diff --git a/extras/conf/Includes/Game_SRB222.cfg b/extras/conf/Includes/Game_SRB222.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..3c4b11e9f301f90b68a5ee90c366416048946b73
--- /dev/null
+++ b/extras/conf/Includes/Game_SRB222.cfg
@@ -0,0 +1,77 @@
+// Default lump name for new map
+defaultlumpname = "MAP01";
+//GZDB specific. Don't try to load lumps that don't exist.
+basegame = 0;
+
+//Sky textures for vanilla maps
+defaultskytextures
+{
+	SKY1 = "MAP01,MAP02,MAP03,MAP33,MAP50,MAP60,MAPF0,MAPM0";
+	SKY2 = "MAPM7,MAPMB";
+	SKY4 = "MAP04,MAP06,MAP61,MAPF6,MAPM1";
+	SKY6 = "MAP05,MAP51,MAPMA";
+	SKY7 = "MAPM2,MAPM5";
+	SKY8 = "MAP07,MAP08,MAP09,MAP52,MAP62,MAPF1";
+	SKY10 = "MAP10,MAP12,MAP53,MAP63,MAPM3";
+	SKY11 = "MAP11,MAPF7";
+	SKY13 = "MAP13,MAP64";
+	SKY14 = "MAP14";
+	SKY15 = "MAP15,MAP54";
+	SKY17 = "MAP70";
+	SKY20 = "MAP32,MAP55,MAP65,MAPF2,MAPF5";
+	SKY21 = "MAPM4";
+	SKY22 = "MAP22,MAP23,MAP25,MAP26,MAP27,MAP56,MAP66,MAPF4,MAPM6";
+	SKY30 = "MAP30";
+	SKY31 = "MAP31";
+	SKY35 = "MAP42";
+	SKY40 = "MAP41,MAP71,MAPM9";
+	SKY55 = "MAPF3,MAPM8";
+	SKY68 = "MAPF8";
+	SKY99 = "MAP57,MAPZ0";
+	SKY159 = "MAP16";
+	SKY172 = "MAP40";
+	SKY300 = "MAP72";
+	SKY301 = "MAP73";
+}
+
+// Skill levels
+skills
+{
+	1 = "Normal";
+}
+
+// Skins
+skins
+{
+	Sonic;
+	Tails;
+	Knuckles;
+	Amy;
+	Fang;
+	Metalsonic;
+}
+
+// Gametypes
+gametypes
+{
+	-1 = "Single Player";
+	0 = "Co-op";
+	1 = "Competition";
+	2 = "Race";
+	3 = "Match";
+	4 = "Team Match";
+	5 = "Tag";
+	6 = "Hide and Seek";
+	7 = "CTF";
+}
+
+// Texture loading options
+defaultwalltexture = "GFZROCK";
+defaultfloortexture = "GFZFLR01";
+defaultceilingtexture = "F_SKY1";
+
+// Default texture sets
+// (these are not required, but useful for new users)
+texturesets
+{
+}
\ No newline at end of file
diff --git a/extras/conf/Includes/SRB222_common.cfg b/extras/conf/Includes/SRB222_common.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..a832e6cefe6c2ba1580cbd48083bcf1c2702da81
--- /dev/null
+++ b/extras/conf/Includes/SRB222_common.cfg
@@ -0,0 +1,309 @@
+common
+{
+	// Some common settings
+
+
+
+	// Default testing parameters
+	testparameters = "-file \"%AP\" \"%F\" -warp %L";
+	testshortpaths = true;
+
+	// Action special help (mxd)
+	actionspecialhelp = "https://wiki.srb2.org/wiki/Linedef_type_%K";
+
+	// Default nodebuilder configurations
+	defaultsavecompiler = "zennode_normal";
+	defaulttestcompiler = "zennode_fast";
+
+	// Generalized actions
+	generalizedlinedefs = false;
+	generalizedsectors = true;
+
+	mixtexturesflats = true;
+	defaulttexturescale = 1.0f;
+	defaultflatscale = 1.0f;
+	scaledtextureoffsets = true;
+
+	// Thing number for start position in 3D Mode
+	start3dmode = 3328;
+
+	// Texture sources
+	textures
+	{
+		include("SRB222_misc.cfg", "textures");
+	}
+
+	// Patch sources
+	patches
+	{
+		include("SRB222_misc.cfg", "patches");
+	}
+
+	// Sprite sources
+	sprites
+	{
+		include("SRB222_misc.cfg", "sprites");
+	}
+
+	// Flat sources
+	flats
+	{
+		include("SRB222_misc.cfg", "flats");
+	}
+}
+
+mapformat_doom
+{
+	// The format interface handles the map data format - DoomMapSetIO for SRB2DB2, SRB2MapSetIO for Zone Builder
+	formatinterface = "SRB2MapSetIO";
+
+	/*
+	GAME DETECT PATTERN
+	Used to guess the game for which a WAD file is made.
+
+	1 = One of these lumps must exist
+	2 = None of these lumps must exist
+	3 = All of these lumps must exist
+	*/
+
+	gamedetect
+	{
+		EXTENDED = 2;
+
+
+		BEHAVIOR = 2;
+
+		E#M# = 2;
+
+		MAP?? = 1;
+	}
+
+	/*
+	MAP LUMP NAMES
+	Map lumps are loaded with the map as long as they are right after each other. When the editor
+	meets a lump which is not defined in this list it will ignore the map if not satisfied.
+	The order of items defines the order in which lumps will be written to WAD file on save.
+	To indicate the map header lump, use ~MAP
+
+	Legenda:
+	required = Lump is required to exist.
+	blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
+	nodebuild = The nodebuilder generates this lump.
+	allowempty = The nodebuilder is allowed to leave this lump empty.
+	script = This lump is a text-based script. Specify the filename of the script configuration to use.
+	*/
+
+	maplumpnames
+	{
+		include("SRB222_misc.cfg", "doommaplumpnames");
+	}
+
+	// When this is set to true, sectors with the same tag will light up when a line is highlighted
+	linetagindicatesectors = true;
+
+	// Special linedefs
+	include("SRB222_misc.cfg", "speciallinedefs");
+
+	// Default flags for first new thing (As far as 2.2 goes, they're empty just like in 2.1)
+	defaultthingflags
+	{
+	}
+
+	// DEFAULT SECTOR BRIGHTNESS LEVELS
+	sectorbrightness
+	{
+		include("SRB222_misc.cfg", "sectorbrightness");
+	}
+
+	// SECTOR TYPES-----------------------------------------------------------------
+	sectortypes
+	{
+		include("SRB222_sectors.cfg", "sectortypes");
+	}
+
+	// GENERALISED SECTOR TYPES-----------------------------------------------------------------
+	gen_sectortypes
+	{
+		include("SRB222_sectors.cfg", "gen_sectortypes");
+	}
+
+	// LINEDEF FLAGS
+	linedefflags
+	{
+		include("SRB222_misc.cfg", "linedefflags");
+	}
+
+	// Linedef flags UDMF translation table
+	// This is needed for copy/paste and prefabs to work properly
+	// When the UDMF field name is prefixed with ! it is inverted
+	linedefflagstranslation
+	{
+		include("SRB222_misc.cfg", "linedefflagstranslation");
+	}
+
+	// LINEDEF ACTIVATIONS
+	linedefactivations
+	{
+	}
+
+	// LINEDEF TYPES
+	linedeftypes
+	{
+		include("SRB222_linedefs.cfg", "doom");
+	}
+
+	// THING FLAGS
+	thingflags
+	{
+		include("SRB222_misc.cfg", "thingflags");
+	}
+
+	// Thing flags UDMF translation table
+	// This is needed for copy/paste and prefabs to work properly
+	// When the UDMF field name is prefixed with ! it is inverted
+	thingflagstranslation
+	{
+		include("SRB222_misc.cfg", "thingflagstranslation");
+	}
+
+	// THING FLAGS ERROR MASK
+	// Mask for the thing flags which indicates the options
+	// that make the same thing appear in the same modes
+	thingflagsmask1 = 7;	// 1 + 2 + 4
+	thingflagsmask2 = 0;
+}
+
+mapformat_udmf
+{
+	// The format interface handles the map data format
+	formatinterface = "UniversalMapSetIO";
+
+	// Enables support for long (> 8 chars) texture names
+	// WARNING: this should only be enabled for UDMF game configurations!
+	// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
+	longtexturenames = false;
+
+	// Default nodebuilder configurations
+	defaultsavecompiler = "zdbsp_udmf_normal";
+	defaulttestcompiler = "zdbsp_udmf_fast";
+
+	engine = "srb2"; // override that so that DB2 uses the correct namespace
+
+	maplumpnames
+	{
+		include("UDMF_misc.cfg", "udmfmaplumpnames_begin");
+		include("SRB222_misc.cfg", "udmfmaplumpnames");
+		include("UDMF_misc.cfg", "udmfmaplumpnames_end");
+	}
+
+	universalfields
+	{
+//		include("SRB222_misc.cfg", "universalfields");
+	}
+
+	// When this is set to true, sectors with the same tag will light up when a line is highlighted
+	linetagindicatesectors = false;
+
+	// Special linedefs
+	include("SRB222_misc.cfg", "speciallinedefs_udmf");
+
+	// Default flags for first new thing (As far as 2.2 goes, they're empty just like in 2.1)
+	defaultthingflags
+	{
+	}
+
+	// Generalized actions
+	generalizedlinedefs = false;
+
+	// SECTOR FLAGS
+	sectorflags
+	{
+//		include("SRB222_misc.cfg", "sectorflags");
+	}
+
+	// DEFAULT SECTOR BRIGHTNESS LEVELS
+	sectorbrightness
+	{
+		include("SRB222_misc.cfg", "sectorbrightness");
+	}
+
+	// SECTOR TYPES
+	sectortypes
+	{
+		include("SRB222_sectors.cfg", "sectortypes");
+	}
+
+	// SECTOR RENSERSTYLES
+/*	sectorrenderstyles
+	{
+		include("SRB222_misc.cfg", "sectorrenderstyles");
+	}*/
+
+	// LINEDEF FLAGS
+	linedefflags
+	{
+		include("SRB222_misc.cfg", "linedefflags_udmf");
+	}
+
+	// LINEDEF ACTIVATIONS
+	linedefactivations
+	{
+		include("SRB222_misc.cfg", "linedefactivations_udmf");
+	}
+
+	linedefflagstranslation
+	{
+	}
+
+
+	// LINEDEF RENSERSTYLES
+	linedefrenderstyles
+	{
+		include("SRB222_misc.cfg", "linedefrenderstyles");
+	}
+
+	//SIDEDEF FLAGS
+/*	sidedefflags
+	{
+		include("UDMF_misc.cfg", "sidedefflags");
+	}*/
+
+	// THING FLAGS
+	thingflags
+	{
+		include("SRB222_misc.cfg", "thingflags_udmf");
+	}
+
+	// Thing flags UDMF translation table
+	// This is needed for copy/paste and prefabs to work properly
+	// When the UDMF field name is prefixed with ! it is inverted
+	thingflagstranslation
+	{
+		include("SRB222_misc.cfg", "thingflagstranslation");
+	}
+
+	// THING RENSERSTYLES
+/*	thingrenderstyles
+	{
+		include("SRB222_misc.cfg", "thingrenderstyles");
+	}*/
+
+	// How to compare thing flags (for the stuck things error checker)
+/*	thingflagscompare
+	{
+		include("UDMF_misc.cfg", "thingflagscompare");
+	}*/
+
+	//mxd. Thing flags UDMF translation table
+	// This is needed for copy/paste and prefabs to work properly
+	// When the UDMF field name is prefixed with ! it is inverted
+	thingflagstranslation
+	{
+	}
+
+	// LINEDEF TYPES
+	linedeftypes
+	{
+		include("SRB222_linedefs.cfg", "udmf");
+	}
+}
\ No newline at end of file
diff --git a/extras/conf/Includes/SRB222_linedefs.cfg b/extras/conf/Includes/SRB222_linedefs.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..fdf1918502a582abebe398e2ecb7bc8c98db442e
--- /dev/null
+++ b/extras/conf/Includes/SRB222_linedefs.cfg
@@ -0,0 +1,2486 @@
+doom
+{
+	misc
+	{
+		title = "Miscellaneous";
+
+		0
+		{
+			title = "None";
+			prefix = "(0)";
+		}
+
+		1
+		{
+			title = "Per-Sector Gravity";
+			prefix = "(1)";
+			flags64text = "[6] Flip in reverse gravity";
+		}
+
+		5
+		{
+			title = "Camera Scanner";
+			prefix = "(5)";
+		}
+
+		7
+		{
+			title = "Sector Flat Alignment";
+			prefix = "(7)";
+			flags2048text = "[11] Don't align floor";
+			flags4096text = "[12] Don't align ceiling";
+			flags8192text = "[13] Use texture offsets";
+		}
+
+		10
+		{
+			title = "Culling Plane";
+			prefix = "(10)";
+			flags64text = "[6] Cull only while in sector";
+		}
+
+		13
+		{
+			title = "Heat Wave Effect";
+			prefix = "(13)";
+		}
+
+	    40
+		{
+			title = "Visual Portal Between Tagged Linedefs";
+			prefix = "(40)";
+		}
+
+	    41
+		{
+			title = "Horizon Effect";
+			prefix = "(41)";
+		}
+
+		50
+		{
+			title = "Instantly Lower Floor on Level Load";
+			prefix = "(50)";
+		}
+
+		51
+		{
+			title = "Instantly Raise Ceiling on Level Load";
+			prefix = "(51)";
+		}
+
+		63
+		{
+			title = "Fake Floor/Ceiling Planes";
+			prefix = "(63)";
+		}
+
+		540
+		{
+			title = "Floor Friction";
+			prefix = "(540)";
+		}
+	}
+
+	parameters
+	{
+		title = "Parameters";
+
+		2
+		{
+			title = "Custom Exit";
+			prefix = "(2)";
+			flags2text = "[1] Check emeralds";
+			flags64text = "[6] Skip score tally";
+		}
+
+		3
+		{
+			title = "Zoom Tube Parameters";
+			prefix = "(3)";
+			flags512text = "[9] Ignore player direction";
+		}
+
+		4
+		{
+			title = "Speed Pad Parameters";
+			prefix = "(4)";
+			flags512text = "[9] No teleport to center";
+			flags1024text = "[10] Force spinning frames";
+		}
+
+		8
+		{
+			title = "Special Sector Properties";
+			prefix = "(8)";
+			flags32text = "[5] Invert precipitation";
+			flags64text = "[6] Touch only ceiling";
+			flags128text = "[7] Allow opposite gravity";
+			flags256text = "[8] Touch sector edge";
+			flags512text = "[9] Touch floor or ceiling";
+		}
+
+		9
+		{
+			title = "Chain Parameters";
+			prefix = "(9)";
+			flags32text = "[5] Swing instead of spin";
+			flags64text = "[6] Player-turnable chain";
+			flags128text = "[7] Make chain from end item";
+			flags256text = "[8] Spawn link at origin";
+			flags512text = "[9] Don't clip inside ground";
+			flags1024text = "[10] No distance check";
+		}
+
+		11
+		{
+			title = "Rope Hang Parameters";
+			prefix = "(11)";
+			flags32text = "[5] Don't loop";
+			flags64text = "[6] Static";
+		}
+
+		12
+		{
+			title = "Rock Spawner Parameters";
+			prefix = "(12)";
+			flags64text = "[6] Randomize speed";
+		}
+
+		14
+		{
+			title = "Bustable Block Parameters";
+			prefix = "(14)";
+			flags32text = "[5] Particles launch from center";
+		}
+
+		15
+		{
+			title = "Fan Particle Spawner Parameters";
+			prefix = "(15)";
+		}
+
+		16
+		{
+			title = "Minecart Parameters";
+			prefix = "(16)";
+		}
+
+		64
+		{
+			title = "Continuously Appearing/Disappearing FOF";
+			prefix = "(64)";
+			flags2text = "[1] Use control sector tag";
+			flags64text = "[6] No sound effect";
+		}
+
+		65
+		{
+			title = "Bridge Thinker <disabled>";
+			prefix = "(65)";
+		}
+	}
+
+	polyobject
+	{
+		title = "PolyObject";
+
+		20
+		{
+			title = "First Line";
+			prefix = "(20)";
+		}
+
+		21
+		{
+			title = "Explicitly Include Line <disabled>";
+			prefix = "(21)";
+		}
+
+		22
+		{
+			title = "Parameters";
+			prefix = "(22)";
+			flags64text = "[6] Trigger linedef executor";
+			flags128text = "[7] Intangible";
+			flags256text = "[8] Stopped by pushables";
+			flags512text = "[9] Render flats";
+		}
+
+		30
+		{
+			title = "Waving Flag";
+			prefix = "(30)";
+		}
+
+		31
+		{
+			title = "Displacement by Front Sector";
+			prefix = "(31)";
+		}
+
+		32
+		{
+			title = "Angular Displacement by Front Sector";
+			prefix = "(32)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't turn players";
+			flags512text = "[9] Turn all objects";
+		}
+	}
+
+	planemove
+	{
+		title = "Plane Movement";
+
+		52
+		{
+			title = "Continuously Falling Sector";
+			prefix = "(52)";
+			flags64text = "[6] Continuously rising";
+		}
+
+		53
+		{
+			title = "Continuous Floor/Ceiling Mover";
+			prefix = "(53)";
+		}
+
+		54
+		{
+			title = "Continuous Floor Mover";
+			prefix = "(54)";
+		}
+
+		55
+		{
+			title = "Continuous Ceiling Mover";
+			prefix = "(55)";
+		}
+
+		56
+		{
+			title = "Continuous Two-Speed Floor/Ceiling Mover";
+			prefix = "(56)";
+		}
+
+		57
+		{
+			title = "Continuous Two-Speed Floor Mover";
+			prefix = "(57)";
+		}
+
+		58
+		{
+			title = "Continuous Two-Speed Ceiling Mover";
+			prefix = "(58)";
+		}
+
+		59
+		{
+			title = "Activate Moving Platform";
+			prefix = "(59)";
+			flags64text = "[6] Move upwards at start";
+		}
+
+		60
+		{
+			title = "Activate Moving Platform (Adjustable Speed)";
+			prefix = "(60)";
+			flags64text = "[6] Move upwards at start";
+		}
+
+		61
+		{
+			title = "Crusher (Ceiling to Floor)";
+			prefix = "(61)";
+			flags512text = "[9] Double, constant speed";
+		}
+
+		62
+		{
+			title = "Crusher (Floor to Ceiling)";
+			prefix = "(62)";
+			flags512text = "[9] Double, constant speed";
+		}
+
+		66
+		{
+			title = "Move Floor by Displacement";
+			prefix = "(66)";
+			flags64text = "[6] Inverse movement";
+		}
+
+		67
+		{
+			title = "Move Ceiling by Displacement";
+			prefix = "(67)";
+			flags64text = "[6] Inverse movement";
+		}
+
+		68
+		{
+			title = "Move Floor and Ceiling by Displacement";
+			prefix = "(68)";
+			flags64text = "[6] Inverse movement";
+		}
+	}
+
+	fofsolid
+	{
+		title = "FOF (solid)";
+
+		100
+		{
+			title = "Solid, Opaque";
+			prefix = "(100)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		101
+		{
+			title = "Solid, Opaque, No Shadow";
+			prefix = "(101)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1DF";
+		}
+
+		102
+		{
+			title = "Solid, Translucent";
+			prefix = "(102)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Render insides";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "195F";
+			flags643dfloorflagsadd = "7C80";
+		}
+
+		103
+		{
+			title = "Solid, Sides Only";
+			prefix = "(103)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1CF";
+		}
+
+		104
+		{
+			title = "Solid, No Sides";
+			prefix = "(104)";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1D7";
+			flags643dfloorflagsremove = "40";
+		}
+
+		105
+		{
+			title = "Solid, Invisible";
+			prefix = "(105)";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "47";
+		}
+
+		140
+		{
+			title = "Intangible from Bottom, Opaque";
+			prefix = "(140)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "200841F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		141
+		{
+			title = "Intangible from Bottom, Translucent";
+			prefix = "(141)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Render insides/block non-plr";
+			3dfloor = true;
+			3dfloorflags = "200191F";
+			flags1283dfloorflagsadd = "7C80";
+			flags643dfloorflagsadd = "40";
+		}
+
+		142
+		{
+			title = "Intangible from Bottom, Translucent, No Sides";
+			prefix = "(142)";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Render insides/block non-plr";
+			3dfloor = true;
+			3dfloorflags = "2001917";
+			flags1283dfloorflagsadd = "7C80";
+			flags643dfloorflagsadd = "40";
+		}
+
+		143
+		{
+			title = "Intangible from Top, Opaque";
+			prefix = "(143)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "400841F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		144
+		{
+			title = "Intangible from Top, Translucent";
+			prefix = "(144)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Render insides/block non-plr";
+			3dfloor = true;
+			3dfloorflags = "400191F";
+			flags1283dfloorflagsadd = "7C80";
+			flags643dfloorflagsadd = "40";
+		}
+
+		145
+		{
+			title = "Intangible from Top, Translucent, No Sides";
+			prefix = "(145)";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Render insides/block non-plr";
+			3dfloor = true;
+			3dfloorflags = "4001917";
+			flags1283dfloorflagsadd = "7C80";
+			flags643dfloorflagsadd = "40";
+		}
+
+		146
+		{
+			title = "Only Tangible from Sides";
+			prefix = "(146)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "600800F";
+		}
+	}
+
+	fofintangible
+	{
+		title = "FOF (intangible)";
+
+		120
+		{
+			title = "Water, Opaque";
+			prefix = "(120)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "8F39";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		121
+		{
+			title = "Water, Translucent";
+			prefix = "(121)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "9F39";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		122
+		{
+			title = "Water, Opaque, No Sides";
+			prefix = "(122)";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "F31";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		123
+		{
+			title = "Water, Translucent, No Sides";
+			prefix = "(123)";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "1F31";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		124
+		{
+			title = "Goo Water, Translucent";
+			prefix = "(124)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "209F39";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		125
+		{
+			title = "Goo Water, Translucent, No Sides";
+			prefix = "(125)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Use two light levels";
+			flags512text = "[9] Use target light level";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "201F31";
+			flags643dfloorflagsadd = "20000";
+			flags5123dfloorflagsadd = "80000000";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		220
+		{
+			title = "Intangible, Opaque";
+			prefix = "(220)";
+			flags8text = "[3] Slope skew sides";
+			3dfloor = true;
+			3dfloorflags = "8F19";
+		}
+
+		221
+		{
+			title = "Intangible, Translucent";
+			prefix = "(221)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Cast shadow";
+			3dfloor = true;
+			3dfloorflags = "1B59";
+			flags643dfloorflagsremove = "40";
+		}
+
+		222
+		{
+			title = "Intangible, Sides Only";
+			prefix = "(222)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Cast shadow";
+			3dfloor = true;
+			3dfloorflags = "8249";
+			flags643dfloorflagsremove = "240";
+		}
+
+		223
+		{
+			title = "Intangible, Invisible";
+			prefix = "(223)";
+			3dfloor = true;
+			3dfloorflags = "41";
+		}
+	}
+
+	fofmoving
+	{
+		title = "FOF (moving)";
+
+		150
+		{
+			title = "Air Bobbing";
+			prefix = "(150)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		151
+		{
+			title = "Air Bobbing (Adjustable)";
+			prefix = "(151)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		152
+		{
+			title = "Reverse Air Bobbing (Adjustable)";
+			prefix = "(152)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		160
+		{
+			title = "Floating, Bobbing";
