+	{SPR_PLAY, SPR2_WALK,                 4, {NULL}, 0,  0, S_PLAY_WALK}, // S_PLAY_WALK
+	{SPR_PLAY, SPR2_RUN ,                 2, {NULL}, 0,  0, S_PLAY_RUN},  // S_PLAY_RUN
+	{SPR_PLAY, SPR2_PEEL,                 2, {NULL}, 0,  0, S_PLAY_PEEL}, // S_PLAY_PEEL
+	{SPR_PLAY, SPR2_PAIN|FF_ANIMATE,    350, {NULL}, 0,  4, S_PLAY_FALL}, // S_PLAY_PAIN
+	{SPR_PLAY, SPR2_DEAD|FF_ANIMATE,     -1, {NULL}, 0,  4, S_NULL},      // S_PLAY_DEAD
+	{SPR_PLAY, SPR2_DRWN|FF_ANIMATE,     -1, {NULL}, 0,  4, S_NULL},      // S_PLAY_DRWN
+	{SPR_PLAY, SPR2_SPIN,                 1, {NULL}, 0,  0, S_PLAY_SPIN}, // S_PLAY_SPIN
+	{SPR_PLAY, SPR2_DASH,                 2, {NULL}, 0,  0, S_PLAY_DASH}, // S_PLAY_DASH
+	{SPR_PLAY, SPR2_GASP|FF_ANIMATE,     14, {NULL}, 0,  4, S_PLAY_WALK}, // S_PLAY_GASP
+	{SPR_PLAY, SPR2_JUMP,                 1, {NULL}, 0,  0, S_PLAY_JUMP}, // S_PLAY_JUMP
+	{SPR_PLAY, SPR2_SPNG,                 2, {NULL}, 0,  0, S_PLAY_SPRING}, // S_PLAY_SPRING
+	{SPR_PLAY, SPR2_FALL,                 2, {NULL}, 0,  0, S_PLAY_FALL}, // S_PLAY_FALL
+	{SPR_PLAY, SPR2_EDGE|FF_ANIMATE,     -1, {NULL}, 0, 12, S_NULL},      // S_PLAY_EDGE
+	{SPR_PLAY, SPR2_RIDE,                 4, {NULL}, 0,  0, S_PLAY_RIDE}, // S_PLAY_RIDE
 
 	// CA_FLY/CA_SWIM
-	{SPR_PLAY, SPR2_FLY ,   2, {NULL}, 0, 0, S_PLAY_FLY},  // S_PLAY_FLY
-	{SPR_PLAY, SPR2_SWIM,   2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
-	{SPR_PLAY, SPR2_TIRE,  12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
+	{SPR_PLAY, SPR2_FLY ,                 2, {NULL}, 0,  0, S_PLAY_FLY},  // S_PLAY_FLY
+	{SPR_PLAY, SPR2_SWIM,                 2, {NULL}, 0,  0, S_PLAY_SWIM}, // S_PLAY_SWIM
+	{SPR_PLAY, SPR2_TIRE,                12, {NULL}, 0,  0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
 
 	// CA_GLIDEANDCLIMB
-	{SPR_PLAY, SPR2_GLID,   2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
-	{SPR_PLAY, SPR2_CLNG,   6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING
-	{SPR_PLAY, SPR2_CLMB,   5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
+	{SPR_PLAY, SPR2_GLID,                 2, {NULL}, 0,  0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
+	{SPR_PLAY, SPR2_CLNG|FF_ANIMATE,     -1, {NULL}, 0,  4, S_NULL},       // S_PLAY_CLING
+	{SPR_PLAY, SPR2_CLMB,                 5, {NULL}, 0,  0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
 
 	// CA_TWINSPIN
 	{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
@@ -520,33 +520,33 @@ state_t states[NUMSTATES] =
 	{SPR_PLAY, SPR2_MLEE,                20, {NULL},                   0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
 
 	// SF_SUPERANIMS
-	{SPR_PLAY, SPR2_SSTD,   7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
-	{SPR_PLAY, SPR2_SWLK,   7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
-	{SPR_PLAY, SPR2_SRUN,   7, {NULL}, 0, 0, S_PLAY_SUPER_RUN},  // S_PLAY_SUPER_RUN
-	{SPR_PLAY, SPR2_SPEE,   7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
-	{SPR_PLAY, SPR2_SPAN,  -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
-	{SPR_PLAY, SPR2_SSTN,  -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
-	{SPR_PLAY, SPR2_SDTH,   4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
-	{SPR_PLAY, SPR2_SDRN,   4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
-	{SPR_PLAY, SPR2_SSPN,   1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
-	{SPR_PLAY, SPR2_SGSP,  14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
-	{SPR_PLAY, SPR2_SJMP,   1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
-	{SPR_PLAY, SPR2_SSPG,   2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
-	{SPR_PLAY, SPR2_SFAL,   2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
-	{SPR_PLAY, SPR2_SEDG,  12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
-	{SPR_PLAY, SPR2_SRID,   4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
-	{SPR_PLAY, SPR2_SFLT,   7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
+	{SPR_PLAY, SPR2_SSTD|FF_ANIMATE,     -1, {NULL}, 0,  7, S_NULL},            // S_PLAY_SUPER_STND
+	{SPR_PLAY, SPR2_SWLK,                 7, {NULL}, 0,  0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
+	{SPR_PLAY, SPR2_SRUN,                 7, {NULL}, 0,  0, S_PLAY_SUPER_RUN},  // S_PLAY_SUPER_RUN
+	{SPR_PLAY, SPR2_SPEE,                 7, {NULL}, 0,  0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
+	{SPR_PLAY, SPR2_SPAN|FF_ANIMATE,    350, {NULL}, 0,  4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_PAIN
+	{SPR_PLAY, SPR2_SSTN|FF_ANIMATE,    350, {NULL}, 0,  4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_STUN
+	{SPR_PLAY, SPR2_SDTH|FF_ANIMATE,     -1, {NULL}, 0,  4, S_NULL},            // S_PLAY_SUPER_DEAD
+	{SPR_PLAY, SPR2_SDRN|FF_ANIMATE,     -1, {NULL}, 0,  4, S_NULL},            // S_PLAY_SUPER_DRWN
+	{SPR_PLAY, SPR2_SSPN,                 1, {NULL}, 0,  0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
+	{SPR_PLAY, SPR2_SGSP|FF_ANIMATE,     14, {NULL}, 0,  4, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
+	{SPR_PLAY, SPR2_SJMP,                 1, {NULL}, 0,  0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
+	{SPR_PLAY, SPR2_SSPG,                 2, {NULL}, 0,  0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
+	{SPR_PLAY, SPR2_SFAL,                 2, {NULL}, 0,  0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
+	{SPR_PLAY, SPR2_SEDG|FF_ANIMATE,     -1, {NULL}, 0, 12, S_NULL},            // S_PLAY_SUPER_EDGE
+	{SPR_PLAY, SPR2_SRID,                 4, {NULL}, 0,  0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
+	{SPR_PLAY, SPR2_SFLT,                 7, {NULL}, 0,  0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
 
 	// SF_SUPER
-	{SPR_PLAY, SPR2_TRNS,                4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
-	{SPR_PLAY, SPR2_TRNS,                4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
-	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK},         // S_PLAY_SUPER_TRANS9
+	{SPR_PLAY, SPR2_TRNS,                 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
+	{SPR_PLAY, SPR2_TRNS,                 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,   3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
+	{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT,  16, {NULL}, 0, 0, S_PLAY_WALK},         // S_PLAY_SUPER_TRANS9
 
 	{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
 
diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index 33e54123d5e82303dbcbf13608152505f5775a63..0d59ff25687b9974402b146e17ed62a3f9d93405 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -309,6 +309,19 @@ static int lib_pRemoveMobj(lua_State *L)
 	return 0;
 }
 
+// P_IsValidSprite2 technically doesn't exist, and probably never should... but too much would need to be exposed to allow this to be checked by other methods.
+
+static int lib_pIsValidSprite2(lua_State *L)
+{
+	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
+	UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2);
+	//HUDSAFE
+	if (!mobj)
+		return LUA_ErrInvalid(L, "mobj_t");
+	lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0)));
+	return 1;
+}
+
 static int lib_pSpawnMissile(lua_State *L)
 {
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@@ -618,6 +631,17 @@ static int lib_pAddPlayerScore(lua_State *L)
 	return 0;
 }
 
+static int lib_pStealPlayerScore(lua_State *L)
+{
+	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
+	UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
+	NOHUD
+	if (!player)
+		return LUA_ErrInvalid(L, "player_t");
+	P_StealPlayerScore(player, amount);
+	return 0;
+}
+
 static int lib_pPlayerInPain(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@@ -1144,7 +1168,7 @@ static int lib_pPlayerRingBurst(lua_State *L)
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (num_rings == -1)
-		num_rings = player->health - 1;
+		num_rings = player->rings;
 	P_PlayerRingBurst(player, num_rings);
 	return 0;
 }
@@ -1169,6 +1193,16 @@ static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
 	return 0;
 }
 
+static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
+{
+	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
+	NOHUD
+	if (!player)
+		return LUA_ErrInvalid(L, "player_t");
+	P_PlayerWeaponPanelOrAmmoBurst(player);
+	return 0;
+}
+
 static int lib_pPlayerEmeraldBurst(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@@ -1276,6 +1310,16 @@ static int lib_pDoNightsScore(lua_State *L)
 	return 0;
 }
 
+static int lib_pDoMatchSuper(lua_State *L)
+{
+	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
+	NOHUD
+	if (!player)
+		return LUA_ErrInvalid(L, "player_t");
+	P_DoMatchSuper(player);
+	return 0;
+}
+
 // P_SPEC
 ////////////
 
@@ -2017,6 +2061,7 @@ static luaL_Reg lib[] = {
 	// don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead.
 	{"P_SpawnMobj",lib_pSpawnMobj},
 	{"P_RemoveMobj",lib_pRemoveMobj},
+	{"P_IsValidSprite2", lib_pIsValidSprite2},
 	{"P_SpawnMissile",lib_pSpawnMissile},
 	{"P_SpawnXYZMissile",lib_pSpawnXYZMissile},
 	{"P_SpawnPointMissile",lib_pSpawnPointMissile},
@@ -2043,6 +2088,7 @@ static luaL_Reg lib[] = {
 	{"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight},
 	{"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection},
 	{"P_AddPlayerScore",lib_pAddPlayerScore},
+	{"P_StealPlayerScore",lib_pStealPlayerScore},
 	{"P_PlayerInPain",lib_pPlayerInPain},
 	{"P_DoPlayerPain",lib_pDoPlayerPain},
 	{"P_ResetPlayer",lib_pResetPlayer},
@@ -2094,6 +2140,7 @@ static luaL_Reg lib[] = {
 	{"P_PlayerRingBurst",lib_pPlayerRingBurst},
 	{"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst},
 	{"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst},
+	{"P_PlayerWeaponPanelOrAmmoBurst", lib_pPlayerWeaponPanelOrAmmoBurst},
 	{"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst},
 	{"P_PlayerFlagBurst",lib_pPlayerFlagBurst},
 	{"P_PlayRinglossSound",lib_pPlayRinglossSound},
@@ -2102,6 +2149,7 @@ static luaL_Reg lib[] = {
 	{"P_PlayLivesJingle",lib_pPlayLivesJingle},
 	{"P_CanPickupItem",lib_pCanPickupItem},
 	{"P_DoNightsScore",lib_pDoNightsScore},
+	{"P_DoMatchSuper",lib_pDoMatchSuper},
 
 	// p_spec
 	{"P_Thrust",lib_pThrust},
diff --git a/src/lua_hook.h b/src/lua_hook.h
index cbeaa6868652ce0f69c319ef52c41da312dec545..fd3130271291a330c2cc1ee87fa4d5db3e05ab7a 100644
--- a/src/lua_hook.h
+++ b/src/lua_hook.h
@@ -64,9 +64,9 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_Touch
 #define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
 #define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type
 #define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
-UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
-boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
-boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // Hook for P_KillMobj by mobj type
+UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
+boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
+boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for P_KillMobj by mobj type
 #define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type
 #define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type
 #define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping)
@@ -77,7 +77,7 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
 boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
 boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
 boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
-boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
+boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for hurt messages
 #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
 #define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
 #define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c
index ac0e555f79618f30ae952d7e09f4e9995ec65f7a..a1a34803c27f362eeb56cae2cce62f4ad0d46a17 100644
--- a/src/lua_hooklib.c
+++ b/src/lua_hooklib.c
@@ -414,7 +414,7 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher)
 }
 
 // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
-UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage)
+UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
 {
 	hook_p hookp;
 	UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no.
@@ -433,14 +433,16 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
 				LUA_PushUserdata(gL, inflictor, META_MOBJ);
 				LUA_PushUserdata(gL, source, META_MOBJ);
 				lua_pushinteger(gL, damage);
+				lua_pushinteger(gL, damagetype);
 			}
 			lua_pushfstring(gL, FMT_HOOKID, hookp->id);
 			lua_gettable(gL, LUA_REGISTRYINDEX);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			if (lua_pcall(gL, 4, 1, 0)) {
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			if (lua_pcall(gL, 5, 1, 0)) {
 				if (!hookp->error || cv_debug & DBG_LUA)
 					CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
 				lua_pop(gL, 1);
@@ -462,7 +464,7 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
 }
 
 // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
-boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage)
+boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
 {
 	hook_p hookp;
 	boolean hooked = false;
@@ -481,14 +483,16 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
 				LUA_PushUserdata(gL, inflictor, META_MOBJ);
 				LUA_PushUserdata(gL, source, META_MOBJ);
 				lua_pushinteger(gL, damage);
+				lua_pushinteger(gL, damagetype);
 			}
 			lua_pushfstring(gL, FMT_HOOKID, hookp->id);
 			lua_gettable(gL, LUA_REGISTRYINDEX);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			lua_pushvalue(gL, -5);
-			if (lua_pcall(gL, 4, 1, 0)) {
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			lua_pushvalue(gL, -6);
+			if (lua_pcall(gL, 5, 1, 0)) {
 				if (!hookp->error || cv_debug & DBG_LUA)
 					CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
 				lua_pop(gL, 1);
@@ -505,7 +509,7 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
 }
 
 // Hook for P_KillMobj by mobj type
-boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source)
+boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
 {
 	hook_p hookp;
 	boolean hooked = false;
@@ -523,13 +527,15 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source)
 				LUA_PushUserdata(gL, target, META_MOBJ);
 				LUA_PushUserdata(gL, inflictor, META_MOBJ);
 				LUA_PushUserdata(gL, source, META_MOBJ);
+				lua_pushinteger(gL, damagetype);
 			}
 			lua_pushfstring(gL, FMT_HOOKID, hookp->id);
 			lua_gettable(gL, LUA_REGISTRYINDEX);
-			lua_pushvalue(gL, -4);
-			lua_pushvalue(gL, -4);
-			lua_pushvalue(gL, -4);
-			if (lua_pcall(gL, 3, 1, 0)) {
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			if (lua_pcall(gL, 4, 1, 0)) {
 				if (!hookp->error || cv_debug & DBG_LUA)
 					CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
 				lua_pop(gL, 1);
@@ -731,7 +737,7 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg)
 }
 
 // Hook for hurt messages
-boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source)
+boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
 {
 	hook_p hookp;
 	boolean hooked = false;
@@ -749,13 +755,15 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source)
 				LUA_PushUserdata(gL, player, META_PLAYER);
 				LUA_PushUserdata(gL, inflictor, META_MOBJ);
 				LUA_PushUserdata(gL, source, META_MOBJ);
+				lua_pushinteger(gL, damagetype);
 			}
 			lua_pushfstring(gL, FMT_HOOKID, hookp->id);
 			lua_gettable(gL, LUA_REGISTRYINDEX);
-			lua_pushvalue(gL, -4);
-			lua_pushvalue(gL, -4);
-			lua_pushvalue(gL, -4);
-			if (lua_pcall(gL, 3, 1, 0)) {
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			lua_pushvalue(gL, -5);
+			if (lua_pcall(gL, 4, 1, 0)) {
 				if (!hookp->error || cv_debug & DBG_LUA)
 					CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
 				lua_pop(gL, 1);
diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c
index 6bb1388fce5b0cdaa615640acca1636c33c1f238..9ebc38a61123b756a0085b0730df8836ca9ca3fd 100644
--- a/src/lua_mobjlib.c
+++ b/src/lua_mobjlib.c
@@ -34,6 +34,7 @@ enum mobj_e {
 	mobj_angle,
 	mobj_sprite,
 	mobj_frame,
+	mobj_sprite2,
 	mobj_anim_duration,
 	mobj_touching_sectorlist,
 	mobj_subsector,
@@ -93,6 +94,7 @@ static const char *const mobj_opt[] = {
 	"angle",
 	"sprite",
 	"frame",
+	"sprite2",
 	"anim_duration",
 	"touching_sectorlist",
 	"subsector",
@@ -189,6 +191,9 @@ static int mobj_get(lua_State *L)
 	case mobj_frame:
 		lua_pushinteger(L, mo->frame);
 		break;
+	case mobj_sprite2:
+		lua_pushinteger(L, mo->sprite2);
+		break;
 	case mobj_anim_duration:
 		lua_pushinteger(L, mo->anim_duration);
 		break;
@@ -411,6 +416,9 @@ static int mobj_set(lua_State *L)
 	case mobj_frame:
 		mo->frame = (UINT32)luaL_checkinteger(L, 3);
 		break;
+	case mobj_sprite2:
+		mo->sprite2 = P_GetMobjSprite2(mo, (UINT8)luaL_checkinteger(L, 3));
+		break;
 	case mobj_anim_duration:
 		mo->anim_duration = (UINT16)luaL_checkinteger(L, 3);
 		break;
diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c
index d3e01a4306a27152581ec9565e00a155251b9cb9..29f1c6ff0059cf1a1281747ca1d7a7b9aa39a24e 100644
--- a/src/lua_playerlib.c
+++ b/src/lua_playerlib.c
@@ -122,8 +122,8 @@ 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,"health"))
-		lua_pushinteger(L, plr->health);
+	else if (fastcmp(field,"rings"))
+		lua_pushinteger(L, plr->rings);
 	else if (fastcmp(field,"pity"))
 		lua_pushinteger(L, plr->pity);
 	else if (fastcmp(field,"currentweapon"))
@@ -382,8 +382,8 @@ static int player_set(lua_State *L)
 		else if (plr == &players[secondarydisplayplayer])
 			localaiming2 = plr->aiming;
 	}
-	else if (fastcmp(field,"health"))
-		plr->health = (INT32)luaL_checkinteger(L, 3);
+	else if (fastcmp(field,"rings"))
+		plr->rings = (INT32)luaL_checkinteger(L, 3);
 	else if (fastcmp(field,"pity"))
 		plr->pity = (SINT8)luaL_checkinteger(L, 3);
 	else if (fastcmp(field,"currentweapon"))
diff --git a/src/m_cheat.c b/src/m_cheat.c
index f9f8454a0ce31ce6076494e098d50aafc39f7eb5..ce95197990a07a2d5075941ff7aaef048c88bfef 100644
--- a/src/m_cheat.c
+++ b/src/m_cheat.c
@@ -606,7 +606,7 @@ void Command_CauseCfail_f(void)
 	players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
 	players[consoleplayer].mo->z = 123311;
 	players[consoleplayer].score = 1337;
-	players[consoleplayer].health = 1337;
+	players[consoleplayer].rings = 1337;
 	players[consoleplayer].mo->destscale = 25;
 	P_SetThingPosition(players[consoleplayer].mo);
 
@@ -720,7 +720,7 @@ void Command_Setrings_f(void)
 	if (COM_Argc() > 1)
 	{
 		// P_GivePlayerRings does value clamping
-		players[consoleplayer].health = players[consoleplayer].mo->health = 1;
+		players[consoleplayer].rings = 0;
 		P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
 		if (!G_IsSpecialStage(gamemap) || !useNightsSS)
 			players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
@@ -1298,7 +1298,7 @@ void Command_ObjectPlace_f(void)
 		// Like the classics, recover from death by entering objectplace
 		if (players[0].mo->health <= 0)
 		{
-			players[0].mo->health = players[0].health = 1;
+			players[0].mo->health = 1;
 			players[0].deadtimer = 0;
 			op_oldflags1 = mobjinfo[MT_PLAYER].flags;
 			++players[0].lives;
diff --git a/src/m_menu.c b/src/m_menu.c
index 022cb6e0a419bb31b7d40ba4cfa6588ed67e6f79..f682cd1b596b9ef3fc62be550698d1cf5d9bd9d4 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -3819,7 +3819,7 @@ static void M_HandleImageDef(INT32 choice)
 static void M_PandorasBox(INT32 choice)
 {
 	(void)choice;
-	CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].health - 1, 0));
+	CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
 	CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
 	CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
 	M_SetupNextMenu(&SR_PandoraDef);
@@ -3827,7 +3827,7 @@ static void M_PandorasBox(INT32 choice)
 
 static boolean M_ExitPandorasBox(void)
 {
-	if (cv_dummyrings.value != max(players[consoleplayer].health - 1, 0))
+	if (cv_dummyrings.value != max(players[consoleplayer].rings, 0))
 		COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
 	if (cv_dummylives.value != players[consoleplayer].lives)
 		COM_ImmedExecute(va("setlives %d", cv_dummylives.value));
diff --git a/src/p_enemy.c b/src/p_enemy.c
index fb0e419036b0e5efa955bf89295beb25250e0fa5..76a86d8b9311c38fe53d5b7ff3453fb9b5c35267 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -661,15 +661,15 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
 		if ((netgame || multiplayer) && player->spectator)
 			continue;
 
-		if (player->health <= 0)
-			continue; // dead
-
 		if (player->pflags & PF_INVIS)
 			continue; // ignore notarget
 
 		if (!player->mo || P_MobjWasRemoved(player->mo))
 			continue;
 