+			prefix = "(160)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "4019F";
+		}
+
+		190
+		{
+			title = "Rising Platform, Solid, Opaque";
+			prefix = "(190)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		191
+		{
+			title = "Rising Platform, Solid, Opaque, No Shadow";
+			prefix = "(191)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1DF";
+		}
+
+		192
+		{
+			title = "Rising Platform, Solid, Translucent";
+			prefix = "(192)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "195F";
+		}
+
+		193
+		{
+			title = "Rising Platform, Solid, Invisible";
+			prefix = "(193)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "47";
+		}
+
+		194
+		{
+			title = "Rising Platform, Intangible from Bottom, Opaque";
+			prefix = "(194)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash, no shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "200841F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		195
+		{
+			title = "Rising Platform, Intangible from Bottom, Translucent";
+			prefix = "(195)";
+			flags2text = "[1] Sink when stepped on";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash, no shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "2009D1F";
+			flags643dfloorflagsadd = "40";
+		}
+	}
+
+	fofcrumbling
+	{
+		title = "FOF (crumbling)";
+
+		170
+		{
+			title = "Crumbling, Respawn";
+			prefix = "(170)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "10019F";
+		}
+
+		171
+		{
+			title = "Crumbling, No Respawn";
+			prefix = "(171)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "80019F";
+		}
+
+		172
+		{
+			title = "Crumbling, Respawn, Intangible from Bottom";
+			prefix = "(172)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "210841F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		173
+		{
+			title = "Crumbling, No Respawn, Intangible from Bottom";
+			prefix = "(173)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "218841F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		174
+		{
+			title = "Crumbling, Respawn, Int. from Bottom, Translucent";
+			prefix = "(174)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "210959F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		175
+		{
+			title = "Crumbling, No Respawn, Int. from Bottom, Translucent";
+			prefix = "(175)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Don't cast shadow";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "218959F";
+			flags643dfloorflagsadd = "40";
+		}
+
+		176
+		{
+			title = "Crumbling, Respawn, Floating, Bobbing";
+			prefix = "(176)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "14019F";
+		}
+
+		177
+		{
+			title = "Crumbling, No Respawn, Floating, Bobbing";
+			prefix = "(177)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1C019F";
+		}
+
+		178
+		{
+			title = "Crumbling, Respawn, Floating";
+			prefix = "(178)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "14019F";
+		}
+
+		179
+		{
+			title = "Crumbling, No Respawn, Floating";
+			prefix = "(179)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "1C019F";
+		}
+
+		180
+		{
+			title = "Crumbling, Respawn, Air Bobbing";
+			prefix = "(180)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags64text = "[6] Spindash to move";
+			flags128text = "[7] Only block non-players";
+			3dfloor = true;
+			3dfloorflags = "10019F";
+		}
+	}
+
+	fofspecial
+	{
+		title = "FOF (special)";
+
+		200
+		{
+			title = "Light Block";
+			prefix = "(200)";
+			3dfloor = true;
+			3dfloorflags = "20201";
+		}
+
+		201
+		{
+			title = "Half Light Block";
+			prefix = "(201)";
+			3dfloor = true;
+			3dfloorflags = "201";
+		}
+
+		202
+		{
+			title = "Fog Block";
+			prefix = "(202)";
+			3dfloor = true;
+			3dfloorflags = "3EF19";
+		}
+
+		250
+		{
+			title = "Mario Block";
+			prefix = "(250)";
+			flags32text = "[5] Invisible block";
+			flags64text = "[6] Brick block";
+			3dfloor = true;
+			3dfloorflags = "40019F";
+		}
+
+		251
+		{
+			title = "Thwomp Block";
+			prefix = "(251)";
+			flags512text = "[9] Custom crushing sound";
+			flags1024text = "[10] Custom speed";
+			3dfloor = true;
+			3dfloorflags = "19F";
+		}
+
+		252
+		{
+			title = "Shatter Block";
+			prefix = "(252)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Shatter only from below";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorflags = "8800019";
+			flags643dfloorflagsadd = "200006";
+		}
+
+		253
+		{
+			title = "Shatter Block, Translucent";
+			prefix = "(253)";
+			flags8text = "[3] Slope skew sides";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorflags = "8801019";
+		}
+
+		254
+		{
+			title = "Bustable Block";
+			prefix = "(254)";
+			flags8text = "[3] Slope skew sides";
+			flags64text = "[6] Strong characters only";
+			flags128text = "[7] Only block non-players";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorflags = "80001F";
+			flags643dfloorflagsadd = "20000000";
+		}
+
+		255
+		{
+			title = "Spin-Bustable Block";
+			prefix = "(255)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorflags = "1080001F";
+		}
+
+		256
+		{
+			title = "Spin-Bustable Block, Translucent";
+			prefix = "(256)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorflags = "1080101F";
+		}
+
+		257
+		{
+			title = "Quicksand";
+			prefix = "(257)";
+			flags8text = "[3] Slope skew sides";
+			flags1024text = "[10] Ripple effect";
+			3dfloor = true;
+			3dfloorflags = "1008219";
+			flags10243dfloorflagsadd = "40000000";
+		}
+
+		258
+		{
+			title = "Laser";
+			prefix = "(258)";
+			flags8text = "[3] Slope skew sides";
+			flags32text = "[5] Don't damage bosses";
+			3dfloor = true;
+			3dfloorflags = "959";
+		}
+
+		259
+		{
+			title = "Custom FOF";
+			prefix = "(259)";
+			flags32text = "[5] Only block player";
+			flags128text = "[7] Only block non-players";
+			flags512text = "[9] Shattered by pushables";
+			flags1024text = "[10] Trigger linedef executor";
+			3dfloor = true;
+			3dfloorcustom = true;
+		}
+	}
+
+	linedeftrigger
+	{
+		title = "Linedef Executor Trigger";
+
+		300
+		{
+			title = "Continuous";
+			prefix = "(300)";
+		}
+
+		301
+		{
+			title = "Each Time";
+			prefix = "(301)";
+			flags16384text = "[14] Also trigger on exit";
+		}
+
+		302
+		{
+			title = "Once";
+			prefix = "(302)";
+		}
+
+		303
+		{
+			title = "Ring Count - Continuous";
+			prefix = "(303)";
+			flags2text = "[1] Rings greater or equal";
+			flags64text = "[6] Rings less or equal";
+			flags512text = "[9] Consider all players";
+		}
+
+		304
+		{
+			title = "Ring Count - Once";
+			prefix = "(304)";
+			flags2text = "[1] Rings greater or equal";
+			flags64text = "[6] Rings less or equal";
+			flags512text = "[9] Consider all players";
+		}
+
+		305
+		{
+			title = "Character Ability - Continuous";
+			prefix = "(305)";
+		}
+
+		306
+		{
+			title = "Character Ability - Each Time";
+			prefix = "(306)";
+			flags16384text = "[14] Also trigger on exit";
+		}
+
+		307
+		{
+			title = "Character Ability - Once";
+			prefix = "(307)";
+		}
+
+		308
+		{
+			title = "Race Only - Once";
+			prefix = "(308)";
+		}
+
+		309
+		{
+			title = "CTF Red Team - Continuous";
+			prefix = "(309)";
+		}
+
+		310
+		{
+			title = "CTF Red Team - Each Time";
+			prefix = "(310)";
+			flags16384text = "[14] Also trigger on exit";
+		}
+
+		311
+		{
+			title = "CTF Blue Team - Continuous";
+			prefix = "(311)";
+		}
+
+		312
+		{
+			title = "CTF Blue Team - Each Time";
+			prefix = "(312)";
+			flags16384text = "[14] Also trigger on exit";
+		}
+
+		313
+		{
+			title = "No More Enemies - Once";
+			prefix = "(313)";
+		}
+
+		314
+		{
+			title = "Number of Pushables - Continuous";
+			prefix = "(314)";
+			flags64text = "[6] Number greater or equal";
+			flags512text = "[9] Number less";
+		}
+
+		315
+		{
+			title = "Number of Pushables - Once";
+			prefix = "(315)";
+			flags64text = "[6] Number greater or equal";
+			flags512text = "[9] Number less";
+		}
+
+		317
+		{
+			title = "Condition Set Trigger - Continuous";
+			prefix = "(317)";
+		}
+
+		318
+		{
+			title = "Condition Set Trigger - Once";
+			prefix = "(318)";
+		}
+
+		319
+		{
+			title = "Unlockable - Continuous";
+			prefix = "(319)";
+		}
+
+		320
+		{
+			title = "Unlockable - Once";
+			prefix = "(320)";
+		}
+
+		321
+		{
+			title = "Trigger After X Calls - Continuous";
+			prefix = "(321)";
+			flags64text = "[6] Trigger more than once";
+
+		}
+
+		322
+		{
+			title = "Trigger After X Calls - Each Time";
+			prefix = "(322)";
+			flags64text = "[6] Trigger more than once";
+		}
+
+		323
+		{
+			title = "NiGHTSerize - Each Time";
+			prefix = "(323)";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run only if player is NiGHTS";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags16384text = "[14] Run if no more mares";
+			flags32768text = "[15] Run if player is not NiGHTS";
+		}
+
+		324
+		{
+			title = "NiGHTSerize - Once";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run only if player is NiGHTS";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags16384text = "[14] Run if no more mares";
+			flags32768text = "[15] Run if player is not NiGHTS";
+			prefix = "(324)";
+		}
+
+		325
+		{
+			title = "De-NiGHTSerize - Each Time";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run if anyone is NiGHTS";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags32768text = "[15] Run if no one is NiGHTS";
+			prefix = "(325)";
+		}
+
+		326
+		{
+			title = "De-NiGHTSerize - Once";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run if anyone is NiGHTS";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags32768text = "[15] Run if no one is NiGHTS";
+			prefix = "(326)";
+		}
+
+		327
+		{
+			title = "NiGHTS Lap - Each Time";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			prefix = "(327)";
+		}
+
+		328
+		{
+			title = "NiGHTS Lap - Once";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			prefix = "(328)";
+		}
+
+		329
+		{
+			title = "Ideya Capture Touch - Each Time";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run regardless of spheres";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags16384text = "[14] Only if not enough spheres";
+			flags32768text = "[15] Run when entering Capture";
+			prefix = "(329)";
+		}
+
+		330
+		{
+			title = "Ideya Capture Touch - Once";
+			flags2text = "[1] Mare >= Front X Offset";
+			flags8text = "[3] Run regardless of spheres";
+			flags16text = "[4] Count from lowest of players";
+			flags32text = "[5] Lap <= Front Y Offset";
+			flags64text = "[6] Mare <= Front X Offset";
+			flags128text = "[7] Lap >= Front Y Offset";
+			flags256text = "[8] Count laps from Bonus Time";
+			flags512text = "[9] Count from triggering player";
+			flags16384text = "[14] Only if not enough spheres";
+			flags32768text = "[15] Run when entering Capture";
+			prefix = "(330)";
+		}
+
+		331
+		{
+			title = "Player Skin - Continuous";
+			flags64text = "[6] Disable for this skin";
+			prefix = "(331)";
+		}
+
+		332
+		{
+			title = "Player Skin - Each Time";
+			flags64text = "[6] Disable for this skin";
+			prefix = "(332)";
+		}
+
+		333
+		{
+			title = "Player Skin - Once";
+			flags64text = "[6] Disable for this skin";
+			prefix = "(333)";
+		}
+
+		399
+		{
+			title = "Level Load";
+			prefix = "(399)";
+		}
+	}
+
+	linedefexecsector
+	{
+		title = "Linedef Executor (sector)";
+
+		400
+		{
+			title = "Set Tagged Sector's Floor Height/Texture";
+			prefix = "(400)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Keep floor flat";
+		}
+
+		401
+		{
+			title = "Set Tagged Sector's Ceiling Height/Texture";
+			prefix = "(401)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		402
+		{
+			title = "Set Tagged Sector's Light Level";
+			prefix = "(402)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		409
+		{
+			title = "Change Tagged Sector's Tag";
+			prefix = "(409)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		410
+		{
+			title = "Change Front Sector's Tag";
+			prefix = "(410)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		416
+		{
+			title = "Start Adjustable Flickering Light";
+			prefix = "(416)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Second level from back";
+		}
+
+		417
+		{
+			title = "Start Adjustable Pulsating Light";
+			prefix = "(417)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Second level from back";
+		}
+
+		418
+		{
+			title = "Start Adjustable Blinking Light (unsynchronized)";
+			prefix = "(418)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Second level from back";
+		}
+
+		419
+		{
+			title = "Start Adjustable Blinking Light (synchronized)";
+			prefix = "(419)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Second level from back";
+		}
+
+		420
+		{
+			title = "Fade Light Level";
+			prefix = "(420)";
+			flags8text = "[3] Set delay by backside sector";
+			flags16text = "[4] Set params by X/Y offsets";
+			flags512text = "[9] Speed = Tic Duration";
+			flags1024text = "[10] Override existing fade";
+		}
+
+		421
+		{
+			title = "Stop Lighting Effect";
+			prefix = "(421)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		435
+		{
+			title = "Change Plane Scroller Direction";
+			prefix = "(435)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+	}
+
+	linedefexecplane
+	{
+		title = "Linedef Executor (plane movement)";
+
+		403
+		{
+			title = "Move Tagged Sector's Floor";
+			prefix = "(403)";
+			flags2text = "[1] Trigger linedef executor";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Change floor flat";
+		}
+
+		404
+		{
+			title = "Move Tagged Sector's Ceiling";
+			prefix = "(404)";
+			flags2text = "[1] Trigger linedef executor";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Change ceiling flat";
+		}
+
+		405
+		{
+			title = "Move Floor According to Front Texture Offsets";
+			prefix = "(405)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Move instantly";
+		}
+
+		407
+		{
+			title = "Move Ceiling According to Front Texture Offsets";
+			prefix = "(407)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Move instantly";
+		}
+
+		411
+		{
+			title = "Stop Plane Movement";
+			prefix = "(411)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		428
+		{
+			title = "Start Platform Movement";
+			prefix = "(428)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Move upwards at start";
+		}
+
+		429
+		{
+			title = "Crush Ceiling Once";
+			prefix = "(429)";
+			flags8text = "[3] Set delay by backside sector";
+			flags512text = "[9] Double, constant speed";
+		}
+
+		430
+		{
+			title = "Crush Floor Once";
+			prefix = "(430)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		431
+		{
+			title = "Crush Floor and Ceiling Once";
+			prefix = "(431)";
+			flags8text = "[3] Set delay by backside sector";
+			flags512text = "[9] Double, constant speed";
+		}
+	}
+
+	linedefexecplayer
+	{
+		title = "Linedef Executor (player/object)";
+
+		412
+		{
+			title = "Teleporter";
+			prefix = "(412)";
+			flags2text = "[1] Silent";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Retain angle";
+			flags256text = "[8] Relative, silent";
+			flags512text = "[9] Retain momentum";
+		}
+
+		425
+		{
+			title = "Change Object State";
+			prefix = "(425)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		426
+		{
+			title = "Stop Object";
+			prefix = "(426)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Teleport to sector center";
+		}
+
+		427
+		{
+			title = "Award Score";
+			prefix = "(427)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		432
+		{
+			title = "Enable/Disable 2D Mode";
+			prefix = "(432)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Return to 3D";
+		}
+
+		433
+		{
+			title = "Enable/Disable Gravity Flip";
+			prefix = "(433)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Return to normal";
+		}
+
+		434
+		{
+			title = "Award Power-Up";
+			prefix = "(434)";
+			flags2text = "[1] Use back upper texture";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] No time limit";
+		}
+
+		437
+		{
+			title = "Disable Player Control";
+			prefix = "(437)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Allow jumping";
+		}
+
+		438
+		{
+			title = "Change Object Size";
+			prefix = "(438)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		442
+		{
+			title = "Change Object Type State";
+			prefix = "(442)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		457
+		{
+			title = "Track Object's Angle";
+			prefix = "(457)";
+			flags8text = "[3] Set delay by backside sector";
+			flags128text = "[7] Don't stop after first fail";
+		}
+
+		458
+		{
+			title = "Stop Tracking Object's Angle";
+			prefix = "(458)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		460
+		{
+			title = "Award Rings";
+			prefix = "(460)";
+		}
+
+		461
+		{
+			title = "Spawn Object";
+			prefix = "(461)";
+			flags64text = "[6] Spawn inside a range";
+		}
+
+		462
+		{
+			title = "Stop Timer/Exit Stage in Record Attack";
+			prefix = "(462)";
+		}
+	}
+
+	linedefexecmisc
+	{
+		title = "Linedef Executor (misc.)";
+
+		413
+		{
+			title = "Change Music";
+			prefix = "(413)";
+			flags2text = "[1] Keep after death";
+			flags8text = "[3] Set delay by backside sector";
+			flags32text = "[5] Seek to current song position";
+			flags64text = "[6] For everyone";
+			flags128text = "[7] Fade to custom volume";
+			flags512text = "[9] Don't loop";
+			flags16384text = "[14] Force music reload";
+		}
+
+		414
+		{
+			title = "Play Sound Effect";
+			prefix = "(414)";
+			flags2text = "[1] From calling sector";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] From nowhere for triggerer";
+			flags512text = "[9] For everyone";
+			flags1024text = "[10] From tagged sectors";
+		}
+
+		415
+		{
+			title = "Run Script";
+			prefix = "(415)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		422
+		{
+			title = "Switch to Cut-Away View";
+			prefix = "(422)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Adjust pitch";
+		}
+
+		423
+		{
+			title = "Change Sky";
+			prefix = "(423)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] For everyone";
+		}
+
+		424
+		{
+			title = "Change Weather";
+			prefix = "(424)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] For everyone";
+		}
+
+		436
+		{
+			title = "Shatter FOF";
+			prefix = "(436)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		439
+		{
+			title = "Change Tagged Linedef's Textures";
+			prefix = "(439)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Only existing";
+		}
+
+		440
+		{
+			title = "Start Metal Sonic Race";
+			prefix = "(440)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		441
+		{
+			title = "Condition Set Trigger";
+			prefix = "(441)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		443
+		{
+			title = "Call Lua Function";
+			prefix = "(443)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		444
+		{
+			title = "Earthquake";
+			prefix = "(444)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+
+		445
+		{
+			title = "Make FOF Disappear/Reappear";
+			prefix = "(445)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Reappear";
+		}
+
+		446
+		{
+			title = "Make FOF Crumble";
+			prefix = "(446)";
+			flags2text = "[1] Flags determine respawn";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't respawn";
+		}
+
+		447
+		{
+			title = "Change Tagged Sector's Colormap";
+			prefix = "(447)";
+			flags8text = "[3] Set delay by backside sector";
+			flags16text = "[4] Front X/Y = Alpha";
+			flags32text = "[5] Subtract Red value";
+			flags64text = "[6] Subtract Green value";
+			flags128text = "[7] Subtract Blue value";
+			flags256text = "[8] Calc relative values";
+			flags32768text = "[15] Use back side colormap";
+		}
+
+		448
+		{
+			title = "Change Skybox";
+			prefix = "(448)";
+			flags2text = "[1] Change centerpoint";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] For everyone";
+			flags512text = "[9] Don't change viewpoint";
+		}
+
+		450
+		{
+			title = "Execute Linedef Executor (specific tag)";
+			prefix = "(450)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		451
+		{
+			title = "Execute Linedef Executor (random tag in range)";