+		if (player->mo->health <= 0)
+			continue; // dead
+
 		if (dist > 0
 			&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
 			continue; // Too far away
@@ -733,7 +733,7 @@ static boolean P_LookForShield(mobj_t *actor)
 
 		player = &players[actor->lastlook];
 
-		if (player->health <= 0 || !player->mo)
+		if (!player->mo || player->mo->health <= 0)
 			continue; // dead
 
 		//When in CTF, don't pull rings that you cannot pick up.
@@ -2556,6 +2556,7 @@ void A_1upThinker(mobj_t *actor)
 	{
 		P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY));
 		P_SetTarget(&actor->tracer->target, actor);
+		actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame
 		P_SetMobjState(actor->tracer, actor->info->seestate);
 
 		// The overlay is going to be one tic early turning off and on
@@ -2816,7 +2817,7 @@ void A_BossDeath(mobj_t *mo)
 
 	// make sure there is a player alive for victory
 	for (i = 0; i < MAXPLAYERS; i++)
-		if (playeringame[i] && (players[i].health > 0
+		if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
 			|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
 			break;
 
@@ -8443,7 +8444,7 @@ void A_RingDrain(mobj_t *actor)
 	}
 
 	player = actor->target->player;
-	P_GivePlayerRings(player, -min(locvar1, player->mo->health-1));
+	P_GivePlayerRings(player, -min(locvar1, player->rings));
 }
 
 // Function: A_SplitShot
@@ -8751,7 +8752,7 @@ void A_CheckTargetRings(mobj_t *actor)
 	if (!(actor->target) || !(actor->target->player))
 	   return;
 
-	if (actor->target->player->health >= locvar1)
+	if (actor->target->player->rings >= locvar1)
 		P_SetMobjState(actor, locvar2);
 }
 
@@ -8773,7 +8774,7 @@ void A_CheckRings(mobj_t *actor)
 #endif
 
 	for (i = 0; i < MAXPLAYERS; i++)
-		cntr += players[i].health-1;
+		cntr += players[i].rings;
 
 	if (cntr >= locvar1)
 		P_SetMobjState(actor, locvar2);
@@ -9345,7 +9346,7 @@ void A_ForceWin(mobj_t *actor)
 
 	for (i = 0; i < MAXPLAYERS; i++)
 	{
-		if (playeringame[i] && (players[i].health > 0
+		if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
 		    || ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
 			break;
 	}
diff --git a/src/p_inter.c b/src/p_inter.c
index 56e7300179af41c53a25941765139ff691079648..974ae1b8f24eadc60f887ba6b0c64b3ce3f9cc43 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -224,6 +224,65 @@ void P_DoNightsScore(player_t *player)
 	dummymo->destscale = 2*FRACUNIT;
 }
 
+//
+// 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);
+		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);
+					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)
@@ -465,7 +524,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			{
 				INT32 pindex = special->info->mass - (INT32)pw_infinityring;
 
-				player->powers[special->info->mass] += (UINT16)special->info->reactiontime;
+				player->powers[special->info->mass] += (UINT16)special->reactiontime;
 				player->ringweapons |= 1 << (pindex-1);
 
 				if (player->powers[special->info->mass] > rw_maximums[pindex])
@@ -552,7 +611,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 				return;
 
 			if (special->threshold)
+			{
 				player->powers[pw_emeralds] |= special->info->speed;
+				P_DoMatchSuper(player);
+			}
 			else
 				emeralds |= special->info->speed;
 
@@ -573,6 +635,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 				return;
 
 			player->powers[pw_emeralds] |= special->threshold;
+			P_DoMatchSuper(player);
 			break;
 
 		// Secret emblem thingy
@@ -834,16 +897,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			if (G_IsSpecialStage(gamemap) && !player->exiting)
 			{ // In special stages, share rings. 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].mo->health > 1)
+					if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
 					{
-						toucher->health += players[i].mo->health-1;
-						player->health = toucher->health;
-						players[i].mo->health = 1;
-						players[i].health = players[i].mo->health;
+						player->rings += players[i].rings;
+						players[i].rings = 0;
 					}
 			}
 
-			if (!(player->health > 1) || player->exiting)
+			if (player->rings <= 0 || player->exiting)
 				return;
 
 			// Mark the player as 'pull into the capsule'
@@ -1408,7 +1469,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			}
 
 			if (player->powers[pw_invulnerability] || player->powers[pw_flashing]
-			|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]))))
+			|| player->powers[pw_super])
 				return;
 			if (player->powers[pw_shield] || player->bot)  //If One-Hit Shield
 			{
@@ -1418,11 +1479,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			else
 			{
 				P_PlayRinglossSound(toucher);
-				if (toucher->health > 10)
-					toucher->health -= 10;
+				if (player->rings >= 10)
+					player->rings -= 10;
 				else
-					toucher->health = 1;
-				player->health = toucher->health;
+					player->rings = 0;
 			}
 
 			P_DoPlayerPain(player, special, NULL);
@@ -1524,6 +1584,9 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 	if (!player)
 		return; // Impossible!
 
+	if (!player->mo)
+		return; // Also impossible!
+
 	if (player->spectator)
 		return; // No messages for dying (crushed) spectators.
 
@@ -1531,11 +1594,11 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 		return; // Presumably it's obvious what's happening in splitscreen.
 
 #ifdef HAVE_BLUA
-	if (LUAh_HurtMsg(player, inflictor, source))
+	if (LUAh_HurtMsg(player, inflictor, source, damagetype))
 		return;
 #endif
 
-	deadtarget = (player->health <= 0);
+	deadtarget = (player->mo->health <= 0);
 
 	// Target's name
 	snprintf(targetname, sizeof(targetname), "%s%s%s",
@@ -1569,8 +1632,10 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 			else switch (inflictor->type)
 			{
 				case MT_PLAYER:
-					if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
+					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 flame 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])
@@ -2002,7 +2067,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 	target->health = 0; // This makes it easy to check if something's dead elsewhere.
 
 #ifdef HAVE_BLUA
-	if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target))
+	if (LUAh_MobjDeath(target, inflictor, source, damagetype) || P_MobjWasRemoved(target))
 		return;
 #endif
 
@@ -2473,8 +2538,7 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
 	player_t *player = target->player;
 	tic_t oldnightstime = player->nightstime;
 
-	if (!player->powers[pw_flashing]
-		&& !(player->pflags & PF_GODMODE))
+	if (!player->powers[pw_flashing])
 	{
 		angle_t fa;
 
@@ -2589,27 +2653,18 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
 		return true;
 	}
 
-	if (target->health <= 1) // Death
-	{
-		P_PlayDeathSound(target);
-		P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
-	}
-	else if (target->health > 1) // Ring loss
+	if (player->rings > 0) // Ring loss
 	{
 		P_PlayRinglossSound(target);
-		P_PlayerRingBurst(player, player->mo->health - 1);
+		P_PlayerRingBurst(player, player->rings);
 	}
-
-	if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
+	else // Death
 	{
-		player->health -= 10;
-		if (player->health < 2)
-			player->health = 2;
-		target->health = player->health;
+		P_PlayDeathSound(target);
+		P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
 	}
-	else
-		player->health = target->health = 1;
 
+	player->rings = 0;
 	return true;
 }
 
@@ -2659,8 +2714,12 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
 
 	// Burst weapons and emeralds in Match/CTF only
 	if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
-		P_PlayerRingBurst(player, player->health - 1);
+	{
+		P_PlayerRingBurst(player, player->rings);
+		P_PlayerEmeraldBurst(player, false);
+	}
 
+	// Get rid of shield
 	player->powers[pw_shield] = SH_NONE;
 	player->mo->color = player->skincolor;
 
@@ -2783,7 +2842,7 @@ void P_RemoveShield(player_t *player)
 		player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
 }
 
-static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
+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);
@@ -2792,7 +2851,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
 
 	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
 
-	if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes
+	if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
 		S_StartSound(player->mo, sfx_spkdth);
 	else
 		S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
@@ -2817,15 +2876,12 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
 
 static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
 {
-	if (!(inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
-	{
-		P_DoPlayerPain(player, source, inflictor);
+	P_DoPlayerPain(player, source, inflictor);
 
-		P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
+	P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
 
-		if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
-			S_StartSound(player->mo, sfx_spkdth);
-	}
+	if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
+		S_StartSound(player->mo, sfx_spkdth);
 
 	if (source && source->player && !player->powers[pw_super]) //don't score points against super players
 	{
@@ -2847,6 +2903,10 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
 
 	// Ring loss sound plays despite hitting spikes
 	P_PlayRinglossSound(player->mo); // Ringledingle!
+	P_PlayerRingBurst(player, damage);
+	player->rings -= damage;
+	if (player->rings < 0)
+		player->rings = 0;
 }
 
 /** Damages an object, which may or may not be a player.
@@ -2895,7 +2955,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 	// Everything above here can't be forced.
 	if (!metalrecording)
 	{
-		UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage);
+		UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage, damagetype);
 		if (P_MobjWasRemoved(target))
 			return (shouldForce == 1); // mobj was removed
 		if (shouldForce == 1)
@@ -2938,7 +2998,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			return false;
 
 #ifdef HAVE_BLUA
-		if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
+		if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
 			return true;
 #endif
 
@@ -2966,7 +3026,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			return false;
 
 #ifdef HAVE_BLUA
-		if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
+		if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
 			return true;
 #endif
 
@@ -2976,7 +3036,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 #ifdef HAVE_BLUA
 	else if (target->flags & MF_ENEMY)
 	{
-		if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target))
+		if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
 			return true;
 	}
 #endif
@@ -2990,6 +3050,9 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			if (player->exiting)
 				return false;
 
+			if (player->pflags & PF_GODMODE)
+				return false;
+
 			if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS))
 				return false;
 
@@ -3020,11 +3083,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 					return false; // Don't hit yourself with your own paraloop, baka
 				if (source && source->player && !cv_friendlyfire.value
 				&& (gametype == GT_COOP
-				|| (G_GametypeHasTeams() && target->player->ctfteam == source->player->ctfteam)))
+				|| (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam)))
 					return false; // Don't run eachother over in special stages and team games and such
 			}
 #ifdef HAVE_BLUA
-			if (LUAh_MobjDamage(target, inflictor, source, damage))
+			if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
 				return true;
 #endif
 			P_NiGHTSDamage(target, source); // -5s :(
@@ -3055,12 +3118,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 				return false;
 		}
 