+			prefix = "(451)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		452
+		{
+			title = "Set FOF Translucency";
+			prefix = "(452)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Do not handle FF_TRANS";
+			flags256text = "[8] Set relative to current val";
+		}
+
+		453
+		{
+			title = "Fade FOF";
+			prefix = "(453)";
+			flags2text = "[1] Do not handle FF_EXISTS";
+			flags8text = "[3] Set delay by backside sector";
+			flags32text = "[5] No collision during fade";
+			flags64text = "[6] Do not handle FF_TRANS";
+			flags128text = "[7] Do not handle lighting";
+			flags256text = "[8] Set relative to current val";
+			flags512text = "[9] Speed = Tic Duration";
+			flags1024text = "[10] Override existing fade";
+			flags16384text = "[14] Do not handle collision";
+			flags32768text = "[15] Use exact alpha in OGL";
+		}
+
+		454
+		{
+			title = "Stop Fading FOF";
+			prefix = "(454)";
+			flags2text = "[1] Do not finalize collision";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		455
+		{
+			title = "Fade Tagged Sector's Colormap";
+			prefix = "(455)";
+			flags8text = "[3] Set delay by backside sector";
+			flags16text = "[4] Front X/Y = Alpha";
+			flags32text = "[5] Subtract Red value";
+			flags64text = "[6] Subtract Green value";
+			flags128text = "[7] Subtract Blue value";
+			flags256text = "[8] Calc relative values";
+			flags512text = "[9] Speed = Tic Duration";
+			flags1024text = "[10] Override existing fade";
+			flags16384text = "[14] Fade from invisible black";
+			flags32768text = "[15] Use back side colormap";
+		}
+
+		456
+		{
+			title = "Stop Fading Tagged Sector's Colormap";
+			prefix = "(456)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		459
+		{
+			title = "Control Text Prompt";
+			prefix = "(459)";
+			flags2text = "[1] Close text prompt";
+			flags8text = "[3] Set delay by backside sector";
+			flags32text = "[5] Run executor tag on close";
+			flags64text = "[6] For everyone";
+			flags128text = "[7] Do not block controls";
+			flags256text = "[8] Do not freeze time";
+			flags32768text = "[15] Find prompt by name";
+		}
+	}
+
+	linedefexecpoly
+	{
+		title = "Linedef Executor (polyobject)";
+
+		480
+		{
+			title = "Door Slide";
+			prefix = "(480)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		481
+		{
+			title = "Door Swing";
+			prefix = "(481)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		482
+		{
+			title = "Move";
+			prefix = "(482)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		483
+		{
+			title = "Move, Override";
+			prefix = "(483)";
+			flags8text = "[3] Set delay by backside sector";
+		}
+
+		484
+		{
+			title = "Rotate Right";
+			prefix = "(484)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't turn players";
+			flags512text = "[9] Turn all objects";
+		}
+
+		485
+		{
+			title = "Rotate Right, Override";
+			prefix = "(485)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't turn players";
+			flags512text = "[9] Turn all objects";
+		}
+
+		486
+		{
+			title = "Rotate Left";
+			prefix = "(486)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't turn players";
+			flags512text = "[9] Turn all objects";
+		}
+
+		487
+		{
+			title = "Rotate Left, Override";
+			prefix = "(487)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Don't turn players";
+			flags512text = "[9] Turn all objects";
+		}
+
+		488
+		{
+			title = "Move by Waypoints";
+			prefix = "(488)";
+			flags8text = "[3] Set delay by backside sector";
+			flags32text = "[5] Reverse order";
+			flags128text = "[7] There and back";
+			flags256text = "[8] Return when done";
+			flags512text = "[9] Loop movement";
+		}
+
+		489
+		{
+			title = "Turn Invisible, Intangible";
+			prefix = "(489)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Only invisible";
+		}
+
+		490
+		{
+			title = "Turn Visible, Tangible";
+			prefix = "(490)";
+			flags8text = "[3] Set delay by backside sector";
+			flags64text = "[6] Only visible";
+		}
+
+		491
+		{
+			title = "Set Translucency";
+			prefix = "(491)";
+			flags8text = "[3] Set delay by backside sector";
+			flags16text = "[4] Set raw alpha by Front X";
+			flags256text = "[8] Calc relative values";
+		}
+
+		492
+		{
+			title = "Fade Translucency";
+			prefix = "(492)";
+			flags8text = "[3] Set delay by backside sector";
+			flags16text = "[4] Set raw alpha by Front X";
+			flags32text = "[5] No collision during fade";
+			flags256text = "[8] Calc relative values";
+			flags512text = "[9] Speed = Tic Duration";
+			flags1024text = "[10] Override existing fade";
+			flags16384text = "[14] Do not handle collision";
+		}
+	}
+
+	wallscroll
+	{
+		title = "Wall Scrolling";
+
+		500
+		{
+			title = "Scroll Wall Front Side Left";
+			prefix = "(500)";
+		}
+
+		501
+		{
+			title = "Scroll Wall Front Side Right";
+			prefix = "(501)";
+		}
+
+		502
+		{
+			title = "Scroll Wall According to Linedef";
+			prefix = "(502)";
+		}
+
+		503
+		{
+			title = "Scroll Wall According to Linedef (Accelerative)";
+			prefix = "(503)";
+		}
+
+		504
+		{
+			title = "Scroll Wall According to Linedef (Displacement)";
+			prefix = "(504)";
+		}
+
+		505
+		{
+			title = "Scroll Texture by Front Side Offsets";
+			prefix = "(505)";
+		}
+
+		506
+		{
+			title = "Scroll Texture by Back Side Offsets";
+			prefix = "(506)";
+		}
+	}
+
+	planescroll
+	{
+		title = "Plane Scrolling";
+
+		510
+		{
+			title = "Scroll Floor Texture";
+			prefix = "(510)";
+		}
+
+		511
+		{
+			title = "Scroll Floor Texture (Accelerative)";
+			prefix = "(511)";
+		}
+
+		512
+		{
+			title = "Scroll Floor Texture (Displacement)";
+			prefix = "(512)";
+		}
+
+		513
+		{
+			title = "Scroll Ceiling Texture";
+			prefix = "(513)";
+		}
+
+		514
+		{
+			title = "Scroll Ceiling Texture (Accelerative)";
+			prefix = "(514)";
+		}
+
+		515
+		{
+			title = "Scroll Ceiling Texture (Displacement)";
+			prefix = "(515)";
+		}
+
+		520
+		{
+			title = "Carry Objects on Floor";
+			prefix = "(520)";
+		}
+
+		521
+		{
+			title = "Carry Objects on Floor (Accelerative)";
+			prefix = "(521)";
+			flags64text = "[6] Even across edges";
+		}
+
+		522
+		{
+			title = "Carry Objects on Floor (Displacement)";
+			prefix = "(522)";
+		}
+
+		523
+		{
+			title = "Carry Objects on Ceiling";
+			prefix = "(523)";
+			flags64text = "[6] Even across edges";
+		}
+
+		524
+		{
+			title = "Carry Objects on Ceiling (Accelerative)";
+			prefix = "(524)";
+		}
+
+		525
+		{
+			title = "Carry Objects on Ceiling (Displacement)";
+			prefix = "(525)";
+		}
+
+		530
+		{
+			title = "Scroll Floor Texture and Carry Objects";
+			prefix = "(530)";
+			flags64text = "[6] Even across edges";
+		}
+
+		531
+		{
+			title = "Scroll Floor Texture and Carry Objects (Accelerative)";
+			prefix = "(531)";
+		}
+
+		532
+		{
+			title = "Scroll Floor Texture and Carry Objects (Displacement)";
+			prefix = "(532)";
+		}
+
+		533
+		{
+			title = "Scroll Ceiling Texture and Carry Objects";
+			prefix = "(533)";
+			flags64text = "[6] Even across edges";
+		}
+
+		534
+		{
+			title = "Scroll Ceiling Texture and Carry Objects (Accelerative)";
+			prefix = "(534)";
+		}
+
+		535
+		{
+			title = "Scroll Ceiling Texture and Carry Objects (Displacement)";
+			prefix = "(535)";
+		}
+	}
+
+	pusher
+	{
+		title = "Pusher";
+
+		541
+		{
+			title = "Wind";
+			prefix = "(541)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		542
+		{
+			title = "Upwards Wind";
+			prefix = "(542)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		543
+		{
+			title = "Downwards Wind";
+			prefix = "(543)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		544
+		{
+			title = "Current";
+			prefix = "(544)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		545
+		{
+			title = "Upwards Current";
+			prefix = "(545)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		546
+		{
+			title = "Downwards Current";
+			prefix = "(546)";
+			flags512text = "[9] Player slides";
+			flags64text = "[6] Even across edges";
+		}
+
+		547
+		{
+			title = "Push/Pull";
+			prefix = "(547)";
+		}
+	}
+
+	light
+	{
+		title = "Lighting";
+
+		600
+		{
+			title = "Floor Lighting";
+			prefix = "(600)";
+		}
+
+		601
+		{
+			title = "Ceiling Lighting";
+			prefix = "(601)";
+		}
+
+		602
+		{
+			title = "Adjustable Pulsating Light";
+			prefix = "(602)";
+		}
+
+		603
+		{
+			title = "Adjustable Flickering Light";
+			prefix = "(603)";
+		}
+
+		604
+		{
+			title = "Adjustable Blinking Light (unsynchronized)";
+			prefix = "(604)";
+		}
+
+		605
+		{
+			title = "Adjustable Blinking Light (synchronized)";
+			prefix = "(605)";
+		}
+
+		606
+		{
+			title = "Colormap";
+			prefix = "(606)";
+		}
+	}
+
+	slope
+	{
+		title = "Slope";
+
+		700
+		{
+			title = "Slope Frontside Floor";
+			prefix = "(700)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 1;
+		}
+
+		701
+		{
+			title = "Slope Frontside Ceiling";
+			prefix = "(701)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 2;
+		}
+
+		702
+		{
+			title = "Slope Frontside Floor and Ceiling";
+			prefix = "(702)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 3;
+		}
+
+		703
+		{
+			title = "Slope Frontside Floor and Backside Ceiling";
+			prefix = "(703)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 9;
+		}
+
+		704
+		{
+			title = "Slope Frontside Floor by 3 Tagged Vertex Things";
+			prefix = "(704)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			flags8192text = "[13] Use tag and offsets";
+			slope = "vertex";
+			slopeargs = 0;
+		}
+
+		705
+		{
+			title = "Slope Frontside Ceiling by 3 Tagged Vertex Things";
+			prefix = "(705)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			flags8192text = "[13] Use tag and offsets";
+			slope = "vertex";
+			slopeargs = 1;
+		}
+
+		710
+		{
+			title = "Slope Backside Floor";
+			prefix = "(710)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 4;
+		}
+
+		711
+		{
+			title = "Slope Backside Ceiling";
+			prefix = "(711)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 8;
+		}
+
+		712
+		{
+			title = "Slope Backside Floor and Ceiling";
+			prefix = "(712)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 12;
+		}
+
+		713
+		{
+			title = "Slope Backside Floor and Frontside Ceiling";
+			prefix = "(713)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			slope = "regular";
+			slopeargs = 6;
+		}
+
+		714
+		{
+			title = "Slope Backside Floor by 3 Tagged Vertex Things";
+			prefix = "(714)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			flags8192text = "[13] Use tag and offsets";
+			slope = "vertex";
+			slopeargs = 2;
+		}
+
+		715
+		{
+			title = "Slope Backside Ceiling by 3 Tagged Vertex Things";
+			prefix = "(715)";
+			flags2048text = "[11] No physics";
+			flags4096text = "[12] Dynamic";
+			flags8192text = "[13] Use tag and offsets";
+			slope = "vertex";
+			slopeargs = 3;
+		}
+
+		720
+		{
+			title = "Copy Frontside Floor Slope from Line Tag";
+			prefix = "(720)";
+			slope = "copy";
+			slopeargs = 1;
+		}
+
+		721
+		{
+			title = "Copy Frontside Ceiling Slope from Line Tag";
+			prefix = "(721)";
+			slope = "copy";
+			slopeargs = 2;
+		}
+
+		722
+		{
+			title = "Copy Frontside Floor and Ceiling Slope from Line Tag";
+			prefix = "(722)";
+			slope = "copy";
+			slopeargs = 3;
+		}
+
+		799
+		{
+			title = "Set Tagged Dynamic Slope Vertex to Front Sector Height";
+			prefix = "(799)";
+		}
+	}
+
+	transwall
+	{
+		title = "Translucent Wall";
+
+		900
+		{
+			title = "90% Opaque";
+			prefix = "(900)";
+		}
+
+		901
+		{
+			title = "80% Opaque";
+			prefix = "(901)";
+		}
+
+		902
+		{
+			title = "70% Opaque";
+			prefix = "(902)";
+		}
+
+		903
+		{
+			title = "60% Opaque";
+			prefix = "(903)";
+		}
+
+		904
+		{
+			title = "50% Opaque";
+			prefix = "(904)";
+		}
+
+		905
+		{
+			title = "40% Opaque";
+			prefix = "(905)";
+		}
+
+		906
+		{
+			title = "30% Opaque";
+			prefix = "(906)";
+		}
+
+		907
+		{
+			title = "20% Opaque";
+			prefix = "(907)";
+		}
+
+		908
+		{
+			title = "10% Opaque";
+			prefix = "(908)";
+		}
+
+		909
+		{
+			title = "Fog Wall";
+			prefix = "(909)";
+		}
+	}
+}
+
+udmf
+{
+	misc
+	{
+		title = "Miscellaneous";
+
+		0
+		{
+			title = "None";
+			prefix = "(0)";
+		}
+	}
+}
\ No newline at end of file
diff --git a/extras/conf/Includes/SRB222_misc.cfg b/extras/conf/Includes/SRB222_misc.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..ce23388b2362094d097ff3893a106e6664a0b255
--- /dev/null
+++ b/extras/conf/Includes/SRB222_misc.cfg
@@ -0,0 +1,726 @@
+linedefflags
+{
+	1 = "[0] Impassable";
+	2 = "[1] Block Enemies";
+	4 = "[2] Double-Sided";
+	8 = "[3] Upper Unpegged";
+	16 = "[4] Lower Unpegged";
+	32 = "[5] Slope Skew (E1)";
+	64 = "[6] Not Climbable";
+	128 = "[7] No Midtexture Skew (E2)";
+	256 = "[8] Peg Midtexture (E3)";
+	512 = "[9] Solid Midtexture (E4)";
+	1024 = "[10] Repeat Midtexture (E5)";
+	2048 = "[11] Netgame Only";
+	4096 = "[12] No Netgame";
+	8192 = "[13] Effect 6";
+	16384 = "[14] Bouncy Wall";
+	32768 = "[15] Transfer Line";
+}
+
+
+// LINEDEF ACTIVATIONS
+// Make sure these are in order from lowest value to highest value
+linedefactivations
+{
+}
+
+
+// Linedef flags UDMF translation table
+// This is needed for copy/paste and prefabs to work properly
+// When the UDMF field name is prefixed with ! it is inverted
+linedefflagstranslation
+{
+	1 = "blocking";
+	2 = "blockmonsters";
+	4 = "twosided";
+	8 = "dontpegtop";
+	16 = "dontpegbottom";
+	32 = "skewtd";
+	64 = "noclimb";
+	128 = "noskew";
+	256 = "midpeg";
+	512 = "midsolid";
+	1024 = "wrapmidtex";
+	2048 = "netonly";
+	4096 = "nonet";
+	8192 = "effect6";
+	16384 = "bouncy";
+	32768 = "transfer";
+}
+
+
+linedefflags_udmf
+{
+	blocking = "Impassable";
+	blockmonsters = "Block Enemies";
+	twosided = "Double-Sided";
+	dontpegtop = "Upper Unpegged";
+	dontpegbottom = "Lower Unpegged";
+	skewtd = "Slope Skew";
+	noclimb = "Not Climbable";
+	noskew = "No Midtexture Skew";
+	midpeg = "Peg Midtexture";
+	midsolid = "Solid Midtexture";
+	wrapmidtex = "Repeat Midtexture";
+//	netonly = "Netgame-Only special";
+//	nonet = "No netgame special";
+//	effect6 = "Effect 6";
+	bouncy = "Bouncy Wall";
+//	transfer = "Transfer Line";
+}
+
+
+linedefactivations_udmf
+{
+	notriggerorder = "Out of Order";
+	netonly = "Netgame-Only";
+	nonet = "No netgame";
+}
+
+sidedefflags
+{
+	clipmidtex = "Clip middle texture";
+	wrapmidtex = "Wrap middle texture";
+	smoothlighting = "Smooth lighting";
+	nofakecontrast = "Even lighting";
+	nodecals = "No decals";
+	lightfog = "Use sidedef brightness on fogged walls";
+}
+
+//RENDER STYLES
+thingrenderstyles
+{
+}
+
+linedefrenderstyles
+{
+	translucent = "Translucent";
+	fog = "Fog";
+}
+
+sectorrenderstyles
+{
+}
+
+thingflags
+{
+	1 = "[1] Extra";
+	2 = "[2] Flip";
+	4 = "[4] Special";
+	8 = "[8] Ambush";
+}
+
+// THING FLAGS
+thingflags_udmf
+{
+	extra = "Extra";
+	flip = "Flip";
+	special = "Special";
+	ambush = "Ambush";
+}
+
+
+// Thing flags UDMF translation table
+// This is needed for copy/paste and prefabs to work properly
+// When the UDMF field name is prefixed with ! it is inverted
+thingflagstranslation
+{
+	1 = "extra";
+	2 = "flip";
+	4 = "special";
+	8 = "ambush";
+}
+
+
+// DEFAULT SECTOR BRIGHTNESS LEVELS
+sectorbrightness
+{
+	255;
+	248;
+	240;
+	232;
+	224;
+	216;
+	208;
+	200;
+	192;
+	184;
+	176;
+	168;
+	160;
+	152;
+	144;
+	136;
+	128;
+	120;
+	112;
+	104;
+	96;
+	88;
+	80;
+	72;
+	64;
+	56;
+	48;
+	40;
+	32;
+	24;
+	16;
+	8;
+	0;
+}
+
+/*
+TEXTURES AND FLAT SOURCES
+This tells Doom Builder where to find the information for textures
+and flats in the IWAD file, Addition WAD file and Map WAD file.
+
+Start and end lumps must be given in a structure (of which the
+key name doesnt matter) and any textures or flats in between them
+are loaded in either the textures category or flats category.
+
+For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
+*/
+textures
+{
+	zdoom1
+	{
+		start = "TX_START";
+		end = "TX_END";
+	}
+}
+
+/*
+ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
+Only add fields here that Doom Builder does not edit with its own user-interface!
+The "default" field must match the UDMF specifications!
+
+Field data types:
+0 = integer *
+1 = float
+2 = string
+3 = bool
+4 = linedef action (integer) *
+5 = sector effect (integer) *
+6 = texture (string)
+7 = flat (string)
+8 = angle in degrees (integer)
+9 = angle in radians (float)
+10 = XXRRGGBB color (integer)
+11 = enum option (integer) *
+12 = enum bits (integer) *
+13 = sector tag (integer) *
+14 = thing tag (integer) *
+15 = linedef tag (integer) *
+16 = enum option (string)
+17 = angle in degrees (float)
+22 = byte angle (integer)
+*/
+universalfields
+{
+	sector
+	{
+		friction
+		{
+			name = "Friction";
+			type = 1;
+			default = 1;
+		}
+
+		specialeffectplanes
+		{
+			type = 11;
+			enum = "floorceiling";
+			default = 0;
+		}
+
+		colormapbegin
+		{
+			type = 0;
+			default = 0;
+		}
+
+		colormapend
+		{
+			type = 0;
+			default = 33;
+		}
+
+		foglighting
+		{
+			type = 3;
+			default = false;
+		}
+
+		teambase
+		{
+			type = 11;
+			enum = "ctfteam";
+			default = 0;
+		}
+
+		triggersector
+		{
+			type = 3;
+			default = false;
+		}
+
+		triggerobject
+		{
+			type = 11;
+			enum = "triggerobjects";
+			default = 0;
+		}
+
+		triggersurface
+		{
+			type = 11;
+			enum = "triggersurfaces";
+			default = 0;
+		}
+
+		ringdrain
+		{
+			type = 1;
+			default = 0;
+		}
+	}
+
+	linedef
+	{
+		executordelay
+		{
+			type = 0;
+			default = 0;
+		}
+		midtexrepetitions
+		{
+			type = 0;
+			default = 0;
+		}
+		arg5
+		{
+			type = 0;
+			default = 0;
+		}
+		arg1str
+		{
+			type = 2;
+			default = "";
+		}
+	}
+
+	thing
+	{
+	}
+}
+
+/*
+MAP LUMP NAMES
+Map lumps are loaded with the map as long as they are right after each other. When the editor
+meets a lump which is not defined in this list it will ignore the map if not satisfied.
+The order of items defines the order in which lumps will be written to WAD file on save.
+To indicate the map header lump, use ~MAP
+
+Legenda:
+required = Lump is required to exist.
+blindcopy = Lump will be copied along with the map blindly. (useful for lumps Doom Builder doesn't use)
+nodebuild = The nodebuilder generates this lump.
+allowempty = The nodebuilder is allowed to leave this lump empty.
+scriptbuild = This lump is a text-based script, which should be compiled using current script compiler;
+script = This lump is a text-based script. Specify the filename of the script configuration to use.
+*/
+
+doommaplumpnames
+{
+	~MAP
+	{
+		required = true;
+		blindcopy = true;
+		nodebuild = false;
+	}
+
+	THINGS
+	{
+		required = true;
+		nodebuild = true;
+		allowempty = true;
+	}
+
+	LINEDEFS
+	{
+		required = true;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	SIDEDEFS
+	{
+		required = true;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	VERTEXES
+	{
+		required = true;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	SEGS
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	SSECTORS
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	NODES
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	SECTORS
+	{
+		required = true;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	REJECT
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	BLOCKMAP
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = true;
+	}
+}
+
+udmfmaplumpnames
+{
+	ZNODES
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	REJECT
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = false;
+	}
+
+	BLOCKMAP
+	{
+		required = false;
+		nodebuild = true;
+		allowempty = true;
+	}
+}
+
+// ENUMERATIONS
+// These are enumerated lists for linedef types and UDMF fields.
+// Reserved names are: angledeg, anglerad, color, texture, flat
+enums
+{
+	falsetrue
+	{
+		0 = "False";
+		1 = "True";
+	}
+
+	yesno
+	{
+		0 = "Yes";
+		1 = "No";
+	}
+
+	noyes
+	{
+		0 = "No";
+		1 = "Yes";
+	}
+
+	onoff
+	{
+		0 = "On";
+		1 = "Off";
+	}
+
+	offon
+	{
+		0 = "Off";
+		1 = "On";
+	}
+
+	updown
+	{
+		0 = "Up";
+		1 = "Down";
+	}
+
+	downup
+	{
+		0 = "Down";
+		1 = "Up";
+	}
+
+	addset