-		if (!force && player->pflags & PF_GODMODE)
-			return false;
-
 		// Instant-Death
 		if (damagetype & DMG_DEATHMASK)
+		{
 			P_KillPlayer(player, source, damage);
+			player->rings = 0;
+		}
 		else if (metalrecording)
 		{
 			if (!inflictor)
@@ -3074,19 +3137,19 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 				return false; // Metal Sonic walk through flame !!
 			else
 			{ // Oh no! Metal Sonic is hit !!
-				P_ShieldDamage(player, inflictor, source, damage);
+				P_ShieldDamage(player, inflictor, source, damage, damagetype);
 				return true;
 			}
 		}
 		else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
-			|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))))
+			|| player->powers[pw_super])
 		{
 			if (force || (inflictor && (inflictor->flags & MF_MISSILE)
 				&& (inflictor->flags2 & MF2_SUPERFIRE)
 				&& player->powers[pw_super]))
 			{
 #ifdef HAVE_BLUA
-				if (!LUAh_MobjDamage(target, inflictor, source, damage))
+				if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
 #endif
 					P_SuperDamage(player, inflictor, source, damage);
 				return true;
@@ -3095,67 +3158,35 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 				return false;
 		}
 #ifdef HAVE_BLUA
-		else if (LUAh_MobjDamage(target, inflictor, source, damage))
+		else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
 			return true;
 #endif
-		else if (!player->powers[pw_super] && (player->powers[pw_shield] || player->bot))  //If One-Hit Shield
+		else if (player->powers[pw_shield] || player->bot)  //If One-Hit Shield
 		{
-			P_ShieldDamage(player, inflictor, source, damage);
+			P_ShieldDamage(player, inflictor, source, damage, damagetype);
 			damage = 0;
 		}
-		else if (player->mo->health > 1) // No shield but have rings.
+		else if (player->rings > 0) // No shield but have rings.
 		{
-			damage = player->mo->health - 1;
+			damage = player->rings;
 			P_RingDamage(player, inflictor, source, damage, damagetype);
+			damage = 0;
 		}
-		else // No shield, no rings, no invincibility.
-		{
-			// To reduce griefing potential, don't allow players to be killed
-			// by friendly fire. Spilling their rings and other items is enough.
-			if (force || !(G_GametypeHasTeams()
-				&& source && source->player && (source->player->ctfteam == player->ctfteam)
-				&& cv_friendlyfire.value))
-			{
-				damage = 1;
-				P_KillPlayer(player, source, damage);
-			}
-			else
-			{
-				damage = 0;
-				P_ShieldDamage(player, inflictor, source, damage);
-			}
-		}
-
-		if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
+		// 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->ctfteam == player->ctfteam)
+			&& cv_friendlyfire.value)
 		{
-			if (player->powers[pw_shield])
-			{
-				P_RemoveShield(player);
-				return true;
-			}
-			else
-			{
-				player->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
-				if (player->health < 2)
-					player->health = 2;
-			}
-
-			if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
-				P_PlayerFlagBurst(player, false);
+			damage = 0;
+			P_ShieldDamage(player, inflictor, source, damage, damagetype);
 		}
-		else if (damagetype & DMG_DEATHMASK)
-			player->health = 0;
-		else
+		else // No shield, no rings, no invincibility.
 		{
-			player->health -= damage; // mirror mobj health here
-
-			if (damage > 0) // don't spill emeralds/ammo/panels for shield damage
-				P_PlayerRingBurst(player, damage);
+			damage = 1;
+			P_KillPlayer(player, source, damage);
 		}
 
-		if (player->health < 0)
-			player->health = 0;
-
 		P_HitDeathMessages(player, inflictor, source, damagetype);
 
 		P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
@@ -3167,13 +3198,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 		P_DamageMobj(source, target, target, 1, 0);
 
 	// do the damage
-	if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))
-	{
-		target->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
-		if (target->health < 2)
-			target->health = 2;
-	}
-	else if (damagetype & DMG_DEATHMASK)
+	if (damagetype & DMG_DEATHMASK)
 		target->health = 0;
 	else
 		target->health -= damage;
@@ -3188,10 +3213,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 	}
 
 	if (player)
-	{
-		if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
-			P_ResetPlayer(target->player);
-	}
+		P_ResetPlayer(target->player);
 	else
 		switch (target->type)
 		{
@@ -3214,16 +3236,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 		// if not intent on another player,
 		// chase after this one
 		P_SetTarget(&target->target, source);
-		if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
-		{
-			if (player)
-			{
-				if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
-					P_SetPlayerMobjState(target, target->info->seestate);
-			}
-			else
-				P_SetMobjState(target, target->info->seestate);
-		}
 	}
 
 	return true;
@@ -3249,7 +3261,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 		return;
 
 	// If no health, don't spawn ring!
-	if (player->mo->health <= 1)
+	if (player->rings <= 0)
 		num_rings = 0;
 
 	if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
@@ -3259,11 +3271,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 		P_PlayerEmeraldBurst(player, false);
 
 	// Spill weapons first
-	if (player->ringweapons)
-		P_PlayerWeaponPanelBurst(player);
-
-	// Spill the ammo
-	P_PlayerWeaponAmmoBurst(player);
+	P_PlayerWeaponPanelOrAmmoBurst(player);
 
 	for (i = 0; i < num_rings; i++)
 	{
@@ -3520,6 +3528,75 @@ void P_PlayerWeaponAmmoBurst(player_t *player)
 	}
 }
 
+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); \
+		mo->reactiontime = 0; \
+		mo->flags2 |= MF2_DONTRESPAWN; \
+		mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
+		P_SetTarget(&mo->target, player->mo); \
+		mo->fuse = 12*TICRATE; \
+		mo->destscale = player->mo->scale; \
+		P_SetScale(mo, player->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); \
+		++i; \
+	} \
+	else if (player->powers[power] > 0) \
+	{ \
+		SETUP_DROP(ammo) \
+		mo = P_SpawnMobj(player->mo->x, player->mo->y, z, ammo); \
+		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; \
+		mo->destscale = player->mo->scale; \
+		P_SetScale(mo, player->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); \
+		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
 //
diff --git a/src/p_local.h b/src/p_local.h
index 322675f03fb7812bd65d75a75f0deeb0b3ecbdae..df9b20a541319e105adb4aee0ce87adbe1c17e04 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -125,6 +125,7 @@ extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
 
 INT32 P_GetPlayerControlDirection(player_t *player);
 void P_AddPlayerScore(player_t *player, UINT32 amount);
+void P_StealPlayerScore(player_t *player, UINT32 amount);
 void P_ResetCamera(player_t *player, camera_t *thiscam);
 boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
 void P_SlideCameraMove(camera_t *thiscam);
@@ -214,6 +215,7 @@ void P_PrecipitationEffects(void);
 void P_RemoveMobj(mobj_t *th);
 boolean P_MobjWasRemoved(mobj_t *th);
 void P_RemoveSavegameMobj(mobj_t *th);
+UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2);
 boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
 boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
 void P_RunShields(void);
@@ -383,7 +385,8 @@ typedef struct BasicFF_s
 #define DMG_FIRE      2
 #define DMG_ELECTRIC  3
 #define DMG_SPIKE     4
-//#define DMG_SPECIALSTAGE 5
+#define DMG_NUKE      5 // bomb shield
+//#define DMG_SPECIALSTAGE 6
 //// Death types - cannot be combined with damage types
 #define DMG_INSTAKILL  0x80
 #define DMG_DROWNED    0x80+1
@@ -402,6 +405,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
 void P_PlayerWeaponPanelBurst(player_t *player);
 void P_PlayerWeaponAmmoBurst(player_t *player);
+void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
 void P_PlayerEmeraldBurst(player_t *player, boolean toss);
 
 void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
@@ -416,6 +420,7 @@ void P_ResetStarposts(void);
 
 boolean P_CanPickupItem(player_t *player, boolean weapon);
 void P_DoNightsScore(player_t *player);
+void P_DoMatchSuper(player_t *player);
 
 //
 // P_SPEC
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 20014b21df82df55dbafeccd37d05f834eba4f89..d19d8e5fa4e568de7df332de86e0190a5bed016b 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -86,9 +86,14 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum)
 //
 FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
 {
+	INT32 animlength = (mobj->skin && mobj->sprite == SPR_PLAY)
+		? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1
+		: st->var1;
+
 	if (!(st->frame & FF_ANIMATE))
 		return;
-	if (st->var1 == 0 || st->var2 == 0)
+
+	if (animlength <= 0 || st->var2 == 0)
 	{
 		mobj->frame &= ~FF_ANIMATE;
 		return; // Crash/stupidity prevention
@@ -102,11 +107,11 @@ FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *s
 		if (!leveltime) return;
 
 		mobj->anim_duration -= (leveltime + 2) % st->var2;            // Duration synced to timer
-		mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account)
+		mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
 	}
 	else if (st->frame & FF_RANDOMANIM)
 	{
-		mobj->frame += P_RandomKey(st->var1 + 1);     // Random starting frame
+		mobj->frame += P_RandomKey(animlength + 1);     // Random starting frame
 		mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame
 	}
 }
@@ -119,13 +124,23 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj)
 	// var2 determines delay between animation frames
 	if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0)
 		return;
+
 	mobj->anim_duration = (UINT16)mobj->state->var2;
 
-	// compare the current sprite frame to the one we started from
-	// if more than var1 away from it, swap back to the original
-	// else just advance by one
-	if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1)
-		mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK);
+	if (mobj->sprite != SPR_PLAY)
+	{
+		// compare the current sprite frame to the one we started from
+		// if more than var1 away from it, swap back to the original
+		// else just advance by one
+		if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1)
+			mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK);
+
+		return;
+	}
+
+	// sprite2 version of above
+	if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes)))
+		mobj->frame &= ~FF_FRAMEMASK;
 }
 
 //
@@ -170,6 +185,215 @@ static void P_CyclePlayerMobjState(mobj_t *mobj)
 	}
 }
 
+//
+// P_GetMobjSprite2
+//
+
+UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
+{
+	player_t *player = mobj->player;
+	skin_t *skin = ((skin_t *)mobj->skin);
+
+	if (!skin)
+		return 0;
+
+	while ((skin->sprites[spr2].numframes <= 0)
+		&& spr2 != SPR2_STND)
+	{
+		switch(spr2)
+		{
+		case SPR2_PEEL:
+			spr2 = SPR2_RUN;
+			break;
+		case SPR2_RUN:
+			spr2 = SPR2_WALK;
+			break;
+		case SPR2_DRWN:
+			spr2 = SPR2_DEAD;
+			break;
+		case SPR2_DASH:
+			spr2 = SPR2_SPIN;
+			break;
+		case SPR2_GASP:
+			spr2 = SPR2_SPNG;
+			break;
+		case SPR2_JUMP:
+			spr2 = ((player
+					? player->charflags
+					: skin->flags)
+					& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN;
+			break;
+		case SPR2_SPNG: // spring
+			spr2 = SPR2_FALL;
+			break;
+		case SPR2_FALL:
+			spr2 = SPR2_WALK;
+			break;
+		case SPR2_RIDE:
+			spr2 = SPR2_FALL;
+			break;
+
+		case SPR2_FLY:
+			spr2 = SPR2_SPNG;
+			break;
+		case SPR2_SWIM:
+			spr2 = SPR2_FLY;
+			break;
+		case SPR2_TIRE:
+			spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
+			break;
+
+		case SPR2_GLID:
+			spr2 = SPR2_FLY;
+			break;
+		case SPR2_CLMB:
+			spr2 = SPR2_SPIN;
+			break;
+		case SPR2_CLNG:
+			spr2 = SPR2_CLMB;
+			break;
+
+		case SPR2_TWIN:
+			spr2 = SPR2_SPIN;
+			break;
+
+		case SPR2_MLEE:
+			spr2 = SPR2_TWIN;
+			break;
+
+		// Super sprites fallback to regular sprites
+		case SPR2_SWLK:
+			spr2 = SPR2_WALK;
+			break;
+		case SPR2_SRUN:
+			spr2 = SPR2_RUN;
+			break;
+		case SPR2_SPEE:
+			spr2 = SPR2_PEEL;
+			break;
+		case SPR2_SPAN:
+			spr2 = SPR2_PAIN;
+			break;
+		case SPR2_SSTN:
+			spr2 = SPR2_SPAN;
+			break;
+		case SPR2_SDTH:
+			spr2 = SPR2_DEAD;
+			break;
+		case SPR2_SDRN:
+			spr2 = SPR2_DRWN;
+			break;
+		case SPR2_SSPN:
+			spr2 = SPR2_SPIN;
+			break;
+		case SPR2_SGSP:
+			spr2 = SPR2_GASP;
+			break;
+		case SPR2_SJMP:
+			spr2 = ((player
+					? player->charflags
+					: skin->flags)
+					& SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN;
+			break;
+		case SPR2_SSPG:
+			spr2 = SPR2_SPNG;
+			break;
+		case SPR2_SFAL:
+			spr2 = SPR2_FALL;
+			break;
+		case SPR2_SEDG:
+			spr2 = SPR2_EDGE;
+			break;
+		case SPR2_SRID:
+			spr2 = SPR2_RIDE;
+			break;
+		case SPR2_SFLT:
+			spr2 = SPR2_SWLK;
+			break;
+
+		// NiGHTS sprites.
+		case SPR2_NTRN:
+			spr2 = SPR2_TRNS;
+			break;
+		case SPR2_NSTD:
+			spr2 = SPR2_SSTD;
+			break;
+		case SPR2_NFLT:
+			spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice.
+			break;
+		case SPR2_NPUL:
+			spr2 = SPR2_NFLT;
+			break;
+		case SPR2_NPAN:
+			spr2 = SPR2_NPUL;
+			break;
+		case SPR2_NATK:
+			spr2 = SPR2_SSPN;
+			break;
+		/*case SPR2_NGT0:
+			spr2 = SPR2_STND;
+			break;*/
+		case SPR2_NGT1:
+		case SPR2_NGT7:
+		case SPR2_DRL0:
+			spr2 = SPR2_NGT0;
+			break;
+		case SPR2_NGT2:
+		case SPR2_DRL1:
+			spr2 = SPR2_NGT1;
+			break;
+		case SPR2_NGT3:
+		case SPR2_DRL2:
+			spr2 = SPR2_NGT2;
+			break;
+		case SPR2_NGT4:
+		case SPR2_DRL3:
+			spr2 = SPR2_NGT3;
+			break;
+		case SPR2_NGT5:
+		case SPR2_DRL4:
+			spr2 = SPR2_NGT4;
+			break;
+		case SPR2_NGT6:
+		case SPR2_DRL5:
+			spr2 = SPR2_NGT5;
+			break;
+		case SPR2_DRL6:
+			spr2 = SPR2_NGT6;
+			break;
+		case SPR2_NGT8:
+		case SPR2_DRL7:
+			spr2 = SPR2_NGT7;
+			break;
+		case SPR2_NGT9:
+		case SPR2_DRL8:
+			spr2 = SPR2_NGT8;
+			break;
+		case SPR2_NGTA:
+		case SPR2_DRL9:
+			spr2 = SPR2_NGT9;
+			break;
+		case SPR2_NGTB:
+		case SPR2_DRLA:
+			spr2 = SPR2_NGTA;
+			break;
+		case SPR2_NGTC:
+		case SPR2_DRLB:
+			spr2 = SPR2_NGTB;
+			break;
+		case SPR2_DRLC:
+			spr2 = SPR2_NGTC;
+			break;
+
+		// Dunno? Just go to standing then.
+		default:
+			spr2 = SPR2_STND;
+			break;
+		}
+	}
+	return spr2;
+}
+
 //
 // P_SetPlayerMobjState
 // Returns true if the mobj is still present.
@@ -396,216 +620,18 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 			}
 		}
 
-		mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
-
 		// Player animations
 		if (st->sprite == SPR_PLAY)
 		{
 			skin_t *skin = ((skin_t *)mobj->skin);
-			boolean noalt = false;
-			UINT8 spr2 = st->frame & FF_FRAMEMASK;
 			UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
 			UINT8 numframes;
 
-			while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0)
-				&& spr2 != SPR2_STND)
-			{
-				switch(spr2)
-				{
-				case SPR2_PEEL:
-					spr2 = SPR2_RUN;
-					break;
-				case SPR2_RUN:
-					spr2 = SPR2_WALK;
-					break;
-				case SPR2_DRWN:
-					spr2 = SPR2_DEAD;
-					break;
-				case SPR2_DASH:
-					spr2 = SPR2_SPIN;
-					break;
-				case SPR2_GASP:
-					spr2 = SPR2_SPNG;
-					break;
-				case SPR2_JUMP:
-					spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN;
-					break;
-				case SPR2_SPNG: // spring
-					spr2 = SPR2_FALL;
-					break;
-				case SPR2_FALL:
-					spr2 = SPR2_WALK;
-					break;
-				case SPR2_RIDE:
-					spr2 = SPR2_FALL;
-					break;
+			UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK);
 
-				case SPR2_FLY:
-					spr2 = SPR2_SPNG;
-					break;
-				case SPR2_SWIM:
-					spr2 = SPR2_FLY;
-					break;
-				case SPR2_TIRE:
-					spr2 = (player->charability == CA_FLY) ? SPR2_FLY : SPR2_SWIM;
-					break;
-
-				case SPR2_GLID:
-					spr2 = SPR2_FLY;
-					break;
-				case SPR2_CLMB:
-					spr2 = SPR2_SPIN;
-					break;
-				case SPR2_CLNG:
-					spr2 = SPR2_CLMB;
-					break;
-
-				case SPR2_TWIN:
-					spr2 = SPR2_SPIN;
-					break;
-
-				case SPR2_MLEE:
-					spr2 = SPR2_TWIN;
-					break;
-
-				// Super sprites fallback to regular sprites
-				case SPR2_SWLK:
-					spr2 = SPR2_WALK;
-					break;
-				case SPR2_SRUN:
-					spr2 = SPR2_RUN;
-					break;
-				case SPR2_SPEE:
-					spr2 = SPR2_PEEL;
-					break;
-				case SPR2_SPAN:
-					spr2 = SPR2_PAIN;
-					break;
-				case SPR2_SSTN:
-					spr2 = SPR2_SPAN;
-					break;
-				case SPR2_SDTH:
-					spr2 = SPR2_DEAD;
-					break;
-				case SPR2_SDRN:
-					spr2 = SPR2_DRWN;
-					break;
-				case SPR2_SSPN:
-					spr2 = SPR2_SPIN;
-					break;
-				case SPR2_SGSP:
-					spr2 = SPR2_GASP;
-					break;
-				case SPR2_SJMP:
-					spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN;
-					break;
-				case SPR2_SSPG:
-					spr2 = SPR2_SPNG;
-					break;
-				case SPR2_SFAL:
-					spr2 = SPR2_FALL;
-					break;
-				case SPR2_SEDG:
-					spr2 = SPR2_EDGE;
-					break;
-				case SPR2_SRID:
-					spr2 = SPR2_RIDE;
-					break;
-				case SPR2_SFLT:
-					spr2 = SPR2_SWLK;
-					break;
-
-				// NiGHTS sprites.
-				case SPR2_NTRN:
-					spr2 = SPR2_TRNS;
-					break;
-				case SPR2_NSTD:
-					spr2 = SPR2_SSTD;
-					break;
-				case SPR2_NFLT:
-					spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice.
-					break;
-				case SPR2_NPUL:
-					spr2 = SPR2_NFLT;
-					break;
-				case SPR2_NPAN:
-					spr2 = SPR2_NPUL;
-					break;
-				case SPR2_NATK:
-					spr2 = SPR2_SSPN;
-					break;
-				/*case SPR2_NGT0:
-					spr2 = SPR2_STND;
-					break;*/
-				case SPR2_NGT1:
-				case SPR2_NGT7:
-				case SPR2_DRL0:
-					spr2 = SPR2_NGT0;
-					break;
-				case SPR2_NGT2:
-				case SPR2_DRL1:
-					spr2 = SPR2_NGT1;
-					break;
-				case SPR2_NGT3:
-				case SPR2_DRL2:
-					spr2 = SPR2_NGT2;
-					break;
-				case SPR2_NGT4:
-				case SPR2_DRL3:
-					spr2 = SPR2_NGT3;
-					break;
-				case SPR2_NGT5:
-				case SPR2_DRL4:
-					spr2 = SPR2_NGT4;
-					break;
-				case SPR2_NGT6:
-				case SPR2_DRL5:
-					spr2 = SPR2_NGT5;
-					break;
-				case SPR2_DRL6:
-					spr2 = SPR2_NGT6;
-					break;
-				case SPR2_NGT8:
-				case SPR2_DRL7:
-					spr2 = SPR2_NGT7;
-					break;
-				case SPR2_NGT9:
-				case SPR2_DRL8:
-					spr2 = SPR2_NGT8;
-					break;
-				case SPR2_NGTA:
-				case SPR2_DRL9:
-					spr2 = SPR2_NGT9;
-					break;
-				case SPR2_NGTB:
-				case SPR2_DRLA:
-					spr2 = SPR2_NGTA;
-					break;
-				case SPR2_NGTC:
-				case SPR2_DRLB:
-					spr2 = SPR2_NGTB;
-					break;
-				case SPR2_DRLC:
-					spr2 = SPR2_NGTC;
-					break;
-
-
-				// Sprites for non-player objects? There's nothing we can do.
-				case SPR2_SIGN:
-				case SPR2_LIFE:
-					noalt = true;
-					break;
-
-				// Dunno? Just go to standing then.
-				default:
-					spr2 = SPR2_STND;
-					break;
-				}
-				if (noalt)
-					break;
-			}
-
-			if (!skin)
+			if (skin)
+				numframes = skin->sprites[spr2].numframes;
+			else
 			{
 				frame = 0;
 				numframes = 0;
@@ -628,7 +654,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 			{
 				if (st->frame & FF_SPR2ENDSTATE) // no frame advancement
 				{
-					if (st->var1 == S_NULL)
+					if (st->var1 == mobj->state-states)
 						frame--;
 					else
 					{
@@ -651,9 +677,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 		{
 			mobj->sprite = st->sprite;
 			mobj->frame = st->frame;
-			P_SetupStateAnimation(mobj, st);
 		}
 
+		P_SetupStateAnimation(mobj, st);
+
 		// Modified handling.
 		// Call action functions when the state is set
 
@@ -723,10 +750,11 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
 		if (st->sprite == SPR_PLAY)
 		{
 			skin_t *skin = ((skin_t *)mobj->skin);
-			UINT8 spr2 = st->frame & FF_FRAMEMASK;
 			UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
 			UINT8 numframes;
 