+	{
+		0 = "Add";
+		1 = "Set";
+	}
+
+	floorceiling
+	{
+		0 = "Floor";
+		1 = "Ceiling";
+		2 = "Floor and ceiling";
+	}
+
+	triggertype
+	{
+		0 = "Continuous";
+		1 = "Each Time (Enter)";
+		2 = "Each Time (Enter and leave)";
+		3 = "Once";
+	}
+
+	frontback
+	{
+		0 = "None";
+		1 = "Front";
+		2 = "Back";
+	}
+
+	ctfteam
+	{
+		0 = "None";
+		1 = "Red";
+		2 = "Blue";
+	}
+
+	triggerobjects
+	{
+		0 = "Any player";
+		1 = "All players";
+		2 = "Pushable object";
+		3 = "Any object with thinker";
+	}
+
+	triggersurfaces
+	{
+		0 = "Floor touch";
+		1 = "Ceiling touch";
+		2 = "Floor or ceiling touch";
+		3 = "Anywhere in sector";
+	}
+
+	tangibility
+	{
+		1 = "Intangible from top";
+		2 = "Intangible from bottom";
+		4 = "Don't block players";
+		8 = "Don't block non-players";
+	}
+}
+
+//Default things filters
+thingsfilters
+{
+
+	filter0
+	{
+		name = "Player starts";
+		category = "starts";
+		type = -1;
+	}
+
+
+	filter1
+	{
+		name = "Enemies";
+		category = "enemies";
+		type = -1;
+
+	}
+
+
+	filter2
+	{
+		name = "NiGHTS Track";
+		category = "nightstrk";
+		type = -1;
+
+	}
+
+
+	filter3
+	{
+		name = "Normal Gravity";
+		category = "";
+		type = -1;
+
+		fields
+		{
+			2 = false;
+		}
+
+	}
+
+
+	filter4
+	{
+		name = "Reverse Gravity";
+		category = "";
+		type = -1;
+
+		fields
+		{
+			2 = true;
+		}
+
+	}
+}
+
+thingsfilters_udmf
+{
+}
+
+// Special linedefs
+speciallinedefs
+{
+	soundlinedefflag = 64;	// See linedefflags
+	singlesidedflag = 1;	// See linedefflags
+	doublesidedflag = 4;	// See linedefflags
+	impassableflag = 1;
+	upperunpeggedflag = 8;
+	lowerunpeggedflag = 16;
+	repeatmidtextureflag = 1024;
+	pegmidtextureflag = 256;
+}
+
+speciallinedefs_udmf
+{
+	soundlinedefflag = "noclimb";
+	singlesidedflag = "blocking";
+	doublesidedflag = "twosided";
+	impassableflag = "blocking";
+	upperunpeggedflag = "dontpegtop";
+	lowerunpeggedflag = "dontpegbottom";
+	repeatmidtextureflag = "wrapmidtex";
+	pegmidtextureflag = "midpeg";
+}
+
+scriptlumpnames
+{
+	MAINCFG
+	{
+		script = "SOC.cfg";
+	}
+
+	OBJCTCFG
+	{
+		script = "SOC.cfg";
+	}
+
+	SOC_
+	{
+		script = "SOC.cfg";
+		isprefix = true;
+	}
+
+	LUA_
+	{
+		script = "Lua.cfg";
+		isprefix = true;
+	}
+}
+
+// Texture sources
+textures
+{
+	zdoom1
+	{
+		start = "TX_START";
+		end = "TX_END";
+	}
+}
+
+// Patch sources
+patches
+{
+	standard1
+	{
+		start = "P_START";
+		end = "P_END";
+	}
+
+	standard2
+	{
+		start = "PP_START";
+		end = "PP_END";
+	}
+}
+
+// Sprite sources
+sprites
+{
+	standard1
+	{
+		start = "S_START";
+		end = "S_END";
+	}
+
+	standard2
+	{
+		start = "SS_START";
+		end = "SS_END";
+	}
+}
+
+// Flat sources
+flats
+{
+	standard1
+	{
+		start = "F_START";
+		end = "F_END";
+	}
+
+	standard2
+	{
+		start = "FF_START";
+		end = "FF_END";
+	}
+
+	standard3
+	{
+		start = "FF_START";
+		end = "F_END";
+	}
+
+	standard4
+	{
+		start = "F_START";
+		end = "FF_END";
+	}
+}
\ No newline at end of file
diff --git a/extras/conf/Includes/SRB222_sectors.cfg b/extras/conf/Includes/SRB222_sectors.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..3bcbeb1b14d8ac6466f79e888a5be7ef3aa9bc24
--- /dev/null
+++ b/extras/conf/Includes/SRB222_sectors.cfg
@@ -0,0 +1,109 @@
+sectortypes
+{
+	0 = "Normal";
+	1 = "Damage";
+	2 = "Damage (Water)";
+	3 = "Damage (Fire)";
+	4 = "Damage (Electrical)";
+	5 = "Spikes";
+	6 = "Death Pit (Camera Tilt)";
+	7 = "Death Pit (No Camera Tilt)";
+	8 = "Instant Kill";
+	9 = "Ring Drainer (Floor Touch)";
+	10 = "Ring Drainer (Anywhere in Sector)";
+	11 = "Special Stage Damage";
+	12 = "Space Countdown";
+	13 = "Ramp Sector (double step-up/down)";
+	14 = "Non-Ramp Sector (no step-down)";
+	15 = "Bouncy FOF";
+	16 = "Trigger Line Ex. (Pushable Objects)";
+	32 = "Trigger Line Ex. (Anywhere, All Players)";
+	48 = "Trigger Line Ex. (Floor Touch, All Players)";
+	64 = "Trigger Line Ex. (Anywhere in Sector)";
+	80 = "Trigger Line Ex. (Floor Touch)";
+	96 = "Trigger Line Ex. (Emerald Check)";
+	112 = "Trigger Line Ex. (NiGHTS Mare)";
+	128 = "Check for Linedef Executor on FOFs";
+	144 = "Egg Capsule";
+	160 = "Special Stage Time/Rings Parameters";
+	176 = "Custom Global Gravity";
+	512 = "Wind/Current";
+	1024 = "Conveyor Belt";
+	1280 = "Speed Pad";
+	4096 = "Star Post Activator";
+	8192 = "Exit/Special Stage Pit/Return Flag";
+	12288 = "CTF Red Team Base";
+	16384 = "CTF Blue Team Base";
+	20480 = "Fan Sector";
+	24576 = "Super Sonic Transform";
+	28672 = "Force Spin";
+	32768 = "Zoom Tube Start";
+	36864 = "Zoom Tube End";
+	40960 = "Circuit Finish Line";
+	45056 = "Rope Hang";
+	49152 = "Intangible to the Camera";
+}
+
+gen_sectortypes
+{
+	first
+	{
+		0 = "Normal";
+		1 = "Damage";
+		2 = "Damage (Water)";
+		3 = "Damage (Fire)";
+		4 = "Damage (Electrical)";
+		5 = "Spikes";
+		6 = "Death Pit (Camera Tilt)";
+		7 = "Death Pit (No Camera Tilt)";
+		8 = "Instant Kill";
+		9 = "Ring Drainer (Floor Touch)";
+		10 = "Ring Drainer (Anywhere in Sector)";
+		11 = "Special Stage Damage";
+		12 = "Space Countdown";
+		13 = "Ramp Sector (double step-up/down)";
+		14 = "Non-Ramp Sector (no step-down)";
+		15 = "Bouncy FOF";
+	}
+
+	second
+	{
+		0 = "Normal";
+		16 = "Trigger Line Ex. (Pushable Objects)";
+		32 = "Trigger Line Ex. (Anywhere, All Players)";
+		48 = "Trigger Line Ex. (Floor Touch, All Players)";
+		64 = "Trigger Line Ex. (Anywhere in Sector)";
+		80 = "Trigger Line Ex. (Floor Touch)";
+		96 = "Trigger Line Ex. (Emerald Check)";
+		112 = "Trigger Line Ex. (NiGHTS Mare)";
+		128 = "Check for Linedef Executor on FOFs";
+		144 = "Egg Capsule";
+		160 = "Special Stage Time/Rings Parameters";
+		176 = "Custom Global Gravity";
+	}
+
+	third
+	{
+		0 = "Normal";
+		512 = "Wind/Current";
+		1024 = "Conveyor Belt";
+		1280 = "Speed Pad";
+	}
+
+	fourth
+	{
+		0 = "Normal";
+		4096 = "Star Post Activator";
+		8192 = "Exit/Special Stage Pit/Return Flag";
+		12288 = "CTF Red Team Base";
+		16384 = "CTF Blue Team Base";
+		20480 = "Fan Sector";
+		24576 = "Super Sonic Transform";
+		28672 = "Force Spin";
+		32768 = "Zoom Tube Start";
+		36864 = "Zoom Tube End";
+		40960 = "Circuit Finish Line";
+		45056 = "Rope Hang";
+		49152 = "Intangible to the Camera";
+	}
+}
\ No newline at end of file
diff --git a/extras/conf/Includes/SRB222_things.cfg b/extras/conf/Includes/SRB222_things.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..194e43630b70f5f98b6a3963b4b27371c85d2e02
--- /dev/null
+++ b/extras/conf/Includes/SRB222_things.cfg
@@ -0,0 +1,3398 @@
+// THING TYPES------------------------------------------------------------------
+// Color values: 1-Dark_Blue 2-Dark_Green 3-Turqoise 4-Dark_Red 5-Purple 6-Brown 7-Gray
+// 8-Dark_Gray 9-Blue 10-Green 11-Cyan 12-Red 13-Magenta
+// 14-Yellow 15-White 16-Pink 17-Orange 18-Gold 19-Cream
+
+editor
+{
+	color = 15; // White
+	arrow = 1;
+	title = "<Editor Things>";
+	error = -1;
+	width = 8;
+	height = 16;
+	sort = 1;
+
+	3328 = "3D Mode Start";
+}
+
+starts
+{
+	color = 1; // Blue
+	arrow = 1;
+	title = "Player Starts";
+	width = 16;
+	height = 48;
+	flags8text = "[8] Spawn on ceiling";
+	sprite = "PLAYA0";
+
+	1
+	{
+		title = "Player 01 Start";
+		sprite = "PLAYA0";
+	}
+	2
+	{
+		title = "Player 02 Start";
+		sprite = "PLAYA0";
+	}
+	3
+	{
+		title = "Player 03 Start";
+		sprite = "PLAYA0";
+	}
+	4
+	{
+		title = "Player 04 Start";
+		sprite = "PLAYA0";
+	}
+	5
+	{
+		title = "Player 05 Start";
+		sprite = "PLAYA0";
+	}
+	6
+	{
+		title = "Player 06 Start";
+		sprite = "PLAYA0";
+	}
+	7
+	{
+		title = "Player 07 Start";
+		sprite = "PLAYA0";
+	}
+	8
+	{
+		title = "Player 08 Start";
+		sprite = "PLAYA0";
+	}
+	9
+	{
+		title = "Player 09 Start";
+		sprite = "PLAYA0";
+	}
+	10
+	{
+		title = "Player 10 Start";
+		sprite = "PLAYA0";
+	}
+	11
+	{
+		title = "Player 11 Start";
+		sprite = "PLAYA0";
+	}
+	12
+	{
+		title = "Player 12 Start";
+		sprite = "PLAYA0";
+	}
+	13
+	{
+		title = "Player 13 Start";
+		sprite = "PLAYA0";
+	}
+	14
+	{
+		title = "Player 14 Start";
+		sprite = "PLAYA0";
+	}
+	15
+	{
+		title = "Player 15 Start";
+		sprite = "PLAYA0";
+	}
+	16
+	{
+		title = "Player 16 Start";
+		sprite = "PLAYA0";
+	}
+	17
+	{
+		title = "Player 17 Start";
+		sprite = "PLAYA0";
+	}
+	18
+	{
+		title = "Player 18 Start";
+		sprite = "PLAYA0";
+	}
+	19
+	{
+		title = "Player 19 Start";
+		sprite = "PLAYA0";
+	}
+	20
+	{
+		title = "Player 20 Start";
+		sprite = "PLAYA0";
+	}
+	21
+	{
+		title = "Player 21 Start";
+		sprite = "PLAYA0";
+	}
+	22
+	{
+		title = "Player 22 Start";
+		sprite = "PLAYA0";
+	}
+	23
+	{
+		title = "Player 23 Start";
+		sprite = "PLAYA0";
+	}
+	24
+	{
+		title = "Player 24 Start";
+		sprite = "PLAYA0";
+	}
+	25
+	{
+		title = "Player 25 Start";
+		sprite = "PLAYA0";
+	}
+	26
+	{
+		title = "Player 26 Start";
+		sprite = "PLAYA0";
+	}
+	27
+	{
+		title = "Player 27 Start";
+		sprite = "PLAYA0";
+	}
+	28
+	{
+		title = "Player 28 Start";
+		sprite = "PLAYA0";
+	}
+	29
+	{
+		title = "Player 29 Start";
+		sprite = "PLAYA0";
+	}
+	30
+	{
+		title = "Player 30 Start";
+		sprite = "PLAYA0";
+	}
+	31
+	{
+		title = "Player 31 Start";
+		sprite = "PLAYA0";
+	}
+	32
+	{
+		title = "Player 32 Start";
+		sprite = "PLAYA0";
+	}
+	33
+	{
+		title = "Match Start";
+		sprite = "NDRNA2A8";
+	}
+	34
+	{
+		title = "CTF Red Team Start";
+		sprite = "SIGNG0";
+	}
+	35
+	{
+		title = "CTF Blue Team Start";
+		sprite = "SIGNE0";
+	}
+}
+
+enemies
+{
+	color = 9; // Light_Blue
+	arrow = 1;
+	title = "Enemies";
+
+	100
+	{
+		title = "Crawla (Blue)";
+		sprite = "POSSA1";
+		width = 24;
+		height = 32;
+	}
+	101
+	{
+		title = "Crawla (Red)";
+		sprite = "SPOSA1";
+		width = 24;
+		height = 32;
+	}
+	102
+	{
+		title = "Stupid Dumb Unnamed RoboFish";
+		sprite = "FISHA0";
+		width = 8;
+		height = 28;
+		angletext = "Jump strength";
+	}
+	103
+	{
+		title = "Buzz (Gold)";
+		sprite = "BUZZA1";
+		width = 28;
+		height = 40;
+		flags8text = "[8] Cannot move";
+	}
+	104
+	{
+		title = "Buzz (Red)";
+		sprite = "RBUZA1";
+		width = 28;
+		height = 40;
+		flags8text = "[8] Cannot move";
+	}
+	108
+	{
+		title = "Deton";
+		sprite = "DETNA1";
+		width = 20;
+		height = 32;
+	}
+	110
+	{
+		title = "Turret";
+		sprite = "TRETA1";
+		width = 16;
+		height = 32;
+	}
+	111
+	{
+		title = "Pop-up Turret";
+		sprite = "TURRI1";
+		width = 12;
+		height = 64;
+		angletext = "Firing delay";
+	}
+	122
+	{
+		title = "Spring Shell (Green)";
+		sprite = "SSHLA1";
+		width = 24;
+		height = 40;
+	}
+	125
+	{
+		title = "Spring Shell (Yellow)";
+		sprite = "SSHLI1";
+		width = 24;
+		height = 40;
+	}
+	109
+	{
+		title = "Skim";
+		sprite = "SKIMA1";
+		width = 16;
+		height = 24;
+	}
+	113
+	{
+		title = "Jet Jaw";
+		sprite = "JJAWA3A7";
+		width = 12;
+		height = 20;
+	}
+	126
+	{
+		title = "Crushstacean";
+		sprite = "CRABA0";
+		width = 24;
+		height = 32;
+		flags8text = "[8] Move left from spawn";
+	}
+	138
+	{
+		title = "Banpyura";
+		sprite = "CR2BA0";
+		width = 24;
+		height = 32;
+		flags8text = "[8] Move left from spawn";
+	}
+	117
+	{
+		title = "Robo-Hood";
+		sprite = "ARCHA1";
+		width = 24;
+		height = 32;
+	}
+	118
+	{
+		title = "Lance-a-Bot";
+		sprite = "CBFSA1";
+		width = 32;
+		height = 72;
+	}
+	1113
+	{
+		title = "Suspicious Lance-a-Bot Statue";
+		sprite = "CBBSA1";
+		width = 32;
+		height = 72;
+	}
+	119
+	{
+		title = "Egg Guard";
+		sprite = "ESHIA1";
+		width = 16;
+		height = 48;
+		flags1text = "[1] 90 degrees counter-clockwise";
+		flags4text = "[4] 90 degrees clockwise";
+		flags8text = "[8] Double speed";
+	}
+	115
+	{
+		title = "Bird Aircraft Strike Hazard";
+		sprite = "VLTRF1";
+		width = 12;
+		height = 24;
+	}
+	120
+	{
+		title = "Green Snapper";
+		sprite = "GSNPA1";
+		width = 24;
+		height = 24;
+	}
+	121
+	{
+		title = "Minus";
+		sprite = "MNUSA0";
+		width = 24;
+		height = 32;
+	}
+	134
+	{
+		title = "Canarivore";
+		sprite = "CANAA0";
+		width = 12;
+		height = 80;
+		hangs = 1;
+	}
+	123
+	{
+		title = "Unidus";
+		sprite = "UNIDA1";
+		width = 18;
+		height = 36;
+	}
+	135
+	{
+		title = "Pterabyte Spawner";
+		sprite = "PTERA2A8";
+		width = 16;
+		height = 16;
+		parametertext = "No. Pterabytes";
+	}
+	136
+	{
+		title = "Pyre Fly";
+		sprite = "PYREA0";
+		width = 24;
+		height = 34;
+		flags8text = "[8] Start on fire";
+	}
+	137
+	{
+		title = "Dragonbomber";
+		sprite = "DRABA1";
+		width = 28;
+		height = 48;
+	}
+	105
+	{
+		title = "Jetty-Syn Bomber";
+		sprite = "JETBB1";
+		width = 20;
+		height = 50;
+		flags8text = "[8] Cannot move";
+	}
+	106
+	{
+		title = "Jetty-Syn Gunner";
+		sprite = "JETGB1";
+		width = 20;
+		height = 48;
+		flags8text = "[8] Cannot move";
+	}
+	112
+	{
+		title = "Spincushion";
+		sprite = "SHRPA1";
+		width = 16;
+		height = 24;
+	}
+	114
+	{
+		title = "Snailer";
+		sprite = "SNLRA3A7";
+		width = 24;
+		height = 48;
+	}
+	129
+	{
+		title = "Penguinator";
+		sprite = "PENGA1";
+		width = 24;
+		height = 32;
+	}
+	130
+	{
+		title = "Pophat";
+		sprite = "POPHA1";
+		width = 24;
+		height = 32;
+	}
+	107
+	{
+		title = "Crawla Commander";
+		sprite = "CCOMA1";
+		width = 16;
+		height = 32;
+	}
+	131
+	{
+		title = "Spinbobert";
+		sprite = "SBOBB0";
+		width = 32;
+		height = 32;
+	}
+	132
+	{
+		title = "Cacolantern";
+		sprite = "CACOA0";
+		width = 32;
+		height = 32;
+		flags8text = "[8] Cannot move";
+	}
+	133
+	{
+		title = "Hangster";
+		sprite = "HBATC1";
+		width = 24;
+		height = 24;
+		hangs = 1;
+	}
+	127
+	{
+		title = "Hive Elemental";
+		sprite = "HIVEA0";
+		width = 32;
+		height = 80;
+		parametertext = "No. bees";
+	}
+	128
+	{
+		title = "Bumblebore";
+		sprite = "BUMBA1";
+		width = 16;
+		height = 32;
+	}
+	124
+	{
+		title = "Buggle";
+		sprite = "BBUZA1";
+		width = 20;
+		height = 24;
+	}
+	116
+	{
+		title = "Pointy";
+		sprite = "PNTYA1";
+		width = 8;
+		height = 16;
+	}
+}
+
+bosses
+{
+	color = 8; // Dark_Gray
+	arrow = 1;
+	title = "Bosses";
+
+	200
+	{
+		title = "Egg Mobile";
+		sprite = "EGGMA1";
+		width = 24;
+		height = 76;
+		flags4text = "[4] End level on death";
+		flags8text = "[8] Alternate laser attack";
+	}
+	201
+	{
+		title = "Egg Slimer";
+		sprite = "EGGNA1";
+		width = 24;
+		height = 76;
+		flags4text = "[4] End level on death";
+		flags8text = "[8] Speed up when hit";
+	}
+	202
+	{
+		title = "Sea Egg";
+		sprite = "EGGOA1";
+		width = 32;
+		height = 116;
+		flags4text = "[4] End level on death";
+	}
+	203
+	{
+		title = "Egg Colosseum";
+		sprite = "EGGPA1";
+		width = 24;
+		height = 76;
+		flags4text = "[4] End level on death";
+	}
+	204
+	{
+		title = "Fang";
+		sprite = "FANGA1";
+		width = 24;
+		height = 60;
+		flags1text = "[1] Grayscale mode";
+		flags4text = "[4] End level on death";
+	}
+	206
+	{
+		title = "Brak Eggman (Old)";
+		sprite = "BRAKB1";
+		width = 48;
+		height = 160;
+		flags4text = "[4] End level on death";
+	}
+	207
+	{
+		title = "Metal Sonic (Race)";
+		sprite = "METLI1";
+		width = 16;
+		height = 48;
+		flags1text = "[1] Grayscale mode";
+	}
+	208
+	{
+		title = "Metal Sonic (Battle)";
+		sprite = "METLC1";
+		width = 16;
+		height = 48;
+		flags1text = "[1] Grayscale mode";
+		flags4text = "[4] End level on death";
+	}
+	209
+	{
+		title = "Brak Eggman";
+		sprite = "BRAK01";
+		width = 48;
+		height = 160;
+		flags1text = "[1] No origin-fling death";
+		flags4text = "[4] End level on death";
+		flags8text = "[8] Electric barrier";
+	}
+	290
+	{
+		arrow = 0;
+		title = "Boss Escape Point";
+		width = 8;
+		height = 16;
+		sprite = "internal:eggmanend";
+	}
+	291
+	{
+		arrow = 0;
+		title = "Egg Capsule Center";
+		width = 8;
+		height = 16;
+		sprite = "internal:capsule";
+	}
+	292
+	{
+		arrow = 0;
+		title = "Boss Waypoint";
+		width = 8;
+		height = 16;
+		flags8text = "[8] Sea Egg shooting point";
+		sprite = "internal:eggmanway";
+		angletext = "No. (Sea Egg)";
+		flagsvaluetext = "No. (Brak)";
+		parametertext = "Next";
+	}
+	293
+	{
+		title = "Metal Sonic Gather Point";
+		sprite = "internal:metal";
+		width = 8;
+		height = 16;
+	}
+	294
+	{
+		title = "Fang Waypoint";
+		flags8text = "[8] Center waypoint";
+		sprite = "internal:eggmanway";
+		width = 8;
+		height = 16;
+	}
+}
+
+rings
+{
+	color = 14; // Yellow
+	title = "Rings and Weapon Panels";
+	width = 24;
+	height = 24;
+	flags8height = 24;
+	flags8text = "[8] Float";
+	sprite = "RINGA0";
+
+	300
+	{
+		title = "Ring";
+		sprite = "RINGA0";
+		width = 16;
+	}
+	301
+	{
+		title = "Bounce Ring";
+		sprite = "internal:RNGBA0";
+	}
+	302
+	{
+		title = "Rail Ring";
+		sprite = "internal:RNGRA0";
+	}
+	303
+	{
+		title = "Infinity Ring";
+		sprite = "internal:RNGIA0";
+	}
+	304
+	{
+		title = "Automatic Ring";
+		sprite = "internal:RNGAA0";
+	}
+	305
+	{
+		title = "Explosion Ring";
+		sprite = "internal:RNGEA0";
+	}
+	306
+	{
+		title = "Scatter Ring";
+		sprite = "internal:RNGSA0";
+	}
+	307
+	{
+		title = "Grenade Ring";
+		sprite = "internal:RNGGA0";
+	}
+	308
+	{
+		title = "CTF Team Ring (Red)";
+		sprite = "internal:RRNGA0";
+		width = 16;
+	}
+	309
+	{
+		title = "CTF Team Ring (Blue)";
+		sprite = "internal:BRNGA0";
+		width = 16;
+	}
+	330
+	{
+		title = "Bounce Ring Panel";
+		sprite = "internal:PIKBA0";
+	}
+	331
+	{
+		title = "Rail Ring Panel";
+		sprite = "internal:PIKRA0";
+	}
+	332
+	{
+		title = "Automatic Ring Panel";
+		sprite = "internal:PIKAA0";
+	}
+	333
+	{
+		title = "Explosion Ring Panel";
+		sprite = "internal:PIKEA0";
+	}
+	334
+	{
+		title = "Scatter Ring Panel";
+		sprite = "internal:PIKSA0";
+	}
+	335
+	{
+		title = "Grenade Ring Panel";
+		sprite = "internal:PIKGA0";
+	}
+}
+
+collectibles
+{
+	color = 10; // Light_Green
+	title = "Other Collectibles";
+	width = 16;
+	height = 32;
+	sort = 1;
+	sprite = "CEMGA0";
+
+	310
+	{
+		title = "CTF Red Flag";
+		sprite = "RFLGA0";
+		width = 24;
+		height = 64;
+	}
+	311
+	{
+		title = "CTF Blue Flag";
+		sprite = "BFLGA0";
+		width = 24;
+		height = 64;
+	}
+	312
+	{
+		title = "Emerald Token";
+		sprite = "TOKEA0";
+		width = 16;
+		height = 32;
+		flags8height = 24;
+		flags8text = "[8] Float";
+	}
+	313
+	{
+		title = "Chaos Emerald 1 (Green)";
+		sprite = "CEMGA0";
+	}
+	314
+	{
+		title = "Chaos Emerald 2 (Purple)";
+		sprite = "CEMGB0";
+	}
+	315
+	{
+		title = "Chaos Emerald 3 (Blue)";
+		sprite = "CEMGC0";
+	}
+	316
+	{
+		title = "Chaos Emerald 4 (Cyan)";
+		sprite = "CEMGD0";
+	}
+	317
+	{
+		title = "Chaos Emerald 5 (Orange)";
+		sprite = "CEMGE0";
+	}
+	318
+	{
+		title = "Chaos Emerald 6 (Red)";
+		sprite = "CEMGF0";
+	}
+	319
+	{
+		title = "Chaos Emerald 7 (Gray)";
+		sprite = "CEMGG0";
+	}
+	320
+	{
+		title = "Emerald Hunt Location";
+		sprite = "SHRDA0";
+	}
+	321
+	{
+		title = "Match Chaos Emerald Spawn";
+		sprite = "CEMGA0";
+		flags8height = 24;
+		flags8text = "[8] Float";
+	}
+	322
+	{
+		title = "Emblem";
+		sprite = "EMBMA0";
+		width = 16;
+		height = 30;
+		flags8height = 24;
+		flags8text = "[8] Float";
+		angletext = "Tag";
+	}
+}
+
+boxes
+{
+	color = 7; // Gray
+	blocking = 2;
+	title = "Monitors";
+	width = 18;
+	height = 40;
+	flags1text = "[1] Run Linedef Executor on pop";
+	flags4text = "[4] Random (Strong)";
+	flags8text = "[8] Random (Weak)";
+
+	400
+	{
+		title = "Super Ring (10 Rings)";
+		sprite = "TVRIA0";
+	}
+	401
+	{
+		title = "Pity Shield";
+		sprite = "TVPIA0";
+	}
+	402
+	{
+		title = "Attraction Shield";
+		sprite = "TVATA0";
+	}
+	403
+	{
+		title = "Force Shield";
+		sprite = "TVFOA0";
+	}
+	404
+	{
+		title = "Armageddon Shield";
+		sprite = "TVARA0";
+	}
+	405
+	{
+		title = "Whirlwind Shield";
+		sprite = "TVWWA0";
+	}
+	406
+	{
+		title = "Elemental Shield";
+		sprite = "TVELA0";
+	}
+	407
+	{
+		title = "Super Sneakers";
+		sprite = "TVSSA0";
+	}
+	408
+	{
+		title = "Invincibility";
+		sprite = "TVIVA0";
+	}
+	409
+	{
+		title = "Extra Life";
+		sprite = "TV1UA0";
+		flags4text = "[4] Random (Strong) / 10k points";
+		flags8text = "[8] Random (Weak) / 10k points";
+	}
+	410
+	{
+		title = "Eggman";
+		sprite = "TVEGA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	411
+	{
+		title = "Teleporter";
+		sprite = "TVMXA0";
+	}
+	413
+	{
+		title = "Gravity Boots";
+		sprite = "TVGVA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	414
+	{
+		title = "CTF Team Ring Monitor (Red)";
+		sprite = "TRRIA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	415
+	{
+		title = "CTF Team Ring Monitor (Blue)";
+		sprite = "TBRIA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	416
+	{
+		title = "Recycler";
+		sprite = "TVRCA0";
+	}
+	418
+	{
+		title = "Score (1,000 Points)";
+		sprite = "TV1KA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	419
+	{
+		title = "Score (10,000 Points)";
+		sprite = "TVTKA0";
+		flags4text = "[4] Special";
+		flags8text = "[8] Ambush";
+	}
+	420
+	{
+		title = "Flame Shield";
+		sprite = "TVFLA0";
+	}
+	421
+	{
+		title = "Water Shield";
+		sprite = "TVBBA0";
+	}
+	422
+	{
+		title = "Lightning Shield";
+		sprite = "TVZPA0";
+	}
+}
+
+boxes2
+{
+	color = 18; // Gold
+	blocking = 2;
+	title = "Monitors (Respawning)";
+	width = 20;
+	height = 44;
+	flags1text = "[1] Run Linedef Executor on pop";
+
+	431
+	{
+		title = "Pity Shield (Respawn)";
+		sprite = "TVPIB0";
+	}
+	432
+	{
+		title = "Attraction Shield (Respawn)";
+		sprite = "TVATB0";
+	}
+	433
+	{
+		title = "Force Shield (Respawn)";
+		sprite = "TVFOB0";
+	}
+	434
+	{
+		title = "Armageddon Shield (Respawn)";
+		sprite = "TVARB0";
+	}
+	435
+	{
+		title = "Whirlwind Shield (Respawn)";
+		sprite = "TVWWB0";
+	}
+	436
+	{
+		title = "Elemental Shield (Respawn)";
+		sprite = "TVELB0";
+	}
+	437
+	{
+		title = "Super Sneakers (Respawn)";
+		sprite = "TVSSB0";
+	}
+	438
+	{
+		title = "Invincibility (Respawn)";
+		sprite = "TVIVB0";
+	}
+	440
+	{
+		title = "Eggman (Respawn)";
+		sprite = "TVEGB0";
+	}
+	443
+	{
+		title = "Gravity Boots (Respawn)";
+		sprite = "TVGVB0";
+	}
+	450
+	{
+		title = "Flame Shield (Respawn)";
+		sprite = "TVFLB0";
+	}
+	451
+	{
+		title = "Water Shield (Respawn)";
+		sprite = "TVBBB0";
+	}
+	452
+	{
+		title = "Lightning Shield (Respawn)";
+		sprite = "TVZPB0";
+	}
+}
+
+generic
+{
+	color = 11; // Light_Cyan
+	title = "Generic Items & Hazards";
+
+	500
+	{
+		title = "Air Bubble Patch";
+		sprite = "BUBLE0";
+		width = 8;
+		height = 16;
+		flags8text = "[8] No distance check";
+	}
+	501
+	{
+		title = "Signpost";
+		sprite = "SIGND0";
+		width = 8;
+		height = 32;
+	}
+	502
+	{
+		arrow = 1;
+		title = "Star Post";
+		sprite = "STPTA0M0";
+		width = 64;
+		height = 128;
+		angletext = "Angle/Order";
+	}
+	520
+	{
+		title = "Bomb Sphere";
+		sprite = "SPHRD0";
+		width = 16;
+		height = 24;
+		flags8height = 24;
+		flags8text = "[8] Float";
+		unflippable = true;
+	}
+	521
+	{
+		title = "Spikeball";
+		sprite = "SPIKA0";
+		width = 12;
+		height = 8;
+		flags8height = 24;
+		flags8text = "[8] Float";
+	}
+	522
+	{
+		title = "Wall Spike";
+		sprite = "WSPKALAR";
+		width = 16;
+		height = 14;
+		flags1text = "[1] Start retracted";
+		flags4text = "[4] Retractable";
+		flags8text = "[8] Intangible";
+		parametertext = "Initial delay";
+	}
+	523
+	{
+		title = "Spike";
+		sprite = "USPKA0";
+		width = 8;
+		height = 32;
+		flags1text = "[1] Start retracted";
+		flags4text = "[4] Retractable";
+		flags8text = "[8] Intangible";
+		angletext = "Retraction interval";
+		parametertext = "Initial delay";
+	}
+	1130
+	{
+		title = "Small Mace";
+		sprite = "SMCEA0";
+		width = 17;
+		height = 34;
+	}
+	1131
+	{
+		title = "Big Mace";
+		sprite = "BMCEA0";
+		width = 34;
+		height = 68;
+	}
+	1136
+	{
+		title = "Small Fireball";
+		sprite = "SFBRA0";
+		width = 17;
+		height = 34;
+	}
+	1137
+	{
+		title = "Large Fireball";
+		sprite = "BFBRA0";
+		width = 34;
+		height = 68;
+	}
+}
+
+springs
+{
+	color = 12; // Light_Red
+	title = "Springs and Fans";
+	width = 20;
+	height = 16;
+	sprite = "RSPRD2";
+
+	540
+	{
+		title = "Fan";
+		sprite = "FANSA0D0";
+		width = 16;
+		height = 8;
+		flags4text = "[4] Invisible";
+		flags8text = "[8] No distance check";
+		angletext = "Lift height";
+	}
+	541
+	{
+		title = "Gas Jet";
+		sprite = "STEMD0";
+		flags8text = "[8] No sounds";
+		width = 32;
+	}
+	542
+	{
+		title = "Bumper";
+		sprite = "BUMPA0";
+		width = 32;
+		height = 64;
+		angletext = "Strength";
+	}
+	543
+	{
+		title = "Balloon";
+		sprite = "BLONA0";
+		width = 32;
+		height = 64;
+		flags8text = "[8] Respawn";
+		angletext = "Color";
+	}
+	550
+	{
+		title = "Yellow Spring";
+		sprite = "SPRYA0";
+	}
+	551
+	{
+		title = "Red Spring";
+		sprite = "SPRRA0";
+	}
+	552
+	{
+		title = "Blue Spring";
+		sprite = "SPRBA0";
+	}
+	555
+	{
+		arrow = 1;
+		title = "Diagonal Yellow Spring";
+		sprite = "YSPRD2";
+		width = 16;
+		flags4text = "[4] Ignore gravity";
+		flags8text = "[8] Rotate 22.5° CCW";
+	}
+	556
+	{
+		arrow = 1;
+		title = "Diagonal Red Spring";
+		sprite = "RSPRD2";
+		width = 16;
+		flags4text = "[4] Ignore gravity";
+		flags8text = "[8] Rotate 22.5° CCW";
+	}
+	557
+	{
+		arrow = 1;
+		title = "Diagonal Blue Spring";
+		sprite = "BSPRD2";
+		width = 16;
+		flags4text = "[4] Ignore gravity";
+		flags8text = "[8] Rotate 22.5° CCW";
+	}
+	558
+	{
+		arrow = 1;
+		title = "Horizontal Yellow Spring";
+		sprite = "SSWYD2D8";
+		flags8height = 16;
+		flags8text = "[8] Float";
+		width = 16;
+		height = 32;
+	}
+	559
+	{
+		arrow = 1;
+		title = "Horizontal Red Spring";
+		sprite = "SSWRD2D8";
+		flags8height = 16;
+		flags8text = "[8] Float";
+		width = 16;
+		height = 32;
+	}
+	560
+	{
+		arrow = 1;
+		title = "Horizontal Blue Spring";
+		sprite = "SSWBD2D8";
+		flags8height = 16;
+		flags8text = "[8] Float";
+		width = 16;
+		height = 32;
+	}
+	1134
+	{
+		title = "Yellow Spring Ball";
+		sprite = "YSPBA0";
+		width = 17;
+		height = 34;
+	}
+	1135
+	{
+		title = "Red Spring Ball";
+		sprite = "RSPBA0";
+		width = 17;
+		height = 34;
+	}
+	544
+	{
+		arrow = 1;
+		title = "Yellow Boost Panel";
+		sprite = "BSTYA0";
+		flags8text = "[8] Force spin";
+		width = 28;
+		height = 2;
+	}
+	545
+	{
+		arrow = 1;
+		title = "Red Boost Panel";
+		sprite = "BSTRA0";
+		flags8text = "[8] Force spin";
+		width = 28;
+		height = 2;
+	}
+}
+
+patterns
+{
+	color = 5; // Magenta
+	arrow = 1;
+	title = "Special Placement Patterns";
+	width = 16;
+	height = 384;
+	sprite = "RINGA0";
+
+	600
+	{
+		arrow = 0;
+		title = "5 Vertical Rings (Yellow Spring)";
+		sprite = "RINGA0";
+	}
+	601
+	{
+		arrow = 0;
+		title = "5 Vertical Rings (Red Spring)";
+		sprite = "RINGA0";
+		height = 1024;
+	}
+	602
+	{
+		title = "5 Diagonal Rings (Yellow Spring)";
+		sprite = "RINGA0";
+		height = 32;
+	}
+	603
+	{
+		title = "10 Diagonal Rings (Red Spring)";
+		sprite = "RINGA0";
+		height = 32;
+	}
+	604
+	{
+		title = "Circle of Rings";
+		sprite = "RINGA0";
+		width = 96;
+		height = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	605
+	{
+		title = "Circle of Rings (Big)";
+		sprite = "RINGA0";
+		width = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	606
+	{
+		title = "Circle of Blue Spheres";
+		sprite = "SPHRA0";
+		width = 96;
+		height = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	607
+	{
+		title = "Circle of Blue Spheres (Big)";
+		sprite = "SPHRA0";
+		width = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	608
+	{
+		title = "Circle of Rings and Spheres";
+		sprite = "SPHRA0";
+		width = 96;
+		height = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	609
+	{
+		title = "Circle of Rings and Spheres (Big)";
+		sprite = "SPHRA0";
+		width = 192;
+		unflippable = true;
+		centerHitbox = true;
+	}
+}
+
+invisible
+{
+	color = 15; // White
+	title = "Misc. Invisible";
+	width = 0;
+	height = 0;
+	sprite = "UNKNA0";
+	sort = 1;
+	fixedsize = true;
+	blocking = 0;
+
+	700
+	{
+		title = "Water Ambience A (Large)";
+		sprite = "internal:ambiance";
+	}
+
+	701
+	{
+		title = "Water Ambience B (Large)";
+		sprite = "internal:ambiance";
+	}
+
+	702
+	{
+		title = "Water Ambience C (Medium)";
+		sprite = "internal:ambiance";
+	}
+
+	703
+	{
+		title = "Water Ambience D (Medium)";
+		sprite = "internal:ambiance";
+	}
+
+	704
+	{
+		title = "Water Ambience E (Small)";
+		sprite = "internal:ambiance";
+	}
+
+	705
+	{
+		title = "Water Ambience F (Small)";
+		sprite = "internal:ambiance";
+	}
+
+	706
+	{
+		title = "Water Ambience G (Extra Large)";
+		sprite = "internal:ambiance";
+	}
+
+	707
+	{
+		title = "Water Ambience H (Extra Large)";
+		sprite = "internal:ambiance";
+	}
+
+	708
+	{
+		title = "Disco Ambience";
+		sprite = "internal:ambiance";
+	}
+
+	709
+	{
+		title = "Volcano Ambience";
+		sprite = "internal:ambiance";
+	}
+
+	710
+	{
+		title = "Machine Ambience";
+		sprite = "internal:ambiance";
+	}
+
+	750
+	{
+		title = "Slope Vertex";
+		sprite = "internal:vertexslope";
+		angletext = "Tag";
+	}
+
+	751
+	{
+		arrow = 1;
+		title = "Teleport Destination";
+		sprite = "internal:tele";
+	}
+
+	752
+	{
+		arrow = 1;
+		title = "Alternate View Point";
+		sprite = "internal:view";
+	}
+
+	753
+	{
+		title = "Zoom Tube Waypoint";
+		sprite = "internal:zoom";
+		angletext = "Order";
+	}
+
+	754
+	{
+		title = "Push Point";
+		flags4text = "[4] Fades using XY";
+		flags8text = "[8] Push using XYZ";
+		sprite = "GWLGA0";
+		angletext = "Radius";
+	}
+	755
+	{
+		title = "Pull Point";
+		flags4text = "[4] Fades using XY";
+		flags8text = "[8] Pull using XYZ";
+		sprite = "GWLRA0";
+		angletext = "Radius";
+	}
+	756
+	{
+		title = "Blast Linedef Executor";
+		sprite = "TOADA0";
+		width = 32;
+		height = 16;
+	}
+	757
+	{
+		title = "Fan Particle Generator";
+		sprite = "PRTLA0";
+		width = 8;
+		height = 16;
+		angletext = "Tag";
+	}
+	758
+	{
+		title = "Object Angle Anchor";
+		sprite = "internal:view";
+	}
+	760
+	{
+		title = "PolyObject Anchor";
+		sprite = "internal:polyanchor";
+		angletext = "ID";
+	}
+
+	761
+	{
+		title = "PolyObject Spawn Point";
+		sprite = "internal:polycenter";
+		angletext = "ID";
+	}
+
+	762
+	{
+		title = "PolyObject Spawn Point (Crush)";
+		sprite = "internal:polycentercrush";
+		angletext = "ID";
+	}
+	780
+	{
+		title = "Skybox View Point";
+		sprite = "internal:skyb";
+		flags4text = "[4] In-map centerpoint";
+		parametertext = "ID";
+	}
+}
+
+greenflower
+{
+	color = 10; // Green
+	title = "Greenflower";
+
+	800
+	{
+		title = "GFZ Flower";
+		sprite = "FWR1A0";
+		width = 16;
+		height = 40;
+	}
+	801
+	{
+		title = "Sunflower";
+		sprite = "FWR2A0";
+		width = 16;
+		height = 96;
+	}
+	802
+	{
+		title = "Budding Flower";
+		sprite = "FWR3A0";
+		width = 8;
+		height = 32;
+	}
+	803
+	{
+		title = "Blueberry Bush";
+		sprite = "BUS3A0";
+		width = 16;
+		height = 32;
+	}
+	804
+	{
+		title = "Berry Bush";
+		sprite = "BUS1A0";
+		width = 16;
+		height = 32;
+	}
+	805
+	{
+		title = "Bush";
+		sprite = "BUS2A0";
+		width = 16;
+		height = 32;
+	}
+	806
+	{
+		title = "GFZ Tree";
+		sprite = "TRE1A0";
+		width = 20;
+		height = 128;
+	}
+	807
+	{
+		title = "GFZ Berry Tree";
+		sprite = "TRE1B0";
+		width = 20;
+		height = 128;
+	}
+	808
+	{
+		title = "GFZ Cherry Tree";
+		sprite = "TRE1C0";
+		width = 20;
+		height = 128;
+	}
+	809
+	{
+		title = "Checkered Tree";
+		sprite = "TRE2A0";
+		width = 20;
+		height = 200;
+	}
+	810
+	{
+		title = "Checkered Tree (Sunset)";
+		sprite = "TRE2B0";
+		width = 20;
+		height = 200;
+	}
+	811
+	{
+		title = "Polygon Tree";
+		sprite = "TRE4A0";
+		width = 20;
+		height = 200;
+	}
+	812
+	{
+		title = "Bush Tree";
+		sprite = "TRE5A0";
+		width = 20;
+		height = 200;
+	}
+	813
+	{
+		title = "Red Bush Tree";
+		sprite = "TRE5B0";
+		width = 20;
+		height = 200;
+	}
+}
+
+technohill
+{
+	color = 10; // Green
+	title = "Techno Hill";
+
+	900
+	{
+		title = "THZ Steam Flower";
+		sprite = "THZPA0";
+		width = 8;
+		height = 32;
+	}
+	901
+	{
+		title = "Alarm";
+		sprite = "ALRMA0";
+		width = 8;
+		height = 16;
+		hangs = 1;
+	}
+	902
+	{
+		title = "THZ Spin Flower (Red)";
+		sprite = "FWR5A0";
+		width = 16;
+		height = 64;
+	}
+	903
+	{
+		title = "THZ Spin Flower (Yellow)";
+		sprite = "FWR6A0";
+		width = 16;
+		height = 64;
+	}
+	904
+	{
+		arrow = 1;
+		title = "Whistlebush";
+		sprite = "THZTA0";
+		width = 16;
+		height = 64;
+	}
+}
+
+deepsea
+{
+	color = 10; // Green
+	title = "Deep Sea";
+
+	1000
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Gargoyle";
+		sprite = "GARGA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1009
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Gargoyle (Big)";
+		sprite = "GARGB1";
+		width = 32;
+		height = 80;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1001
+	{
+		title = "Seaweed";
+		sprite = "SEWEA0";
+		width = 24;
+		height = 56;
+	}
+	1002
+	{
+		title = "Dripping Water";
+		sprite = "DRIPD0";
+		width = 8;
+		height = 16;
+		hangs = 1;
+		angletext = "Dripping interval";
+	}
+	1003
+	{
+		title = "Coral (Green)";
+		sprite = "CORLA0";
+		width = 29;
+		height = 40;
+	}
+	1004
+	{
+		title = "Coral (Red)";
+		sprite = "CORLB0";
+		width = 30;
+		height = 53;
+	}
+	1005
+	{
+		title = "Coral (Orange)";
+		sprite = "CORLC0";
+		width = 28;
+		height = 41;
+	}
+	1006
+	{
+		title = "Blue Crystal";
+		sprite = "BCRYA1";
+		width = 8;
+		height = 16;
+	}
+	1007
+	{
+		title = "Kelp";
+		sprite = "KELPA0";
+		width = 16;
+		height = 292;
+		flags4text = "[4] Double size";
+	}
+	1008
+	{
+		title = "Stalagmite (DSZ1)";
+		sprite = "DSTGA0";
+		width = 8;
+		height = 116;
+		flags4text = "[4] Double size";
+	}
+	1010
+	{
+		arrow = 1;
+		title = "Light Beam";
+		sprite = "LIBEARAL";
+		width = 16;
+		height = 16;
+	}
+	1011
+	{
+		title = "Stalagmite (DSZ2)";
+		sprite = "DSTGA0";
+		width = 8;
+		height = 116;
+		flags4text = "[4] Double size";
+	}
+	1012
+	{
+		arrow = 1;
+		title = "Big Floating Mine";
+		width = 28;
+		height = 56;
+		sprite = "BMNEA1";
+	}
+	1013
+	{
+		title = "Animated Kelp";
+		sprite = "ALGAA0";
+		width = 48;
+		height = 120;
+	}
+	1014
+	{
+		title = "Large Coral (Brown)";
+		sprite = "CORLD0";
+		width = 56;
+		height = 112;
+	}
+	1015
+	{
+		title = "Large Coral (Beige)";
+		sprite = "CORLE0";
+		width = 56;
+		height = 112;
+	}
+}
+
+castleeggman
+{
+	color = 10; // Green
+	title = "Castle Eggman";
+
+	1100
+	{
+		title = "Chain (Decorative)";
+		sprite = "CHANA0";
+		width = 4;
+		height = 128;
+		hangs = 1;
+	}
+	1101
+	{
+		title = "Torch";
+		sprite = "FLAMA0E0";
+		width = 8;
+		height = 32;
+		flags1text = "[1] Add corona";
+	}
+	1102
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Eggman Statue";
+		sprite = "ESTAA1";
+		width = 32;
+		height = 240;
+		flags1text = "[1] Solid gold";
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1103
+	{
+		title = "CEZ Flower";
+		sprite = "FWR4A0";
+		width = 16;
+		height = 40;
+	}
+	1104
+	{
+		title = "Mace Spawnpoint";
+		sprite = "SMCEA0";
+		width = 17;
+		height = 34;
+		flags4text = "[4] No sounds";
+		flags8text = "[8] Double size";
+		angletext = "Tag";
+	}
+	1105
+	{
+		title = "Chain with Maces Spawnpoint";
+		sprite = "SMCEA0";
+		width = 17;
+		height = 34;
+		flags4text = "[4] No sounds";
+		flags8text = "[8] Double size";
+		angletext = "Tag";
+	}
+	1106
+	{
+		title = "Chained Spring Spawnpoint";
+		sprite = "YSPBA0";
+		width = 17;
+		height = 34;
+		flags4text = "[4] No sounds";
+		flags8text = "[8] Red spring";
+		angletext = "Tag";
+	}
+	1107
+	{
+		title = "Chain Spawnpoint";
+		sprite = "BMCHA0";
+		width = 17;
+		height = 34;
+		flags8text = "[8] Double size";
+		angletext = "Tag";
+	}
+	1108
+	{
+		arrow = 1;
+		title = "Hidden Chain Spawnpoint";
+		sprite = "internal:chain3";
+		width = 17;
+		height = 34;
+		flags8text = "[8] Double size";
+	}
+	1109
+	{
+		title = "Firebar Spawnpoint";
+		sprite = "BFBRA0";
+		width = 17;
+		height = 34;
+		flags4text = "[4] No sounds";
+		flags8text = "[8] Double size";
+		angletext = "Tag";
+	}
+	1110
+	{
+		title = "Custom Mace Spawnpoint";
+		sprite = "SMCEA0";
+		width = 17;
+		height = 34;
+		flags4text = "[4] No sounds";
+		angletext = "Tag";
+	}
+	1111
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Crawla Statue";
+		sprite = "CSTAA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1112
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Lance-a-Bot Statue";
+		sprite = "CBBSA1";
+		width = 32;
+		height = 72;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1114
+	{
+		title = "Pine Tree";
+		sprite = "PINEA0";
+		width = 16;
+		height = 628;
+	}
+	1115
+	{
+		title = "CEZ Shrub (Small)";
+		sprite = "CEZBA0";
+		width = 16;
+		height = 24;
+	}
+	1116
+	{
+		title = "CEZ Shrub (Large)";
+		sprite = "CEZBB0";
+		width = 32;
+		height = 48;
+	}
+	1117
+	{
+		arrow = 1;
+		title = "Pole Banner (Red)";
+		sprite = "BANRA0";
+		width = 40;
+		height = 224;
+	}
+	1118
+	{
+		arrow = 1;
+		title = "Pole Banner (Blue)";
+		sprite = "BANRA0";
+		width = 40;
+		height = 224;
+	}
+	1119
+	{
+		title = "Candle";
+		sprite = "CNDLA0";
+		width = 8;
+		height = 48;
+		flags1text = "[1] Add corona";
+	}
+	1120
+	{
+		title = "Candle Pricket";
+		sprite = "CNDLB0";
+		width = 8;
+		height = 176;
+		flags1text = "[1] Add corona";
+	}
+	1121
+	{
+		title = "Flame Holder";
+		sprite = "FLMHA0";
+		width = 24;
+		height = 80;
+		flags1text = "[1] Add corona";
+		flags4text = "[4] No flame";
+	}
+	1122
+	{
+		title = "Fire Torch";
+		sprite = "CTRCA0";
+		width = 16;
+		height = 80;
+	}
+	1123
+	{
+		title = "Cannonball Launcher";
+		sprite = "internal:cannonball";
+		width = 8;
+		height = 16;
+	}
+	1124
+	{
+		blocking = 2;
+		title = "Cannonball";
+		sprite = "CBLLA0";
+		width = 20;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1125
+	{
+		title = "Brambles";
+		sprite = "CABRALAR";
+		width = 48;
+		height = 32;
+	}
+	1126
+	{
+		title = "Invisible Lockon Object";
+		sprite = "LCKNC0";
+		width = 16;
+		height = 32;
+	}
+	1127
+	{
+		title = "Spectator Eggrobo";
+		sprite = "EGR1A1";
+		width = 20;
+		height = 72;
+	}
+	1128
+	{
+		arrow = 1;
+		title = "Waving Flag (Red)";
+		sprite = "CFLGA0";
+		width = 8;
+		height = 208;
+	}
+	1129
+	{
+		arrow = 1;
+		title = "Waving Flag (Blue)";
+		sprite = "CFLGA0";
+		width = 8;
+		height = 208;
+	}
+}
+
+aridcanyon
+{
+	color = 10; // Green
+	title = "Arid Canyon";
+
+	1200
+	{
+		title = "Tumbleweed (Big)";
+		sprite = "BTBLA0";
+		width = 24;
+		height = 48;
+		flags8text = "[8] Moves perpetually";
+	}
+	1201
+	{
+		title = "Tumbleweed (Small)";
+		sprite = "STBLA0";
+		width = 12;
+		height = 24;
+		flags8text = "[8] Moves perpetually";
+	}
+	1202
+	{
+		arrow = 1;
+		title = "Rock Spawner";
+		sprite = "ROIAA0";
+		width = 8;
+		height = 16;
+		angletext = "Tag";
+	}
+	1203
+	{
+		title = "Tiny Red Flower Cactus";
+		sprite = "CACTA0";
+		width = 13;
+		height = 24;
+	}
+	1204
+	{
+		title = "Small Red Flower Cactus";
+		sprite = "CACTB0";
+		width = 15;
+		height = 52;
+	}
+	1205
+	{
+		title = "Tiny Blue Flower Cactus";
+		sprite = "CACTC0";
+		width = 13;
+		height = 24;
+	}
+	1206
+	{
+		title = "Small Blue Flower Cactus";
+		sprite = "CACTD0";
+		width = 15;
+		height = 52;
+	}
+	1207
+	{
+		title = "Prickly Pear";
+		sprite = "CACTE0";
+		width = 32;
+		height = 96;
+	}
+	1208
+	{
+		title = "Barrel Cactus";
+		sprite = "CACTF0";
+		width = 20;
+		height = 128;
+	}
+	1209
+	{
+		title = "Tall Barrel Cactus";
+		sprite = "CACTG0";
+		width = 24;
+		height = 224;
+	}
+	1210
+	{
+		title = "Armed Cactus";
+		sprite = "CACTH0";
+		width = 24;
+		height = 256;
+	}
+	1211
+	{
+		title = "Ball Cactus";
+		sprite = "CACTI0";
+		width = 48;
+		height = 96;
+	}
+	1212
+	{
+		title = "Caution Sign";
+		sprite = "WWSGAR";
+		width = 22;
+		height = 64;
+	}
+	1213
+	{
+		title = "Cacti Sign";
+		sprite = "WWS2AR";
+		width = 22;
+		height = 64;
+	}
+	1214
+	{
+		title = "Sharp Turn Sign";
+		sprite = "WWS3ALAR";
+		width = 16;
+		height = 192;
+	}
+	1215
+	{
+		title = "Mine Oil Lamp";
+		sprite = "OILLA0";
+		width = 22;
+		height = 64;
+		hangs = 1;
+	}
+	1216
+	{
+		title = "TNT Barrel";
+		sprite = "BARRA1";
+		width = 24;
+		height = 63;
+	}
+	1217
+	{
+		title = "TNT Proximity Shell";
+		sprite = "REMTA0";
+		width = 64;
+		height = 40;
+	}
+	1218
+	{
+		title = "Dust Devil";
+		sprite = "TAZDCR";
+		width = 80;
+		height = 416;
+	}
+	1219
+	{
+		title = "Minecart Spawner";
+		sprite = "MCRTCLFR";
+		width = 22;
+		height = 32;
+	}
+	1220
+	{
+		title = "Minecart Stopper";
+		sprite = "MCRTIR";
+		width = 32;
+		height = 32;
+	}
+	1221
+	{
+		title = "Minecart Saloon Door";
+		sprite = "SALDARAL";