+			UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK);
+
 			if (skin)
 				numframes = skin->sprites[spr2].numframes;
 			else
@@ -750,8 +778,17 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
 
 			if (frame >= numframes)
 			{
-				if (st->frame & FF_SPR2ENDSTATE)
-					return P_SetPlayerMobjState(mobj, st->var1); // Differs from P_SetPlayerMobjState - allows object to be removed via S_NULL
+				if (st->frame & FF_SPR2ENDSTATE) // no frame advancement
+				{
+					if (st->var1 == mobj->state-states)
+						frame--;
+					else
+					{
+						if (mobj->frame & FF_FRAMEMASK)
+							mobj->frame--;
+						return P_SetMobjState(mobj, st->var1);
+					}
+				}
 				else
 					frame = 0;
 			}
@@ -764,9 +801,10 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
 		{
 			mobj->sprite = st->sprite;
 			mobj->frame = st->frame;
-			P_SetupStateAnimation(mobj, st);
 		}
 
+		P_SetupStateAnimation(mobj, st);
+
 		// Modified handling.
 		// Call action functions when the state is set
 
@@ -1046,14 +1084,12 @@ void P_EmeraldManager(void)
 			else
 				break;
 
-			if (leveltime < TICRATE) // Start of map
-				spawnpoints[j]->threshold = 60*TICRATE + P_RandomByte() * (TICRATE/5);
-			else
-				spawnpoints[j]->threshold = P_RandomByte() * (TICRATE/5);
-
+			spawnpoints[j]->threshold = emeraldspawndelay + P_RandomByte() * (TICRATE/5);
 			break;
 		}
 	}
+
+	emeraldspawndelay = 0;
 }
 
 //
@@ -4223,17 +4259,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
 	}
 
 animonly:
-	// cycle through states,
-	// calling action functions at transitions
-	if (mobj->tics != -1)
-	{
-		mobj->tics--;
-
-		// you can cycle through multiple states in a tic
-		if (!mobj->tics)
-			if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate))
-				return; // freed itself
-	}
+	P_CyclePlayerMobjState(mobj);
 }
 
 static void CalculatePrecipFloor(precipmobj_t *mobj)
@@ -4404,15 +4430,15 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest)
 
 		player = &players[actor->lastlook];
 
-		if (player->health <= 0)
-			continue; // dead
-
 		if (player->pflags & PF_INVIS || player->bot || player->spectator)
 			continue; // ignore notarget
 
 		if (!player->mo || P_MobjWasRemoved(player->mo))
 			continue;
 
+		if (player->mo->health <= 0)
+			continue; //dead
+
 		if (!P_CheckSight(actor, player->mo))
 			continue; // out of sight
 
@@ -4442,15 +4468,15 @@ boolean P_SupermanLook4Players(mobj_t *actor)
 	{
 		if (playeringame[c])
 		{
-			if (players[c].health <= 0)
-				continue; // dead
-
 			if (players[c].pflags & PF_INVIS)
 				continue; // ignore notarget
 
 			if (!players[c].mo || players[c].bot)
 				continue;
 
+			if (players[c].mo->health <= 0)
+				continue; // dead
+
 			playersinthegame[stop] = &players[c];
 			stop++;
 		}
@@ -7342,7 +7368,7 @@ void P_MobjThinker(mobj_t *mobj)
 				P_SetTarget(&mobj->target, NULL);
 				for (i = 0; i < MAXPLAYERS; i++)
 					if (playeringame[i] && players[i].mo
-					&& players[i].mare == mobj->threshold && players[i].health > 1)
+					&& players[i].mare == mobj->threshold && players[i].rings > 0)
 					{
 						fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y);
 						if (dist < shortest)
@@ -9009,8 +9035,10 @@ void P_SpawnPlayer(INT32 playernum)
 	// (usefulness: when body mobj is detached from player (who respawns),
 	// the dead body mobj retains the skin through the 'spritedef' override).
 	mobj->skin = &skins[p->skin];
+	P_SetupStateAnimation(mobj, mobj->state);
 
-	mobj->health = p->health;
+	mobj->health = 1;
+	p->rings = 0;
 	p->playerstate = PST_LIVE;
 
 	p->bonustime = false;
@@ -10910,7 +10938,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
 {
 	mobj_t *th;
 	angle_t an;
-	fixed_t x, y, z, slope = 0;
+	fixed_t x, y, z, slope = 0, speed;
 
 	// angle at which you fire, is player angle
 	an = angle;
@@ -10942,9 +10970,13 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
 
 	P_SetTarget(&th->target, source);
 
+	speed = th->info->speed;
+	if (source->player && source->player->charability == CA_FLY)
+		speed = FixedMul(speed, 3*FRACUNIT/2);
+
 	th->angle = an;
-	th->momx = FixedMul(th->info->speed, FINECOSINE(an>>ANGLETOFINESHIFT));
-	th->momy = FixedMul(th->info->speed, FINESINE(an>>ANGLETOFINESHIFT));
+	th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
+	th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));
 
 	if (allowaim)
 	{
@@ -10952,7 +10984,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
 		th->momy = FixedMul(th->momy,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT));
 	}
 
-	th->momz = FixedMul(th->info->speed, slope);
+	th->momz = FixedMul(speed, slope);
 
 	//scaling done here so it doesn't clutter up the code above
 	th->momx = FixedMul(th->momx, th->scale);
diff --git a/src/p_mobj.h b/src/p_mobj.h
index 40d5a732e1ff35a88395c883a50341bc1f014e5f..f6ebd3cadc497465312a139860ee2975b74619cc 100644
--- a/src/p_mobj.h
+++ b/src/p_mobj.h
@@ -454,5 +454,6 @@ void P_EmeraldManager(void);
 extern mapthing_t *huntemeralds[MAXHUNTEMERALDS];
 extern INT32 numhuntemeralds;
 extern boolean runemeraldmanager;
+extern UINT16 emeraldspawndelay;
 extern INT32 numstarposts;
 #endif
diff --git a/src/p_saveg.c b/src/p_saveg.c
index b086b076e18d3e958362e10e29d83c1b7876df7d..8d792067f9b594817cbf8c82433bd94db9d1f590 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -128,7 +128,7 @@ static void P_NetArchivePlayers(void)
 		WRITEANGLE(save_p, players[i].aiming);
 		WRITEANGLE(save_p, players[i].awayviewaiming);
 		WRITEINT32(save_p, players[i].awayviewtics);
-		WRITEINT32(save_p, players[i].health);
+		WRITEINT32(save_p, players[i].rings);
 
 		WRITESINT8(save_p, players[i].pity);
 		WRITEINT32(save_p, players[i].currentweapon);
@@ -308,7 +308,7 @@ static void P_NetUnArchivePlayers(void)
 		players[i].aiming = READANGLE(save_p);
 		players[i].awayviewaiming = READANGLE(save_p);
 		players[i].awayviewtics = READINT32(save_p);
-		players[i].health = READINT32(save_p);
+		players[i].rings = READINT32(save_p);
 
 		players[i].pity = READSINT8(save_p);
 		players[i].currentweapon = READINT32(save_p);
diff --git a/src/p_setup.c b/src/p_setup.c
index d656373550dc1615a4f780b08fa51b26578a840a..6b4c37349f3a7e746cc6b45c21b447ee335cb444 100644
--- a/src/p_setup.c
+++ b/src/p_setup.c
@@ -2086,6 +2086,7 @@ static void P_LevelInitStuff(void)
 	// special stage tokens, emeralds, and ring total
 	tokenbits = 0;
 	runemeraldmanager = false;
+	emeraldspawndelay = 60*TICRATE;
 	nummaprings = 0;
 
 	// emerald hunt
@@ -2128,7 +2129,7 @@ static void P_LevelInitStuff(void)
 		players[i].gotcontinue = false;
 
 		players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
-		players[i].health = 1;
+		players[i].rings = 0;
 		players[i].aiming = 0;
 		players[i].pflags &= ~PF_TIMEOVER;
 
diff --git a/src/p_spec.c b/src/p_spec.c
index 3b61f7e26aa0a32860e473082dfee6488ce5157a..06e871c7ea28c74f1c4da9b4fc35950c0ab33b92 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -1621,10 +1621,10 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
 				if (!playeringame[i] || players[i].spectator)
 					continue;
 
-				if (!players[i].mo || players[i].mo->health < 1)
+				if (!players[i].mo || players[i].rings <= 0)
 					continue;
 
-				rings += players[i].mo->health-1;
+				rings += players[i].rings;
 			}
 		}
 		else
@@ -1632,7 +1632,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
 			if (!(actor && actor->player))
 				return false; // no player to count rings from here, sorry
 
-			rings = actor->health-1;
+			rings = actor->player->rings;
 		}
 
 		if (triggerline->flags & ML_NOCLIMB)
@@ -3548,10 +3548,9 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 			break;
 		case 9: // Ring Drainer (Floor Touch)
 		case 10: // Ring Drainer (No Floor Touch)
-			if (leveltime % (TICRATE/2) == 0 && player->mo->health > 1)
+			if (leveltime % (TICRATE/2) == 0 && player->rings > 0)
 			{
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 				S_StartSound(player->mo, sfx_itemup);
 			}
 			break;
@@ -3559,7 +3558,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 			if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
 				break;
 
-			if (!(player->powers[pw_shield] || player->mo->health > 1)) // Don't do anything if no shield or rings anyway
+			if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
 				break;
 
 			if (player->powers[pw_shield])
@@ -3567,14 +3566,13 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 				P_RemoveShield(player);
 				S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
 			}
-			else if (player->mo->health > 1)
+			else if (player->rings > 0)
 			{
 				P_PlayRinglossSound(player->mo);
-				if (player->mo->health > 10)
-					player->mo->health -= 10;
+				if (player->rings >= 10)
+					player->rings -= 10;
 				else
-					player->mo->health = 1;
-				player->health = player->mo->health;
+					player->rings = 0;
 			}
 
 			P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
diff --git a/src/p_tick.c b/src/p_tick.c
index 55df9ca28b727ec53bb4aa50487cccd00ffe83d9..5235a1a034d4b60e2885b0feef202e9a0cc45b01 100644
--- a/src/p_tick.c
+++ b/src/p_tick.c
@@ -469,7 +469,7 @@ static inline void P_DoSpecialStageStuff(void)
 		for (i = 0; i < MAXPLAYERS; i++)
 			if (playeringame[i])
 			{
-				ssrings += (players[i].mo->health-1);
+				ssrings += players[i].rings;
 
 				// If in water, deplete timer 6x as fast.
 				if ((players[i].mo->eflags & MFE_TOUCHWATER)
diff --git a/src/p_user.c b/src/p_user.c
index 69334fe457a8dbeffa51e7e86f13cd2f6b967dfc..7acb3709353fc05467adc766572ceb598f45c770 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -697,7 +697,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		{
 			for (i = 0; i < MAXPLAYERS; i++)
 				if (playeringame[i]/* && players[i].pflags & PF_NIGHTSMODE*/)
-					total_rings += players[i].health-1;
+					total_rings += players[i].rings;
 		}
 
 		for (i = 0; i < MAXPLAYERS; i++)
@@ -715,8 +715,8 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 			}
 			else
 			{
-				players[i].finishedrings = (INT16)(players[i].health - 1);
-				P_AddPlayerScore(&players[i], (players[i].health - 1) * 50);
+				players[i].finishedrings = (INT16)(players[i].rings);
+				P_AddPlayerScore(&players[i], (players[i].rings) * 50);
 			}
 