+		width = 96;
+		height = 160;
+		flags8text = "[8] Allow non-minecart players";
+	}
+	1222
+	{
+		title = "Train Cameo Spawner";
+		sprite = "TRAEBRBL";
+		width = 28;
+		height = 32;
+	}
+	1223
+	{
+		title = "Train Dust Spawner";
+		sprite = "ADSTA0";
+		width = 4;
+		height = 4;
+	}
+	1224
+	{
+		title = "Train Steam Spawner";
+		sprite = "STEAA0";
+		width = 4;
+		height = 4;
+	}
+	1229
+	{
+		title = "Minecart Switch Point";
+		sprite = "internal:zoom";
+		width = 8;
+		height = 16;
+		flags8text = "[8] Enable switching";
+	}
+	1230
+	{
+		title = "Tiny Cactus";
+		sprite = "CACTJ0";
+		width = 13;
+		height = 28;
+	}
+	1231
+	{
+		title = "Small Cactus";
+		sprite = "CACTK0";
+		width = 15;
+		height = 60;
+	}
+}
+
+redvolcano
+{
+	color = 10; // Green
+	title = "Red Volcano";
+
+	1300
+	{
+		arrow = 1;
+		title = "Flame Jet (Horizontal)";
+		sprite = "internal:flameh";
+		width = 16;
+		height = 40;
+		flags8text = "[8] Waves vertically";
+		angletext = "On/Off time";
+		parametertext = "Strength";
+	}
+	1301
+	{
+		title = "Flame Jet (Vertical)";
+		sprite = "internal:flamev";
+		width = 16;
+		height = 40;
+		flags8text = "[8] Shoot downwards";
+		angletext = "On/Off time";
+		parametertext = "Strength";
+	}
+	1302
+	{
+		title = "Spinning Flame Jet (Counter-Clockwise)";
+		sprite = "internal:flame2";
+		width = 16;
+		height = 24;
+	}
+	1303
+	{
+		title = "Spinning Flame Jet (Clockwise)";
+		sprite = "internal:flame1";
+		width = 16;
+		height = 24;
+	}
+	1304
+	{
+		title = "Lavafall";
+		sprite = "LFALF0";
+		width = 30;
+		height = 32;
+		angletext = "Initial delay";
+		flags8text = "[8] Double size";
+	}
+	1305
+	{
+		title = "Rollout Rock";
+		sprite = "PUMIA1A5";
+		width = 30;
+		height = 60;
+		flags8text = "[8] Non-buoyant";
+	}
+	1306
+	{
+		title = "Big Fern";
+		sprite = "JPLAB0";
+		width = 32;
+		height = 48;
+	}
+	1307
+	{
+		title = "Jungle Palm";
+		sprite = "JPLAC0";
+		width = 32;
+		height = 48;
+	}
+	1308
+	{
+		title = "Torch Flower";
+		sprite = "TFLOA0";
+		width = 14;
+		height = 110;
+	}
+	1309
+	{
+		title = "RVZ1 Wall Vine (Long)";
+		sprite = "WVINALAR";
+		width = 1;
+		height = 288;
+	}
+	1310
+	{
+		title = "RVZ1 Wall Vine (Short)";
+		sprite = "WVINBLBR";
+		width = 1;
+		height = 288;
+	}
+}
+
+botanicserenity
+{
+	color = 10; // Green
+	title = "Botanic Serenity";
+	width = 16;
+	height = 32;
+	sprite = "BSZ1A0";
+	1400
+	{
+		title = "Tall Flower (Red)";
+		sprite = "BSZ1A0";
+	}
+	1401
+	{
+		title = "Tall Flower (Purple)";
+		sprite = "BSZ1B0";
+	}
+	1402
+	{
+		title = "Tall Flower (Blue)";
+		sprite = "BSZ1C0";
+	}
+	1403
+	{
+		title = "Tall Flower (Cyan)";
+		sprite = "BSZ1D0";
+	}
+	1404
+	{
+		title = "Tall Flower (Yellow)";
+		sprite = "BSZ1E0";
+	}
+	1405
+	{
+		title = "Tall Flower (Orange)";
+		sprite = "BSZ1F0";
+	}
+	1410
+	{
+		title = "Medium Flower (Red)";
+		sprite = "BSZ2A0";
+	}
+	1411
+	{
+		title = "Medium Flower (Purple)";
+		sprite = "BSZ2B0";
+	}
+	1412
+	{
+		title = "Medium Flower (Blue)";
+		sprite = "BSZ2C0";
+	}
+	1413
+	{
+		title = "Medium Flower (Cyan)";
+		sprite = "BSZ2D0";
+	}
+	1414
+	{
+		title = "Medium Flower (Yellow)";
+		sprite = "BSZ2E0";
+	}
+	1415
+	{
+		title = "Medium Flower (Orange)";
+		sprite = "BSZ2F0";
+	}
+	1420
+	{
+		title = "Short Flower (Red)";
+		sprite = "BSZ3A0";
+	}
+	1421
+	{
+		title = "Short Flower (Purple)";
+		sprite = "BSZ3B0";
+	}
+	1422
+	{
+		title = "Short Flower (Blue)";
+		sprite = "BSZ3C0";
+	}
+	1423
+	{
+		title = "Short Flower (Cyan)";
+		sprite = "BSZ3D0";
+	}
+	1424
+	{
+		title = "Short Flower (Yellow)";
+		sprite = "BSZ3E0";
+	}
+	1425
+	{
+		title = "Short Flower (Orange)";
+		sprite = "BSZ3F0";
+	}
+	1430
+	{
+		title = "Tulip (Red)";
+		sprite = "BST1A0";
+	}
+	1431
+	{
+		title = "Tulip (Purple)";
+		sprite = "BST2A0";
+	}
+	1432
+	{
+		title = "Tulip (Blue)";
+		sprite = "BST3A0";
+	}
+	1433
+	{
+		title = "Tulip (Cyan)";
+		sprite = "BST4A0";
+	}
+	1434
+	{
+		title = "Tulip (Yellow)";
+		sprite = "BST5A0";
+	}
+	1435
+	{
+		title = "Tulip (Orange)";
+		sprite = "BST6A0";
+	}
+	1440
+	{
+		title = "Cluster (Red)";
+		sprite = "BSZ5A0";
+	}
+	1441
+	{
+		title = "Cluster (Purple)";
+		sprite = "BSZ5B0";
+	}
+	1442
+	{
+		title = "Cluster (Blue)";
+		sprite = "BSZ5C0";
+	}
+	1443
+	{
+		title = "Cluster (Cyan)";
+		sprite = "BSZ5D0";
+	}
+	1444
+	{
+		title = "Cluster (Yellow)";
+		sprite = "BSZ5E0";
+	}
+	1445
+	{
+		title = "Cluster (Orange)";
+		sprite = "BSZ5F0";
+	}
+	1450
+	{
+		title = "Bush (Red)";
+		sprite = "BSZ6A0";
+	}
+	1451
+	{
+		title = "Bush (Purple)";
+		sprite = "BSZ6B0";
+	}
+	1452
+	{
+		title = "Bush (Blue)";
+		sprite = "BSZ6C0";
+	}
+	1453
+	{
+		title = "Bush (Cyan)";
+		sprite = "BSZ6D0";
+	}
+	1454
+	{
+		title = "Bush (Yellow)";
+		sprite = "BSZ6E0";
+	}
+	1455
+	{
+		title = "Bush (Orange)";
+		sprite = "BSZ6F0";
+	}
+	1460
+	{
+		title = "Vine (Red)";
+		sprite = "BSZ7A0";
+	}
+	1461
+	{
+		title = "Vine (Purple)";
+		sprite = "BSZ7B0";
+	}
+	1462
+	{
+		title = "Vine (Blue)";
+		sprite = "BSZ7C0";
+	}
+	1463
+	{
+		title = "Vine (Cyan)";
+		sprite = "BSZ7D0";
+	}
+	1464
+	{
+		title = "Vine (Yellow)";
+		sprite = "BSZ7E0";
+	}
+	1465
+	{
+		title = "Vine (Orange)";
+		sprite = "BSZ7F0";
+	}
+	1470
+	{
+		title = "BSZ Shrub";
+		sprite = "BSZ8A0";
+	}
+	1471
+	{
+		title = "BSZ Clover";
+		sprite = "BSZ8B0";
+	}
+	1473
+	{
+		title = "Palm Tree (Big)";
+		width = 16;
+		height = 160;
+		sprite = "BSZ8D0";
+	}
+	1475
+	{
+		title = "Palm Tree (Small)";
+		width = 16;
+		height = 80;
+		sprite = "BSZ8F0";
+	}
+}
+
+azuretemple
+{
+	color = 10; // Green
+	title = "Azure Temple";
+
+	1500
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Glaregoyle";
+		sprite = "BGARA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1501
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Glaregoyle (Up)";
+		sprite = "BGARA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1502
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Glaregoyle (Down)";
+		sprite = "BGARA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1503
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Glaregoyle (Long)";
+		sprite = "BGARA1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1504
+	{
+		title = "ATZ Target";
+		sprite = "RCRYB0";
+		width = 24;
+		height = 32;
+	}
+	1505
+	{
+		title = "Green Flame";
+		sprite = "CFLMA0E0";
+		width = 8;
+		height = 32;
+	}
+	1506
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Blue Gargoyle";
+		sprite = "BGARD1";
+		width = 16;
+		height = 40;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+}
+
+dreamhill
+{
+	color = 10; // Green
+	title = "Dream Hill";
+
+	1600
+	{
+		title = "Spring Tree";
+		sprite = "TRE6A0";
+		width = 16;
+		height = 32;
+	}
+	1601
+	{
+		title = "Shleep";
+		sprite = "SHLPA0";
+		width = 24;
+		height = 32;
+	}
+	1602
+	{
+		title = "Pian";
+		sprite = "NTPNALAR";
+		width = 16;
+		height = 32;
+	}
+}
+
+nightstrk
+{
+	color = 13; // Pink
+	title = "NiGHTS Track";
+	width = 8;
+	height = 4096;
+	sprite = "UNKNA0";
+
+	1700
+	{
+		title = "Axis";
+		sprite = "internal:axis1";
+		circle = 1;
+		unflippable = true;
+		ignoreZ = true;
+		flagsvaluetext = "Order";
+		angletext = "Radius/Direction";
+		parametertext = "Mare";
+	}
+	1701
+	{
+		title = "Axis Transfer";
+		sprite = "internal:axis2";
+		unflippable = true;
+		ignoreZ = true;
+		flagsvaluetext = "Order";
+		parametertext = "Mare";
+	}
+	1702
+	{
+		title = "Axis Transfer Line";
+		sprite = "internal:axis3";
+		unflippable = true;
+		ignoreZ = true;
+		flagsvaluetext = "Order";
+		parametertext = "Mare";
+	}
+	1710
+	{
+		title = "Ideya Capture";
+		sprite = "CAPSA0";
+		width = 72;
+		height = 144;
+		angletext = "Rings";
+		parametertext = "Mare";
+	}
+}
+
+nights
+{
+	color = 13; // Pink
+	title = "NiGHTS Items";
+	width = 16;
+	height = 32;
+
+	1703
+	{
+		title = "Ideya Drone";
+		sprite = "NDRNA1";
+		width = 16;
+		height = 56;
+		flags1text = "[1] Align player to middle";
+		flags4text = "[4] Align player to top";
+		flags8text = "[8] Die upon time up";
+		angletext = "Time limit";
+		parametertext = "Height";
+	}
+	1704
+	{
+		arrow = 1;
+		title = "NiGHTS Bumper";
+		sprite = "NBMPG3G7";
+		width = 32;
+		height = 64;
+		unflippable = true;
+		flagsvaluetext = "Pitch";
+		angletext = "Yaw";
+	}
+	1705
+	{
+		arrow = 1;
+		title = "Hoop (Generic)";
+		sprite = "HOOPA0";
+		width = 80;
+		height = 160;
+		unflippable = true;
+		centerHitbox = true;
+		flagsvaluetext = "Height";
+		angletext = "Pitch/Yaw";
+	}
+	1706
+	{
+		title = "Blue Sphere";
+		sprite = "SPHRA0";
+		width = 16;
+		height = 24;
+		flags8height = 24;
+		flags8text = "[8] Float";
+		unflippable = true;
+	}
+	1707
+	{
+		title = "Super Paraloop";
+		sprite = "NPRUA0";
+		flags4text = "[4] Bonus time only";
+		flags8text = "[8] Spawn immediately";
+	}
+	1708
+	{
+		title = "Drill Refill";
+		sprite = "NPRUB0";
+		flags4text = "[4] Bonus time only";
+		flags8text = "[8] Spawn immediately";
+	}
+	1709
+	{
+		title = "Nightopian Helper";
+		sprite = "NPRUC0";
+		flags4text = "[4] Bonus time only";
+		flags8text = "[8] Spawn immediately";
+	}
+	1711
+	{
+		title = "Extra Time";
+		sprite = "NPRUD0";
+		flags4text = "[4] Bonus time only";
+		flags8text = "[8] Spawn immediately";
+	}
+	1712
+	{
+		title = "Link Freeze";
+		sprite = "NPRUE0";
+		flags4text = "[4] Bonus time only";
+		flags8text = "[8] Spawn immediately";
+	}
+	1713
+	{
+		arrow = 1;
+		title = "Hoop (Customizable)";
+		flags1text = "[1] Radius +16";
+		flags2text = "[2] Radius +32";
+		flags4text = "[4] Radius +64";
+		flags8text = "[8] Radius +128";
+		sprite = "HOOPA0";
+		width = 80;
+		height = 160;
+		unflippable = true;
+		centerHitbox = true;
+	}
+	1714
+	{
+		title = "Ideya Anchor Point";
+		sprite = "internal:axis1";
+		width = 8;
+		height = 16;
+		parametertext = "Ideya";
+	}
+}
+
+mario
+{
+	color = 6; // Brown
+	title = "Mario";
+
+	1800
+	{
+		title = "Coin";
+		sprite = "COINA0";
+		width = 16;
+		height = 24;
+		flags8height = 24;
+		flags8text = "[8] Float";
+	}
+	1801
+	{
+		arrow = 1;
+		title = "Goomba";
+		sprite = "GOOMA0";
+		width = 24;
+		height = 32;
+	}
+	1802
+	{
+		arrow = 1;
+		title = "Goomba (Blue)";
+		sprite = "BGOMA0";
+		width = 24;
+		height = 32;
+	}
+	1803
+	{
+		title = "Fire Flower";
+		sprite = "FFWRB0";
+		width = 16;
+		height = 32;
+	}
+	1804
+	{
+		title = "Koopa Shell";
+		sprite = "SHLLA1";
+		width = 16;
+		height = 20;
+	}
+	1805
+	{
+		title = "Puma (Jumping Fireball)";
+		sprite = "PUMAA0";
+		width = 8;
+		height = 16;
+		angletext = "Jump strength";
+	}
+	1806
+	{
+		title = "King Bowser";
+		sprite = "KOOPA0";
+		width = 16;
+		height = 48;
+	}
+	1807
+	{
+		title = "Axe";
+		sprite = "MAXEA0";
+		width = 8;
+		height = 16;
+	}
+	1808
+	{
+		title = "Bush (Short)";
+		sprite = "MUS1A0";
+		width = 16;
+		height = 32;
+	}
+	1809
+	{
+		title = "Bush (Tall)";
+		sprite = "MUS2A0";
+		width = 16;
+		height = 32;
+	}
+	1810
+	{
+		title = "Toad";
+		sprite = "TOADA0";
+		width = 8;
+		height = 32;
+	}
+}
+
+christmasdisco
+{
+	color = 10; // Green
+	title = "Christmas & Disco";
+
+	1850
+	{
+		title = "Christmas Pole";
+		sprite = "XMS1A0";
+		width = 16;
+		height = 40;
+	}
+	1851
+	{
+		title = "Candy Cane";
+		sprite = "XMS2A0";
+		width = 8;
+		height = 32;
+	}
+	1852
+	{
+		blocking = 2;
+		title = "Snowman";
+		sprite = "XMS3A0";
+		width = 16;
+		height = 64;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1853
+	{
+		blocking = 2;
+		title = "Snowman (With Hat)";
+		sprite = "XMS3B0";
+		width = 16;
+		height = 80;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+	1854
+	{
+		title = "Lamp Post";
+		sprite = "XMS4A0";
+		width = 8;
+		height = 120;
+	}
+	1855
+	{
+		title = "Lamp Post (Snow)";
+		sprite = "XMS4B0";
+		width = 8;
+		height = 120;
+	}
+	1856
+	{
+		title = "Hanging Star";
+		sprite = "XMS5A0";
+		width = 4;
+		height = 80;
+		hangs = 1;
+	}
+	1857
+	{
+		title = "Berry Bush (Snow)";
+		sprite = "BUS1B0";
+		width = 16;
+		height = 32;
+	}
+	1858
+	{
+		title = "Bush (Snow)";
+		sprite = "BUS2B0";
+		width = 16;
+		height = 32;
+	}
+	1859
+	{
+		title = "Blueberry Bush (Snow)";
+		sprite = "BUS3B0";
+		width = 16;
+		height = 32;
+	}
+	1875
+	{
+		title = "Disco Ball";
+		sprite = "DBALA0";
+		width = 16;
+		height = 54;
+		hangs = 1;
+	}
+	1876
+	{
+		arrow = 1;
+		blocking = 2;
+		title = "Eggman Disco Statue";
+		sprite = "ESTAB1";
+		width = 20;
+		height = 96;
+		flags4text = "[4] Slides when pushed";
+		flags8text = "[8] Not pushable";
+	}
+}
+
+stalagmites
+{
+	color = 10; // Green
+	title = "Stalagmites";
+	width = 16;
+	height = 40;
+
+	1900
+	{
+		title = "Brown Stalagmite (Tall)";
+		sprite = "STLGA0";
+		width = 16;
+		height = 40;
+	}
+	1901
+	{
+		title = "Brown Stalagmite";
+		sprite = "STLGB0";
+		width = 16;
+		height = 40;
+	}
+	1902
+	{
+		title = "Orange Stalagmite (Tall)";
+		sprite = "STLGC0";
+		width = 16;
+		height = 40;
+	}
+	1903
+	{
+		title = "Orange Stalagmite";
+		sprite = "STLGD0";
+		width = 16;
+		height = 40;
+	}
+	1904
+	{
+		title = "Red Stalagmite (Tall)";
+		sprite = "STLGE0";
+		width = 16;
+		height = 40;
+	}
+	1905
+	{
+		title = "Red Stalagmite";
+		sprite = "STLGF0";
+		width = 16;
+		height = 40;
+	}
+	1906
+	{
+		title = "Gray Stalagmite (Tall)";
+		sprite = "STLGG0";
+		width = 24;
+		height = 96;
+	}
+	1907
+	{
+		title = "Gray Stalagmite";
+		sprite = "STLGH0";
+		width = 16;
+		height = 40;
+	}
+	1908
+	{
+		title = "Blue Stalagmite (Tall)";
+		sprite = "STLGI0";
+		width = 16;
+		height = 40;
+	}
+	1909
+	{
+		title = "Blue Stalagmite";
+		sprite = "STLGJ0";
+		width = 16;
+		height = 40;
+	}
+}
+
+hauntedheights
+{
+	color = 10; // Green
+	title = "Haunted Heights";
+
+	2000
+	{
+		title = "Smashing Spikeball";
+		sprite = "FMCEA0";
+		width = 18;
+		height = 28;
+		angletext = "Initial delay";
+	}
+	2001
+	{
+		title = "HHZ Grass";
+		sprite = "HHZMA0";
+		width = 16;
+		height = 40;
+	}
+	2002
+	{
+		title = "HHZ Tentacle 1";
+		sprite = "HHZMB0";
+		width = 16;
+		height = 40;
+	}
+	2003
+	{
+		title = "HHZ Tentacle 2";
+		sprite = "HHZMC0";
+		width = 16;
+		height = 40;
+	}
+	2004
+	{
+		title = "HHZ Stalagmite (Tall)";
+		sprite = "HHZME0";
+		width = 16;
+		height = 40;
+	}
+	2005
+	{
+		title = "HHZ Stalagmite (Short)";
+		sprite = "HHZMF0";
+		width = 16;
+		height = 40;
+	}
+	2006
+	{
+		title = "Jack-o'-lantern 1";
+		sprite = "PUMKA0";
+		width = 16;
+		height = 40;
+		flags1text = "Don't flicker";
+	}
+	2007
+	{
+		title = "Jack-o'-lantern 2";
+		sprite = "PUMKB0";
+		width = 16;
+		height = 40;
+		flags1text = "Don't flicker";
+	}
+	2008
+	{
+		title = "Jack-o'-lantern 3";
+		sprite = "PUMKC0";
+		width = 16;
+		height = 40;
+		flags1text = "Don't flicker";
+	}
+	2009
+	{
+		title = "Purple Mushroom";
+		sprite = "SHRMD0";
+		width = 16;
+		height = 48;
+	}
+	2010
+	{
+		title = "HHZ Tree";
+		sprite = "HHPLC0";
+		width = 12;
+		height = 40;
+	}
+}
+
+frozenhillside
+{
+	color = 10; // Green
+	title = "Frozen Hillside";
+
+	2100
+	{
+		title = "Ice Shard (Small)";
+		sprite = "FHZIA0";
+		width = 8;
+		height = 32;
+	}
+	2101
+	{
+		title = "Ice Shard (Large)";
+		sprite = "FHZIB0";
+		width = 8;
+		height = 32;
+	}
+	2102
+	{
+		title = "Crystal Tree (Aqua)";
+		sprite = "TRE3A0";
+		width = 20;
+		height = 200;
+	}
+	2103
+	{
+		title = "Crystal Tree (Pink)";
+		sprite = "TRE3B0";
+		width = 20;
+		height = 200;
+	}
+	2104
+	{
+		title = "Amy Cameo";
+		sprite = "ROSYA1";
+		width = 16;
+		height = 48;
+		flags1text = "[1] Grayscale mode";
+	}
+	2105
+	{
+		title = "Mistletoe";
+		sprite = "XMS6A0";
+		width = 52;
+		height = 106;
+	}
+}
+
+flickies
+{
+	color = 10; // Green
+	title = "Flickies";
+	width = 8;
+	height = 20;
+	flags1text = "[1] Move aimlessly";
+	flags4text = "[4] No movement";
+	flags8text = "[8] Hop";
+	angletext = "Radius";
+
+	2200
+	{
+		title = "Bluebird";
+		sprite = "FL01A1";
+	}
+	2201
+	{
+		title = "Rabbit";
+		sprite = "FL02A1";
+	}
+	2202
+	{
+		title = "Chicken";
+		sprite = "FL03A1";
+	}
+	2203
+	{
+		title = "Seal";
+		sprite = "FL04A1";
+	}
+	2204
+	{
+		title = "Pig";
+		sprite = "FL05A1";
+	}
+	2205
+	{
+		title = "Chipmunk";
+		sprite = "FL06A1";
+	}
+	2206
+	{
+		title = "Penguin";
+		sprite = "FL07A1";
+	}
+	2207
+	{
+		title = "Fish";
+		sprite = "FL08A1";
+		parametertext = "Color";
+	}
+	2208
+	{
+		title = "Ram";
+		sprite = "FL09A1";
+	}
+	2209
+	{
+		title = "Puffin";
+		sprite = "FL10A1";
+	}
+	2210
+	{
+		title = "Cow";
+		sprite = "FL11A1";
+	}
+	2211
+	{
+		title = "Rat";
+		sprite = "FL12A1";
+	}
+	2212
+	{
+		title = "Bear";
+		sprite = "FL13A1";
+	}
+	2213
+	{
+		title = "Dove";
+		sprite = "FL14A1";
+	}
+	2214
+	{
+		title = "Cat";
+		sprite = "FL15A1";
+	}
+	2215
+	{
+		title = "Canary";
+		sprite = "FL16A1";
+	}
+	2216
+	{
+		title = "Spider";
+		sprite = "FS01A1";
+	}
+	2217
+	{
+		title = "Bat";
+		sprite = "FS02A0";
+	}
+}
\ No newline at end of file
diff --git a/extras/conf/SRB2_22Doom.cfg b/extras/conf/SRB2_22Doom.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..65e49d3871be87df0c3eb20831543a3304191d1d
--- /dev/null
+++ b/extras/conf/SRB2_22Doom.cfg
@@ -0,0 +1,38 @@
+/************************************************************************\
+	Zone Builder Game Configuration for Sonic Robo Blast 2 Version 2.2
+\************************************************************************/
+
+// This is required to prevent accidental use of a different configuration
+type = "Doom Builder 2 Game Configuration";
+
+// This is the title to show for this game
+game = "Sonic Robo Blast 2 - 2.2 (Doom format)";
+
+// This is the simplified game engine/sourceport name
+engine = "zdoom";
+
+// Settings common to all games and all map formats
+include("Includes\\SRB222_common.cfg", "common");
+
+// Settings common to Doom map format
+include("Includes\\SRB222_common.cfg", "mapformat_doom");
+
+include("Includes\\Game_SRB222.cfg");
+
+// Script lumps detection
+scriptlumpnames
+{
+	include("Includes\\SRB222_misc.cfg", "scriptlumpnames");
+}
+
+// THING TYPES
+thingtypes
+{
+	include("Includes\\SRB222_things.cfg");
+}
+
+//Default things filters
+thingsfilters
+{
+	include("Includes\\SRB222_misc.cfg", "thingsfilters");
+}
\ No newline at end of file
diff --git a/extras/conf/SRB2_22UDMF.cfg b/extras/conf/SRB2_22UDMF.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..52104ed090b766914ee69d350c16799b1272d0d2
--- /dev/null
+++ b/extras/conf/SRB2_22UDMF.cfg
@@ -0,0 +1,47 @@
+/************************************************************************\
+	Zone Builder Game Configuration for Sonic Robo Blast 2 Version 2.2
+\************************************************************************/
+
+// This is required to prevent accidental use of a different configuration
+type = "Doom Builder 2 Game Configuration";
+
+// This is the title to show for this game
+game = "Sonic Robo Blast 2 - 2.2 (UDMF)";
+
+// This is the simplified game engine/sourceport name
+engine = "zdoom";
+
+// Settings common to all games and all map formats
+include("Includes\\SRB222_common.cfg", "common");
+
+// Settings common to Doom map format
+include("Includes\\SRB222_common.cfg", "mapformat_udmf");
+
+include("Includes\\Game_SRB222.cfg");
+
+// Script lumps detection
+scriptlumpnames
+{
+	include("Includes\\SRB222_misc.cfg", "scriptlumpnames");
+}
+
+// THING TYPES
+thingtypes
+{
+	include("Includes\\SRB222_things.cfg");
+}
+
+//Default things filters
+thingsfilters
+{
+	include("Includes\\SRB222_misc.cfg", "thingsfilters");
+}
+
+// ENUMERATIONS
+// Each engine has its own additional thing types
+// These are enumerated lists for linedef types and UDMF fields.
+enums
+{
+	// Basic game enums
+	include("Includes\\SRB222_misc.cfg", "enums");
+}
\ No newline at end of file
diff --git a/src/android/i_video.c b/src/android/i_video.c
index 2d0151f5e27cd906e4856109fd8529772c704955..b8bb4fefbf408970af9c23ace95f5217548dc43e 100644
--- a/src/android/i_video.c
+++ b/src/android/i_video.c
@@ -19,6 +19,7 @@ boolean allow_fullscreen = false;
 consvar_t cv_vidwait = {"vid_wait", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
 
 void I_StartupGraphics(void){}
+void I_StartupHardwareGraphics(void){}
 
 void I_ShutdownGraphics(void){}
 
@@ -51,6 +52,11 @@ INT32 VID_SetMode(INT32 modenum)
   return 0;
 }
 
+void VID_CheckRenderer(void)
+{
+	// ..............
+}
+
 const char *VID_GetModeName(INT32 modenum)
 {
   return "A320x240";
diff --git a/src/command.c b/src/command.c
index 889ea3f02ab90041071ff8b6fd3185741849ed58..2c82a514b3748e59706c0c805e8ebe191b349f73 100644
--- a/src/command.c
+++ b/src/command.c
@@ -61,6 +61,8 @@ static consvar_t *consvar_vars; // list of registered console variables
 static char com_token[1024];
 static char *COM_Parse(char *data);
 
+static char * COM_Purge (char *text, int *lenp);
+
 CV_PossibleValue_t CV_OnOff[] = {{0, "Off"}, {1, "On"}, {0, NULL}};
 CV_PossibleValue_t CV_YesNo[] = {{0, "No"}, {1, "Yes"}, {0, NULL}};
 CV_PossibleValue_t CV_Unsigned[] = {{0, "MIN"}, {999999999, "MAX"}, {0, NULL}};
@@ -100,31 +102,61 @@ static cmdalias_t *com_alias; // aliases list
 
 static vsbuf_t com_text; // variable sized buffer
 
+/** Purges control characters out of some text.
+  *
+  * \param s The text.
+  * \param np Optionally a pointer to fill with the new string length.
+  * \return The text.
+  * \sa COM_ExecuteString
+  */
+static char *
+COM_Purge (char *s, int *np)
+{
+	char *t;
+	char *p;
+	int n;
+	n = strlen(s);
+	t = s + n + 1;
+	p = s;
+	while (( p = strchr(p, '\033') ))
+	{
+		memmove(p, &p[1], t - p - 1);
+		n--;
+	}
+	if (np)
+		(*np) = n;
+	return s;
+}
+
 /** Adds text into the command buffer for later execution.
   *
   * \param ptext The text to add.
-  * \sa COM_BufInsertText
+  * \sa COM_BufInsertTextEx
   */
-void COM_BufAddText(const char *ptext)
+void COM_BufAddTextEx(const char *ptext, int flags)
 {
-	size_t l;
+	int l;
+	char *text;
 
-	l = strlen(ptext);
+	text = COM_Purge(Z_StrDup(ptext), &l);
 
-	if (com_text.cursize + l >= com_text.maxsize)
+	if (com_text.cursize + 2 + l >= com_text.maxsize)
 	{
 		CONS_Alert(CONS_WARNING, M_GetText("Command buffer full!\n"));
 		return;
 	}
-	VS_Write(&com_text, ptext, l);
+
+	VS_WriteEx(&com_text, text, l, flags);
+
+	Z_Free(text);
 }
 
 /** Adds command text and executes it immediately.
   *
   * \param ptext The text to execute. A newline is automatically added.
-  * \sa COM_BufAddText
+  * \sa COM_BufAddTextEx
   */
-void COM_BufInsertText(const char *ptext)
+void COM_BufInsertTextEx(const char *ptext, int flags)
 {
 	char *temp = NULL;
 	size_t templen;
@@ -138,7 +170,7 @@ void COM_BufInsertText(const char *ptext)
 	}
 
 	// add the entire text of the file (or alias)
-	COM_BufAddText(ptext);
+	COM_BufAddTextEx(ptext, flags);
 	COM_BufExecute(); // do it right away
 
 	// add the copied off data
@@ -272,6 +304,7 @@ static size_t com_argc;
 static char *com_argv[MAX_ARGS];
 static const char *com_null_string = "";
 static char *com_args = NULL; // current command args or NULL
+static int com_flags;
 
 static void Got_NetVar(UINT8 **p, INT32 playernum);
 
@@ -395,6 +428,14 @@ static void COM_TokenizeString(char *ptext)
 	com_argc = 0;
 	com_args = NULL;
 
+	if (ptext[0] == '\033')
+	{
+		com_flags = (unsigned)ptext[1];
+		ptext += 2;
+	}
+	else
+		com_flags = 0;
+
 	while (com_argc < MAX_ARGS)
 	{
 		// Skip whitespace up to a newline.
@@ -1016,6 +1057,15 @@ void VS_Write(vsbuf_t *buf, const void *data, size_t length)
 	M_Memcpy(VS_GetSpace(buf, length), data, length);
 }
 
+void VS_WriteEx(vsbuf_t *buf, const void *data, size_t length, int flags)
+{
+	char *p;
+	p = VS_GetSpace(buf, 2 + length);
+	p[0] = '\033';
+	p[1] = flags;
+	M_Memcpy(&p[2], data, length);
+}
+
 /** Prints text in a variable buffer. Like VS_Write() plus a
   * trailing NUL.
   *
@@ -2015,6 +2065,9 @@ static boolean CV_Command(void)
 	if (!v)
 		return false;
 
+	if (( com_flags & COM_SAFE ) && ( v->flags & CV_NOLUA ))
+		return false;
+
 	// perform a variable print or set
 	if (COM_Argc() == 1)
 	{
diff --git a/src/command.h b/src/command.h
index 51e161cd05943c7211d4e26f8b8cb78674a89511..b1026437f131e75cc4b1fb84d12458f02d1f5d22 100644
--- a/src/command.h
+++ b/src/command.h
@@ -20,6 +20,11 @@
 // Command buffer & command execution
 //===================================
 
+enum
+{
+	COM_SAFE = 1,
+};
+
 typedef void (*com_func_t)(void);
 
 void COM_AddCommand(const char *name, com_func_t func);
@@ -36,10 +41,12 @@ size_t COM_FirstOption(void);
 const char *COM_CompleteCommand(const char *partial, INT32 skips);
 
 // insert at queu (at end of other command)
-void COM_BufAddText(const char *btext);
+#define COM_BufAddText(s) COM_BufAddTextEx(s, 0)
+void COM_BufAddTextEx(const char *btext, int flags);
 
 // insert in head (before other command)
-void COM_BufInsertText(const char *btext);
+#define COM_BufInsertText(s) COM_BufInsertTextEx(s, 0)
+void COM_BufInsertTextEx(const char *btext, int flags);
 
 // don't bother inserting, just do immediately
 void COM_ImmedExecute(const char *ptext);
@@ -71,6 +78,7 @@ void VS_Free(vsbuf_t *buf);
 void VS_Clear(vsbuf_t *buf);
 void *VS_GetSpace(vsbuf_t *buf, size_t length);
 void VS_Write(vsbuf_t *buf, const void *data, size_t length);
+void VS_WriteEx(vsbuf_t *buf, const void *data, size_t length, int flags);
 void VS_Print(vsbuf_t *buf, const char *data); // strcats onto the sizebuf
 
 //==================
@@ -100,7 +108,8 @@ typedef enum
 	CV_HIDEN = 1024, // variable is not part of the cvar list so cannot be accessed by the console
 	                 // can only be set when we have the pointer to it
                    // used on menus
-	CV_CHEAT = 2048 // Don't let this be used in multiplayer unless cheats are on.
+	CV_CHEAT = 2048, // Don't let this be used in multiplayer unless cheats are on.
+	CV_NOLUA = 4096,/* don't let this be called from Lua */
 } cvflags_t;
 
 typedef struct CV_PossibleValue_s
diff --git a/src/console.c b/src/console.c
index 1fbca75b4cf6fcacbeaa2b8948bdf1525faa4036..6549370eeda227a1dc48b0ff062261115277f3cd 100644
--- a/src/console.c
+++ b/src/console.c
@@ -20,6 +20,7 @@
 #include "g_input.h"
 #include "hu_stuff.h"
 #include "keys.h"
+#include "r_main.h"
 #include "r_defs.h"
 #include "sounds.h"
 #include "st_stuff.h"
@@ -1285,10 +1286,10 @@ void CONS_Printf(const char *fmt, ...)
 	con_scrollup = 0;
 
 	// if not in display loop, force screen update
-	if (con_startup)
+	if (con_startup && (!setrenderneeded))
 	{
 #ifdef _WINDOWS
-		patch_t *con_backpic = W_CachePatchName("CONSBACK", PU_CACHE);
+		patch_t *con_backpic = W_CachePatchName("CONSBACK", PU_PATCH);
 
 		// Jimita: CON_DrawBackpic just called V_DrawScaledPatch
 		V_DrawScaledPatch(0, 0, 0, con_backpic);
@@ -1545,7 +1546,7 @@ static void CON_DrawConsole(void)
 	// draw console background
 	if (cons_backpic.value || con_forcepic)
 	{
-		patch_t *con_backpic = W_CachePatchName("CONSBACK", PU_CACHE);
+		patch_t *con_backpic = W_CachePatchName("CONSBACK", PU_PATCH);
 
 		// Jimita: CON_DrawBackpic just called V_DrawScaledPatch
 		V_DrawScaledPatch(0, 0, 0, con_backpic);
@@ -1602,8 +1603,18 @@ void CON_Drawer(void)
 	if (!con_started || !graphics_started)
 		return;
 