 			// Add score to leaderboards now
@@ -727,7 +727,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 			players[i].lastmarescore = players[i].marescore;
 			players[i].marescore = 0;
 
-			players[i].mo->health = players[i].health = 1;
+			players[i].rings = 0;
 			P_DoPlayerExit(&players[i]);
 		}
 	}
@@ -735,12 +735,12 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 	{
 		/// \todo Handle multi-mare special stages.
 		// Ring bonus
-		P_AddPlayerScore(player, (player->health - 1) * 50);
+		P_AddPlayerScore(player, (player->rings) * 50);
 
 		player->lastmare = (UINT8)oldmare;
 		player->texttimer = 4*TICRATE;
 		player->textvar = 4; // Score and grades
-		player->finishedrings = (INT16)(player->health - 1);
+		player->finishedrings = (INT16)(player->rings);
 
 		// Add score to temp leaderboards
 		if (!(netgame||multiplayer) && P_IsLocalPlayer(player))
@@ -751,7 +751,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		player->marescore = 0;
 		player->marebegunat = leveltime;
 
-		player->mo->health = player->health = 1;
+		player->rings = 0;
 	}
 	else
 	{
@@ -898,30 +898,23 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
 	if (!player->mo)
 		return;
 
-	player->mo->health += num_rings;
-	player->health += num_rings;
+	player->rings += num_rings;
 
 	if (!G_IsSpecialStage(gamemap) || !useNightsSS)
 		player->totalring += num_rings;
 
 	// Can only get up to 9999 rings, sorry!
-	if (player->mo->health > 10000)
-	{
-		player->mo->health = 10000;
-		player->health = 10000;
-	}
-	else if (player->mo->health < 1)
-	{
-		player->mo->health = 1;
-		player->health = 1;
-	}
+	if (player->rings > 9999)
+		player->rings = 9999;
+	else if (player->rings < 0)
+		player->rings = 0;
 
 	// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
 	if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives())
 	{
 		INT32 gainlives = 0;
 
-		while (player->xtralife < maxXtraLife && player->health > 100 * (player->xtralife+1))
+		while (player->xtralife < maxXtraLife && player->rings >= 100 * (player->xtralife+1))
 		{
 			++gainlives;
 			++player->xtralife;
@@ -972,10 +965,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 	player->mo->momx = player->mo->momy = player->mo->momz = 0;
 
 	if (giverings)
-	{
-		player->mo->health = 51;
-		player->health = player->mo->health;
-	}
+		player->rings = 50;
 
 	// Just in case.
 	if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
@@ -994,6 +984,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 
 	P_PlayerFlagBurst(player, false);
 }
+
 // Adds to the player's score
 void P_AddPlayerScore(player_t *player, UINT32 amount)
 {
@@ -1080,6 +1071,42 @@ void P_AddPlayerScore(player_t *player, UINT32 amount)
 	}
 }
 
+// Steals from every enemy's score.
+void P_StealPlayerScore(player_t *player, UINT32 amount)
+{
+	boolean teams = G_GametypeHasTeams();
+	UINT32 stolen = 0;
+	int i;
+	for (i = 0; i < MAXPLAYERS; i++)
+	{
+		if (&players[i] == player
+		|| (teams && players[i].ctfteam == player->ctfteam))
+			continue;
+		if (players[i].score >= amount)
+		{
+			stolen += amount;
+			players[i].score -= amount;
+		}
+		else
+		{
+			stolen += players[i].score;
+			players[i].score = 0;
+		}
+	}
+	if (stolen > 0)
+	{
+		// In team match, all stolen points are removed from the enemy team's running score.
+		if (gametype == GT_TEAMMATCH)
+		{
+			if (player->ctfteam == 1)
+				bluescore -= amount;
+			else if (player->ctfteam == 2)
+				redscore -= amount;
+		}
+		P_AddPlayerScore(player, stolen);
+	}
+}
+
 //
 // P_PlayLivesJingle
 //
@@ -3194,72 +3221,61 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 			mobj_t *mo = NULL;
 			player->pflags |= PF_ATTACKDOWN;
 
+			#define TAKE_AMMO(player, power) \
+			player->powers[power]--; \
+			if (player->rings < 1) \
+			{ \
+				if (player->powers[power] > 0) \
+					player->powers[power]--; \
+			} \
+			else \
+				player->rings--;
+
 			if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
 				goto firenormal; //code repetition sucks.
 			// Bounce ring
 			else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
 			{
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_bouncering);
 				P_SetWeaponDelay(player, TICRATE/4);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
 
 				if (mo)
 					mo->fuse = 3*TICRATE; // Bounce Ring time
-
-				player->powers[pw_bouncering]--;
-				player->mo->health--;
-				player->health--;
 			}
 			// Rail ring
 			else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
 			{
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_railring);
 				P_SetWeaponDelay(player, (3*TICRATE)/2);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
 
 				// Rail has no unique thrown object, therefore its sound plays here.
 				S_StartSound(player->mo, sfx_rail1);
-
-				player->powers[pw_railring]--;
-				player->mo->health--;
-				player->health--;
 			}
 			// Automatic
 			else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
 			{
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_automaticring);
 				player->pflags &= ~PF_ATTACKDOWN;
 				P_SetWeaponDelay(player, 2);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
-
-				player->powers[pw_automaticring]--;
-				player->mo->health--;
-				player->health--;
 			}
 			// Explosion
 			else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
 			{
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_explosionring);
 				P_SetWeaponDelay(player, (3*TICRATE)/2);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
-
-				player->powers[pw_explosionring]--;
-				player->mo->health--;
-				player->health--;
 			}
 			// Grenade
 			else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
 			{
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_grenadering);
 				P_SetWeaponDelay(player, TICRATE/3);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
@@ -3269,10 +3285,6 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 					//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
 					mo->fuse = mo->info->mass;
 				}
-
-				player->powers[pw_grenadering]--;
-				player->mo->health--;
-				player->health--;
 			}
 			// Scatter
 			// Note: Ignores MF2_RAILRING
@@ -3282,8 +3294,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				angle_t shotangle = player->mo->angle;
 				angle_t oldaiming = player->aiming;
 
-				if (player->health <= 1)
-					return;
+				TAKE_AMMO(player, pw_scatterring);
 				P_SetWeaponDelay(player, (2*TICRATE)/3);
 
 				// Center
@@ -3309,10 +3320,6 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 
 				player->mo->z = oldz;
 				player->aiming = oldaiming;
-
-				player->powers[pw_scatterring]--;
-				player->mo->health--;
-				player->health--;
 				return;
 			}
 			// No powers, just a regular ring.
@@ -3336,7 +3343,7 @@ firenormal:
 				// Red Ring
 				else
 				{
-					if (player->health <= 1)
+					if (player->rings <= 0)
 						return;
 					P_SetWeaponDelay(player, TICRATE/4);
 
@@ -3345,11 +3352,12 @@ firenormal:
 					if (mo)
 						P_ColorTeamMissile(mo, player);
 
-					player->mo->health--;
-					player->health--;
+					player->rings--;
 				}
 			}
 
+			#undef TAKE_AMMO
+
 			if (mo)
 			{
 				if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
@@ -3400,7 +3408,7 @@ static void P_DoSuperStuff(player_t *player)
 		return; // NiGHTS Super doesn't mix with normal super
 
 	// Does player have all emeralds? If so, flag the "Ready For Super!"
-	if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->health > 50)
+	if (ALL7EMERALDS(emeralds) && player->rings >= 50)
 		player->pflags |= PF_SUPERREADY;
 	else
 		player->pflags &= ~PF_SUPERREADY;
@@ -3408,7 +3416,7 @@ static void P_DoSuperStuff(player_t *player)
 	if (player->powers[pw_super])
 	{
 		// If you're super and not Sonic, de-superize!
-		if (!((ALL7EMERALDS(emeralds)) && (player->charflags & SF_SUPER)) && !(ALL7EMERALDS(player->powers[pw_emeralds])))
+		if (!(ALL7EMERALDS(emeralds) && player->charflags & SF_SUPER))
 		{
 			player->powers[pw_super] = 0;
 			P_SetPlayerMobjState(player->mo, S_PLAY_STND);
@@ -3438,10 +3446,7 @@ static void P_DoSuperStuff(player_t *player)
 
 		// Deplete one ring every second while super
 		if ((leveltime % TICRATE == 0) && !(player->exiting))
-		{
-			player->health--;
-			player->mo->health--;
-		}
+			player->rings--;
 
 		player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0)
 		? (SKINCOLOR_SUPERSILVER1 + 5*((leveltime >> 1) % 7)) // A wholesome easter egg.
@@ -3458,7 +3463,7 @@ static void P_DoSuperStuff(player_t *player)
 		G_GhostAddColor(GHC_SUPER);
 
 		// Ran out of rings while super!
-		if (player->health <= 1 || player->exiting)
+		if (player->rings <= 0 || player->exiting)
 		{
 			player->powers[pw_emeralds] = 0; // lost the power stones
 			P_SpawnGhostMobj(player->mo);
@@ -3515,12 +3520,6 @@ static void P_DoSuperStuff(player_t *player)
 					P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
 					break;
 				}
-
-				if (!player->exiting)
-				{
-					player->health = 1;
-					player->mo->health = 1;
-				}
 			}
 
 			// Inform the netgame that the champion has fallen in the heat of battle.
@@ -3548,12 +3547,12 @@ static void P_DoSuperStuff(player_t *player)
 //
 boolean P_SuperReady(player_t *player)
 {
-	if ((player->pflags & PF_SUPERREADY) && !player->powers[pw_super] && !player->powers[pw_tailsfly]
+	if (player->pflags & PF_SUPERREADY && !player->powers[pw_super] && !player->powers[pw_tailsfly]
 	&& !(player->powers[pw_shield] & SH_NOSTACK)
 	&& !player->powers[pw_invulnerability]
 	&& !(maptol & TOL_NIGHTS) // don't turn 'regular super' in nights levels
 	&& player->pflags & PF_JUMPED
-	&& ((player->charflags & SF_SUPER) || ALL7EMERALDS(player->powers[pw_emeralds])))
+	&& player->charflags & SF_SUPER)
 		return true;
 
 	return false;
@@ -4195,13 +4194,6 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 						player->pflags |= PF_GLIDING|PF_THOKKED;
 						player->glidetime = 0;
 
-						if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
-						{
-							// Glide at double speed while super.
-							glidespeed *= 2;
-							player->pflags &= ~PF_THOKKED;
-						}
-
 						P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
 						P_InstaThrust(player->mo, player->mo->angle, FixedMul(glidespeed, player->mo->scale));
 						player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
@@ -4326,8 +4318,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 		player->pflags &= ~PF_JUMPDOWN;
 
 		// Repeat abilities, but not double jump!
-		if ((player->charability2 == CA2_MULTIABILITY && player->charability != CA_DOUBLEJUMP)
-			|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
+		if (player->charability2 == CA2_MULTIABILITY && player->charability != CA_DOUBLEJUMP)
 			player->secondjump = 0;
 		else if (player->charability == CA_FLOAT && player->secondjump == 1)
 			player->secondjump = 2;
@@ -4571,9 +4562,6 @@ static void P_2dMovement(player_t *player)
 		if (cmd->forwardmove != 0)
 			P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT,10*FRACUNIT), false);
 
-		if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
-			player->mo->momz *= 2;
-
 		player->mo->momx = 0;
 	}
 	else if (cmd->sidemove != 0 && !(player->pflags & PF_GLIDING || player->exiting
@@ -4771,11 +4759,7 @@ static void P_3dMovement(player_t *player)
 	if (player->climbing)
 	{
 		if (cmd->forwardmove)
-		{
 			P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 10*FRACUNIT), false);
-			if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
-				player->mo->momz *= 2;
-		}
 	}
 	else if (!analogmove
 		&& cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting
@@ -4809,12 +4793,7 @@ static void P_3dMovement(player_t *player)
 	}
 	// Sideways movement
 	if (player->climbing)
-	{
-		if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
-			P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 5*FRACUNIT), player->mo->scale));
-		else
-			P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 10*FRACUNIT), player->mo->scale));
-	}
+		P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 10*FRACUNIT), player->mo->scale));
 	// Analog movement control
 	else if (analogmove)
 	{
@@ -5543,12 +5522,10 @@ static void P_DoNiGHTSCapsule(player_t *player)
 	if (G_IsSpecialStage(gamemap))
 	{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1)
+			if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
 			{
-				player->mo->health += players[i].mo->health-1;
-				player->health = player->mo->health;
-				players[i].mo->health = 1;
-				players[i].health = players[i].mo->health;
+				player->rings += players[i].rings;
+				players[i].rings = 0;
 			}
 	}
 
@@ -5557,10 +5534,9 @@ static void P_DoNiGHTSCapsule(player_t *player)
 		&& player->mo->y == player->capsule->y
 		&& player->mo->z == player->capsule->z+(player->capsule->height/3))
 	{
-		if (player->mo->health > 1)
+		if (player->rings > 0)
 		{
-			player->mo->health--;
-			player->health--;
+			player->rings--;
 			player->capsule->health--;
 			player->capsule->extravalue1++;
 
@@ -6252,7 +6228,7 @@ static void P_PlayerDropWeapon(player_t *player)
 
 	if (mo)
 	{
-		player->mo->health--;
+		player->rings--;
 		P_InstaThrust(mo, player->mo->angle-ANGLE_180, 8*FRACUNIT);
 		P_SetObjectMomZ(mo, 4*FRACUNIT, false);
 		mo->flags2 |= MF2_DONTRESPAWN;
@@ -6580,7 +6556,7 @@ static void P_MovePlayer(player_t *player)
 					if (playeringame[i])
 						players[i].exiting = (14*TICRATE)/5 + 1;
 			}
-			else if (player->health > 1)
+			else if (player->rings > 0)
 				P_DamageMobj(player->mo, NULL, NULL, 1, 0);
 			player->pflags &= ~PF_NIGHTSFALL;
 		}
@@ -6737,8 +6713,8 @@ static void P_MovePlayer(player_t *player)
 			P_ResetPlayer(player); // down, stop gliding.
 			if (onground)
 				P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
-			else if ((player->charability2 == CA2_MULTIABILITY)
-				|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_GLIDEANDCLIMB))
+			else if (player->charability2 == CA2_MULTIABILITY
+				&& player->charability == CA_GLIDEANDCLIMB)
 			{
 				player->pflags |= PF_JUMPED;
 				P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
@@ -7660,12 +7636,12 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
 			mo->flags |= MF_SPECIAL|MF_SHOOTABLE;
 
 		if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield!
-			P_KillMobj(mo->tracer, inflictor, source, 0);
+			P_KillMobj(mo->tracer, inflictor, source, DMG_NUKE);
 
 		if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players!
-			P_DamageMobj(mo, inflictor, source, 1, 0);
+			P_DamageMobj(mo, inflictor, source, 1, DMG_NUKE);
 		else
-			P_DamageMobj(mo, inflictor, source, 1000, 0);
+			P_DamageMobj(mo, inflictor, source, 1000, DMG_NUKE);
 	}
 }
 
@@ -8860,7 +8836,7 @@ void P_PlayerThink(player_t *player)
 #endif
 
 	// todo: Figure out what is actually causing these problems in the first place...
-	if ((player->health <= 0 || player->mo->health <= 0) && player->playerstate == PST_LIVE) //you should be DEAD!
+	if (player->mo->health <= 0 && player->playerstate == PST_LIVE) //you should be DEAD!
 	{
 		CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri));
 		player->playerstate = PST_DEAD;
@@ -8965,7 +8941,7 @@ void P_PlayerThink(player_t *player)
 		//  it to the exit, you're a goner!
 		else if (countdown == 1 && !player->exiting && player->lives > 0)
 		{
-			if (netgame && player->health > 0)
+			if (netgame && player->mo->health > 0)
 				CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
 
 			player->pflags |= PF_TIMEOVER;
@@ -9054,7 +9030,7 @@ void P_PlayerThink(player_t *player)
 	{
 		player->score = 0;
 		player->mo->health = 1;
-		player->health = 1;
+		player->rings = 0;
 	}
 
 	if ((netgame || multiplayer) && player->lives <= 0)
@@ -9227,7 +9203,7 @@ void P_PlayerThink(player_t *player)
 	if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX && ((player->pflags & PF_NIGHTSMODE) || player->powers[pw_flashing] < flashingtics))
 		player->powers[pw_flashing]--;
 
-	if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM && !(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) // tails fly counter
+	if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM) // tails fly counter
 		player->powers[pw_tailsfly]--;
 
 	if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
@@ -9543,10 +9519,6 @@ void P_PlayerAfterThink(player_t *player)
 	if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring]))
 		player->currentweapon = 0;
 
-	// If you're out of rings, but have Infinity Rings left, switch to that.
-	if (player->currentweapon != 0 && player->health <= 1 && player->powers[pw_infinityring])
-		player->currentweapon = 0;
-
 	if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
 		S_StartSound(NULL, sfx_wepchg);
 
diff --git a/src/st_stuff.c b/src/st_stuff.c
index fb90bfe800f814bf47fba307e38576596aff36ae..658c2c6d602354e1951ae50511361ff63cd12bdc 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -679,9 +679,9 @@ static void ST_drawTime(void)
 
 static inline void ST_drawRings(void)
 {
-	INT32 ringnum = max(stplyr->health-1, 0);
+	INT32 ringnum = max(stplyr->rings, 0);
 
-	ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->health <= 1 && leveltime/5 & 1) ? rrings : sborings));
+	ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->rings <= 0 && leveltime/5 & 1) ? rrings : sborings));
 
 	if (objectplacing)
 		ringnum = op_currentdoomednum;
@@ -690,8 +690,8 @@ static inline void ST_drawRings(void)
 		INT32 i;
 		ringnum = 0;
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] && players[i].mo && players[i].mo->health > 1)
-				ringnum += players[i].mo->health - 1;
+			if (playeringame[i] && players[i].mo && players[i].rings > 0)
+				ringnum += players[i].rings;
 	}
 
 	ST_DrawNumFromHudWS(HUD_RINGSNUM, ringnum);
@@ -1163,11 +1163,11 @@ static void ST_drawNiGHTSHUD(void)
 		INT32 i;
 		total_ringcount = 0;
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].health)
-				total_ringcount += players[i].health - 1;
+			if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].rings)
+				total_ringcount += players[i].rings;
 	}
 	else
-		total_ringcount = stplyr->health-1;
+		total_ringcount = stplyr->rings;
 
 	if (stplyr->capsule)
 	{
@@ -1379,7 +1379,7 @@ static void ST_drawWeaponRing(powertype_t weapon, INT32 rwflag, INT32 wepflag, I
 			txtflags |= V_YELLOWMAP;
 
 		if (weapon == pw_infinityring
-		|| (stplyr->ringweapons & rwflag && stplyr->health > 1))
+		|| (stplyr->ringweapons & rwflag))
 			txtflags |= V_20TRANS;
 		else
 		{
@@ -1417,7 +1417,7 @@ static void ST_drawMatchHUD(void)
 
 	if (stplyr->powers[pw_infinityring])
 		ST_drawWeaponRing(pw_infinityring, 0, 0, offset, infinityring);
-	else if (stplyr->health > 1)
+	else if (stplyr->rings > 0)
 		V_DrawScaledPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT, normring);
 	else
 		V_DrawTranslucentPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT|V_80TRANS, normring);
diff --git a/src/y_inter.c b/src/y_inter.c
index 8f158a1b452f86dbb81867bfc09f1a5159614e3d..3b14f28375ca3f3530a8a5d99c785d2c2a7616d2 100644
--- a/src/y_inter.c
+++ b/src/y_inter.c
@@ -839,13 +839,13 @@ static void Y_UpdateRecordReplays(void)
 	if ((mainrecords[gamemap-1]->time == 0) || (players[consoleplayer].realtime < mainrecords[gamemap-1]->time))
 		mainrecords[gamemap-1]->time = players[consoleplayer].realtime;
 
-	if ((UINT16)(players[consoleplayer].health - 1) > mainrecords[gamemap-1]->rings)
-		mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].health - 1);
+	if ((UINT16)(players[consoleplayer].rings) > mainrecords[gamemap-1]->rings)
+		mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].rings);
 
 	// Save demo!
 	bestdemo[255] = '\0';
 	lastdemo[255] = '\0';
-	G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].health-1));
+	G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].rings));
 	G_CheckDemoStatus();
 
 	I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
@@ -1435,7 +1435,7 @@ static void Y_CalculateCompetitionWinners(void)
 			bestat[j] = true;
 
 		times[i]    = players[i].realtime;
-		rings[i]    = (UINT32)max(players[i].health-1, 0);
+		rings[i]    = (UINT32)max(players[i].rings, 0);
 		maxrings[i] = (UINT32)players[i].totalring;
 		monitors[i] = (UINT32)players[i].numboxes;
 		scores[i]   = (UINT32)min(players[i].score, 99999990);
@@ -1450,7 +1450,7 @@ static void Y_CalculateCompetitionWinners(void)
 			else
 				bestat[0] = false;
 
-			if (max(players[i].health-1, 0) >= max(players[j].health-1, 0))
+			if (max(players[i].rings, 0) >= max(players[j].rings, 0))
 				points[i]++;
 			else
 				bestat[1] = false;
@@ -1573,7 +1573,7 @@ static void Y_SetRingBonus(player_t *player, y_bonus_t *bstruct)
 {
 	strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch));
 	bstruct->display = true;
-	bstruct->points = max(0, (player->health-1) * 100);
+	bstruct->points = max(0, (player->rings) * 100);
 }
 
 //
@@ -1621,7 +1621,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
 		for (i = 0; i < MAXPLAYERS; i++)
 		{
 			if (!playeringame[i]) continue;
-			sharedringtotal += players[i].health - 1;
+			sharedringtotal += players[i].rings;
 		}
 		if (!sharedringtotal || sharedringtotal < nummaprings)
 			data.coop.gotperfbonus = 0;