+	if (needpatchrecache)
+	{
+		W_FlushCachedPatches();
+		HU_LoadGraphics();
+	}
+
 	if (con_recalc)
+	{
 		CON_RecalcSize();
+		if (con_curlines <= 0)
+			CON_ClearHUD();
+	}
 
 	if (con_curlines > 0)
 		CON_DrawConsole();
diff --git a/src/d_clisrv.c b/src/d_clisrv.c
index 2504c93862e4440546e4422505901d81ba9b202e..dcd2dd299df02ead327c6516ef5d7bc2030e2f54 100644
--- a/src/d_clisrv.c
+++ b/src/d_clisrv.c
@@ -611,11 +611,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
 
 	rsp->health = LONG(players[i].mo->health);
 	rsp->angle = (angle_t)LONG(players[i].mo->angle);
-#ifdef ROTSPRITE
 	rsp->rollangle = (angle_t)LONG(players[i].mo->rollangle);
-#else
-	rsp->rollangle = 0;
-#endif
 	rsp->x = LONG(players[i].mo->x);
 	rsp->y = LONG(players[i].mo->y);
 	rsp->z = LONG(players[i].mo->z);
@@ -766,9 +762,7 @@ static void resynch_read_player(resynch_pak *rsp)
 	//At this point, the player should have a body, whether they were respawned or not.
 	P_UnsetThingPosition(players[i].mo);
 	players[i].mo->angle = (angle_t)LONG(rsp->angle);
-#ifdef ROTSPRITE
 	players[i].mo->rollangle = (angle_t)LONG(rsp->rollangle);
-#endif
 	players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
 	players[i].mo->flags = LONG(rsp->flags);
 	players[i].mo->flags2 = LONG(rsp->flags2);
@@ -1025,7 +1019,7 @@ static void SV_SendResynch(INT32 node)
 		netbuffer->packettype = PT_RESYNCHEND;
 
 		netbuffer->u.resynchend.randomseed = P_GetRandSeed();
-		if (gametype == GT_CTF)
+		if (gametyperules & GTR_TEAMFLAGS)
 			resynch_write_ctf(&netbuffer->u.resynchend);
 		resynch_write_others(&netbuffer->u.resynchend);
 
@@ -1271,8 +1265,12 @@ static boolean CL_SendJoin(void)
 	if (splitscreen || botingame)
 		localplayers++;
 	netbuffer->u.clientcfg.localplayers = localplayers;
+	netbuffer->u.clientcfg._255 = 255;
+	netbuffer->u.clientcfg.packetversion = PACKETVERSION;
 	netbuffer->u.clientcfg.version = VERSION;
 	netbuffer->u.clientcfg.subversion = SUBVERSION;
+	strncpy(netbuffer->u.clientcfg.application, SRB2APPLICATION,
+			sizeof netbuffer->u.clientcfg.application);
 	strncpy(netbuffer->u.clientcfg.names[0], cv_playername.zstring, MAXPLAYERNAME);
 	strncpy(netbuffer->u.clientcfg.names[1], cv_playername2.zstring, MAXPLAYERNAME);
 	return HSendPacket(servernode, true, 0, sizeof (clientconfig_pak));
@@ -1283,8 +1281,12 @@ static void SV_SendServerInfo(INT32 node, tic_t servertime)
 	UINT8 *p;
 
 	netbuffer->packettype = PT_SERVERINFO;
+	netbuffer->u.serverinfo._255 = 255;
+	netbuffer->u.serverinfo.packetversion = PACKETVERSION;
 	netbuffer->u.serverinfo.version = VERSION;
 	netbuffer->u.serverinfo.subversion = SUBVERSION;
+	strncpy(netbuffer->u.serverinfo.application, SRB2APPLICATION,
+			sizeof netbuffer->u.serverinfo.application);
 	// return back the time value so client can compute their ping
 	netbuffer->u.serverinfo.time = (tic_t)LONG(servertime);
 	netbuffer->u.serverinfo.leveltime = (tic_t)LONG(leveltime);
@@ -1718,12 +1720,21 @@ static void SL_InsertServer(serverinfo_pak* info, SINT8 node)
 		if (serverlistcount >= MAXSERVERLIST)
 			return; // list full
 
+		if (info->_255 != 255)
+			return;/* old packet format */
+
+		if (info->packetversion != PACKETVERSION)
+			return;/* old new packet format */
+
 		if (info->version != VERSION)
 			return; // Not same version.
 
 		if (info->subversion != SUBVERSION)
 			return; // Close, but no cigar.
 
+		if (strcmp(info->application, SRB2APPLICATION))
+			return;/* that's a different mod */
+
 		i = serverlistcount++;
 	}
 
@@ -2111,10 +2122,10 @@ static void CL_ConnectToServer(boolean viams)
 
 	if (i != -1)
 	{
-		UINT8 num = serverlist[i].info.gametype;
+		UINT16 num = serverlist[i].info.gametype;
 		const char *gametypestr = NULL;
 		CONS_Printf(M_GetText("Connecting to: %s\n"), serverlist[i].info.servername);
-		if (num < NUMGAMETYPES)
+		if (num < gametypecount)
 			gametypestr = Gametype_Names[num];
 		if (gametypestr)
 			CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr);
@@ -2430,7 +2441,7 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
 		}
 	}
 
-	if (gametype == GT_CTF)
+	if (gametyperules & GTR_TEAMFLAGS)
 		P_PlayerFlagBurst(&players[playernum], false); // Don't take the flag with you!
 
 	// If in a special stage, redistribute the player's spheres across
@@ -2486,6 +2497,17 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
 	(void)reason;
 #endif
 
+	// don't look through someone's view who isn't there
+	if (playernum == displayplayer)
+	{
+#ifdef HAVE_BLUA
+		// Call ViewpointSwitch hooks here.
+		// The viewpoint was forcibly changed.
+		LUAh_ViewpointSwitch(&players[consoleplayer], &players[displayplayer], true);
+#endif
+		displayplayer = consoleplayer;
+	}
+
 	// Reset player data
 	CL_ClearPlayer(playernum);
 
@@ -2503,16 +2525,13 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
 		RemoveAdminPlayer(playernum); // don't stay admin after you're gone
 	}
 
-	if (playernum == displayplayer)
-		displayplayer = consoleplayer; // don't look through someone's view who isn't there
-
 #ifdef HAVE_BLUA
 	LUA_InvalidatePlayer(&players[playernum]);
 #endif
 
 	if (G_TagGametype()) //Check if you still have a game. Location flexible. =P
 		P_CheckSurvivors();
-	else if (gametype == GT_RACE || gametype == GT_COMPETITION)
+	else if (gametyperules & GTR_RACE)
 		P_CheckRacers();
 }
 
@@ -3461,7 +3480,7 @@ void SV_StartSinglePlayerServer(void)
 	server = true;
 	netgame = false;
 	multiplayer = false;
-	gametype = GT_COOP;
+	G_SetGametype(GT_COOP);
 
 	// no more tic the game with this settings!
 	SV_StopServer();
@@ -3507,6 +3526,12 @@ static void HandleConnect(SINT8 node)
 
 	if (bannednode && bannednode[node])
 		SV_SendRefuse(node, M_GetText("You have been banned\nfrom the server"));
+	else if (netbuffer->u.clientcfg._255 != 255 ||
+			netbuffer->u.clientcfg.packetversion != PACKETVERSION)
+		SV_SendRefuse(node, "Incompatible packet formats.");
+	else if (strncmp(netbuffer->u.clientcfg.application, SRB2APPLICATION,
+				sizeof netbuffer->u.clientcfg.application))
+		SV_SendRefuse(node, "Different SRB2 modifications\nare not compatible.");
 	else if (netbuffer->u.clientcfg.version != VERSION
 		|| netbuffer->u.clientcfg.subversion != SUBVERSION)
 		SV_SendRefuse(node, va(M_GetText("Different SRB2 versions cannot\nplay a netgame!\n(server version %d.%d.%d)"), VERSION/100, VERSION%100, SUBVERSION));
@@ -3629,6 +3654,8 @@ static void HandleServerInfo(SINT8 node)
 	const tic_t ticdiff = (ticnow - ticthen)*1000/NEWTICRATE;
 	netbuffer->u.serverinfo.time = (tic_t)LONG(ticdiff);
 	netbuffer->u.serverinfo.servername[MAXSERVERNAME-1] = 0;
+	netbuffer->u.serverinfo.application
+		[sizeof netbuffer->u.serverinfo.application - 1] = '\0';
 
 	SL_InsertServer(&netbuffer->u.serverinfo, node);
 }
@@ -3740,7 +3767,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
 			if (client)
 			{
 				maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic);
-				gametype = netbuffer->u.servercfg.gametype;
+				G_SetGametype(netbuffer->u.servercfg.gametype);
 				modifiedgame = netbuffer->u.servercfg.modifiedgame;
 				for (j = 0; j < MAXPLAYERS; j++)
 					adminplayers[j] = netbuffer->u.servercfg.adminplayers[j];
@@ -4124,7 +4151,7 @@ static void HandlePacketFromPlayer(SINT8 node)
 
 			P_SetRandSeed(netbuffer->u.resynchend.randomseed);
 
-			if (gametype == GT_CTF)
+			if (gametyperules & GTR_TEAMFLAGS)
 				resynch_read_ctf(&netbuffer->u.resynchend);
 			resynch_read_others(&netbuffer->u.resynchend);
 
diff --git a/src/d_clisrv.h b/src/d_clisrv.h
index 4ba4ee0eb7a1a08ad5639191cf18a4a96bf2a520..49f8afc7630c6123a705f2ed2e66d3d150cab07b 100644
--- a/src/d_clisrv.h
+++ b/src/d_clisrv.h
@@ -19,6 +19,16 @@
 #include "tables.h"
 #include "d_player.h"
 
+/*
+The 'packet version' may be used with packets whose
+format is expected to change between versions.
+
+This version is independent of the mod name, and standard
+version and subversion. It should only account for the
+basic fields of the packet, and change infrequently.
+*/
+#define PACKETVERSION 0
+
 // Network play related stuff.
 // There is a data struct that stores network
 //  communication related stuff, and another
@@ -320,8 +330,13 @@ typedef struct {
 #pragma warning(default : 4200)
 #endif
 
+#define MAXAPPLICATION 16
+
 typedef struct
 {
+	UINT8 _255;/* see serverinfo_pak */
+	UINT8 packetversion;
+	char application[MAXAPPLICATION];
 	UINT8 version; // Different versions don't work
 	UINT8 subversion; // Contains build version
 	UINT8 localplayers;
@@ -334,6 +349,14 @@ typedef struct
 // This packet is too large
 typedef struct
 {
+	/*
+	In the old packet, 'version' is the first field. Now that field is set
+	to 255 always, so older versions won't be confused with the new
+	versions or vice-versa.
+	*/
+	UINT8 _255;
+	UINT8 packetversion;
+	char  application[MAXAPPLICATION];
 	UINT8 version;
 	UINT8 subversion;
 	UINT8 numberofplayer;
diff --git a/src/d_main.c b/src/d_main.c
index f3e84985a783be1c36e5d10de74c28fb0cb3eb42..b4c1ea80aec25f1a38c70d95867792d62fd260ac 100644
--- a/src/d_main.c
+++ b/src/d_main.c
@@ -108,6 +108,8 @@ boolean devparm = false; // started game with -devparm
 boolean singletics = false; // timedemo
 boolean lastdraw = false;
 
+static void D_CheckRendererState(void);
+
 postimg_t postimgtype = postimg_none;
 INT32 postimgparam;
 postimg_t postimgtype2 = postimg_none;
@@ -212,6 +214,7 @@ INT16 wipetypepost = -1;
 
 static void D_Display(void)
 {
+	INT32 setrenderstillneeded = 0;
 	boolean forcerefresh = false;
 	static boolean wipe = false;
 	INT32 wipedefindex = 0;
@@ -222,11 +225,38 @@ static void D_Display(void)
 	if (nodrawers)
 		return; // for comparative timing/profiling
 
-	// check for change of screen size (video mode)
-	if (setmodeneeded && !wipe)
+	// Lactozilla: Switching renderers works by checking
+	// if the game has to do it right when the frame
+	// needs to render. If so, five things will happen:
+	// 1. Interface functions will be called so
+	//    that switching to OpenGL creates a
+	//    GL context, and switching to Software
+	//    allocates screen buffers.
+	// 2. Software will set drawer functions,
+	//    and OpenGL will load textures and
+	//    create plane polygons, if necessary.
+	// 3. Functions related to switching video
+	//    modes (resolution) are called.
+	// 4. Patch data is freed from memory,
+	//    and recached if necessary.
+	// 5. The frame is ready to be drawn!
+
+	// stop movie if needs to change renderer
+	if (setrenderneeded && (moviemode == MM_APNG))
+		M_StopMovie();
+
+	// check for change of renderer or screen size (video mode)
+	if ((setrenderneeded || setmodeneeded) && !wipe)
+	{
+		if (setrenderneeded)
+		{
+			CONS_Debug(DBG_RENDER, "setrenderneeded set (%d)\n", setrenderneeded);
+			setrenderstillneeded = setrenderneeded;
+		}
 		SCR_SetMode(); // change video mode
+	}
 
-	if (vid.recalc)
+	if (vid.recalc || setrenderstillneeded)
 	{
 		SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()
 #ifdef HWRENDER
@@ -237,12 +267,15 @@ static void D_Display(void)
 	}
 
 	// change the view size if needed
-	if (setsizeneeded)
+	if (setsizeneeded || setrenderstillneeded)
 	{
 		R_ExecuteSetViewSize();
 		forcerefresh = true; // force background redraw
 	}
 
+	// Lactozilla: Renderer switching
+	D_CheckRendererState();
+
 	// draw buffered stuff to screen
 	// Used only by linux GGI version
 	I_UpdateNoBlit();
@@ -457,7 +490,7 @@ static void D_Display(void)
 			py = 4;
 		else
 			py = viewwindowy + 4;
-		patch = W_CachePatchName("M_PAUSE", PU_CACHE);
+		patch = W_CachePatchName("M_PAUSE", PU_PATCH);
 		V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
 #else
 		INT32 y = ((automapactive) ? (32) : (BASEVIDHEIGHT/2));
@@ -557,6 +590,25 @@ static void D_Display(void)
 
 		I_FinishUpdate(); // page flip or blit buffer
 	}
+
+	needpatchflush = false;
+	needpatchrecache = false;
+}
+
+// Lactozilla: Check the renderer's state
+// after a possible renderer switch.
+void D_CheckRendererState(void)
+{
+	// flush all patches from memory
+	// (also frees memory tagged with PU_CACHE)
+	// (which are not necessarily patches but I don't care)
+	if (needpatchflush)
+		Z_FlushCachedPatches();
+
+	// some patches have been freed,
+	// so cache them again
+	if (needpatchrecache)
+		R_ReloadHUDGraphics();
 }
 
 // =========================================================================
@@ -600,8 +652,7 @@ void D_SRB2Loop(void)
 	// hack to start on a nice clear console screen.
 	COM_ImmedExecute("cls;version");
 
-	if (rendermode == render_soft)
-		V_DrawScaledPatch(0, 0, 0, (patch_t *)W_CacheLumpNum(W_GetNumForName("CONSBACK"), PU_CACHE));
+	V_DrawScaledPatch(0, 0, 0, W_CachePatchNum(W_GetNumForName("CONSBACK"), PU_CACHE));
 	I_FinishUpdate(); // page flip or blit buffer
 
 	for (;;)
@@ -762,7 +813,7 @@ void D_StartTitle(void)
 
 	gameaction = ga_nothing;
 	displayplayer = consoleplayer = 0;
-	gametype = GT_COOP;
+	G_SetGametype(GT_COOP);
 	paused = false;
 	advancedemo = false;
 	F_InitMenuPresValues();
@@ -1239,6 +1290,16 @@ void D_SRB2Main(void)
 	// set user default mode or mode set at cmdline
 	SCR_CheckDefaultMode();
 
+	// Lactozilla: Does the render mode need to change?
+	if ((setrenderneeded != 0) && (setrenderneeded != rendermode))
+	{
+		needpatchflush = true;
+		needpatchrecache = true;
+		VID_CheckRenderer();
+		SCR_ChangeRendererCVars(setrenderneeded);
+	}
+	D_CheckRendererState();
+
 	wipegamestate = gamestate;
 
 	savedata.lives = 0; // flag this as not-used
@@ -1419,14 +1480,14 @@ void D_SRB2Main(void)
 			if (newgametype == -1) // reached end of the list with no match
 			{
 				j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
-				if (j >= 0 && j < NUMGAMETYPES)
+				if (j >= 0 && j < gametypecount)
 					newgametype = (INT16)j;
 			}
 
 			if (newgametype != -1)
 			{
 				j = gametype;
-				gametype = newgametype;
+				G_SetGametype(newgametype);
 				D_GameTypeChanged(j);
 			}
 		}
@@ -1462,7 +1523,7 @@ void D_SRB2Main(void)
 	{
 		levelstarttic = gametic;
 		G_SetGamestate(GS_LEVEL);
-		if (!P_SetupLevel(false))
+		if (!P_LoadLevel(false))
 			I_Quit(); // fail so reset game stuff
 	}
 }
diff --git a/src/d_netcmd.c b/src/d_netcmd.c
index c7f1b765d8d231d6a7f2f13d4f819f39128723df..5dd728b3a90004f3f41b2ea36aa05b7cf44b31e4 100644
--- a/src/d_netcmd.c
+++ b/src/d_netcmd.c
@@ -327,6 +327,10 @@ consvar_t cv_numlaps = {"numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_con
 static CV_PossibleValue_t basenumlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, "Map default"}, {0, NULL}};
 consvar_t cv_basenumlaps = {"basenumlaps", "Map default", CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
 
+// Point and time limits for every gametype
+INT32 pointlimits[NUMGAMETYPES];
+INT32 timelimits[NUMGAMETYPES];
+
 // log elemental hazards -- not a netvar, is local to current player
 consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
 
@@ -381,6 +385,9 @@ char timedemo_csv_id[256];
 boolean timedemo_quit;
 
 INT16 gametype = GT_COOP;
+UINT32 gametyperules = 0;
+INT16 gametypecount = (GT_CTF + 1);
+
 boolean splitscreen = false;
 boolean circuitmap = false;
 INT32 adminplayers[MAXPLAYERS];
@@ -859,6 +866,8 @@ void D_RegisterClientCommands(void)
 	// screen.c
 	CV_RegisterVar(&cv_fullscreen);
 	CV_RegisterVar(&cv_renderview);
+	CV_RegisterVar(&cv_renderer);
+	CV_RegisterVar(&cv_newrenderer);
 	CV_RegisterVar(&cv_scr_depth);
 	CV_RegisterVar(&cv_scr_width);
 	CV_RegisterVar(&cv_scr_height);
@@ -1144,7 +1153,7 @@ UINT8 CanChangeSkin(INT32 playernum)
 			return true;
 
 		// Can change skin during initial countdown.
-		if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
+		if ((gametyperules & GTR_RACE) && leveltime < 4*TICRATE)
 			return true;
 
 		if (G_TagGametype())
@@ -1960,7 +1969,7 @@ static void Command_Map_f(void)
 			if (isdigit(gametypename[0]))
 			{
 				d = atoi(gametypename);
-				if (d >= 0 && d < NUMGAMETYPES)
+				if (d >= 0 && d < gametypecount)
 					newgametype = d;
 				else
 				{
@@ -1968,7 +1977,7 @@ static void Command_Map_f(void)
 							"Gametype number %d is out of range. Use a number between"
 							" 0 and %d inclusive. ...Or just use the name. :v\n",
 							d,
-							NUMGAMETYPES-1);
+							gametypecount-1);
 					Z_Free(realmapname);
 					Z_Free(mapname);
 					return;
@@ -2087,8 +2096,9 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
 
 	lastgametype = gametype;
 	gametype = READUINT8(*cp);
+	G_SetGametype(gametype); // I fear putting that macro as an argument
 
-	if (gametype < 0 || gametype >= NUMGAMETYPES)
+	if (gametype < 0 || gametype >= gametypecount)
 		gametype = lastgametype;
 	else if (gametype != lastgametype)
 		D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
@@ -2431,7 +2441,7 @@ static void Command_Teamchange_f(void)
 	}
 
 	//additional check for hide and seek. Don't allow change of status after hidetime ends.
-	if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
+	if ((gametyperules & GTR_HIDEFROZEN) && leveltime >= (hidetime * TICRATE))
 	{
 		CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
 		return;
@@ -2528,7 +2538,7 @@ static void Command_Teamchange2_f(void)
 	}
 
 	//additional check for hide and seek. Don't allow change of status after hidetime ends.
-	if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
+	if ((gametyperules & GTR_HIDEFROZEN) && leveltime >= (hidetime * TICRATE))
 	{
 		CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
 		return;
@@ -2657,7 +2667,7 @@ static void Command_ServerTeamChange_f(void)
 	}
 
 	//additional check for hide and seek. Don't allow change of status after hidetime ends.
-	if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
+	if ((gametyperules & GTR_HIDEFROZEN) && leveltime >= (hidetime * TICRATE))
 	{
 		CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
 		return;
@@ -2746,6 +2756,16 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
 		return;
 	}
 
+#ifdef HAVE_BLUA
+	// Don't switch team, just go away, please, go awaayyyy, aaauuauugghhhghgh
+	if (!LUAh_TeamSwitch(&players[playernum], NetPacket.packet.newteam, players[playernum].spectator, NetPacket.packet.autobalance, NetPacket.packet.scrambled))
+		return;
+#endif
+
+	//no status changes after hidetime
+	if ((gametyperules & GTR_HIDEFROZEN) && (leveltime >= (hidetime * TICRATE)))
+		error = true;
+
 	//Make sure that the right team number is sent. Keep in mind that normal clients cannot change to certain teams in certain gametypes.
 	switch (gametype)
 	{
@@ -2900,7 +2920,15 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
 
 	//reset view if you are changed, or viewing someone who was changed.
 	if (playernum == consoleplayer || displayplayer == playernum)
+	{
+#ifdef HAVE_BLUA
+		// Call ViewpointSwitch hooks here.
+		// The viewpoint was forcibly changed.
+		if (displayplayer != consoleplayer) // You're already viewing yourself. No big deal.
+			LUAh_ViewpointSwitch(&players[playernum], &players[displayplayer], true);
+#endif
 		displayplayer = consoleplayer;
+	}
 
 	if (G_GametypeHasTeams())
 	{
@@ -3636,7 +3664,7 @@ static void Command_ShowGametype_f(void)
 	}
 
 	// get name string for current gametype
-	if (gametype >= 0 && gametype < NUMGAMETYPES)
+	if (gametype >= 0 && gametype < gametypecount)
 		gametypestr = Gametype_Names[gametype];
 
 	if (gametypestr)
@@ -3698,7 +3726,7 @@ void ItemFinder_OnChange(void)
 static void PointLimit_OnChange(void)
 {
 	// Don't allow pointlimit in Single Player/Co-Op/Race!
-	if (server && Playing() && G_PlatformGametype())
+	if (server && Playing() && !(gametyperules & GTR_POINTLIMIT))
 	{
 		if (cv_pointlimit.value)
 			CV_StealthSetValue(&cv_pointlimit, 0);
@@ -3861,7 +3889,7 @@ UINT32 timelimitintics = 0;
 static void TimeLimit_OnChange(void)
 {
 	// Don't allow timelimit in Single Player/Co-Op/Race!
-	if (server && Playing() && cv_timelimit.value != 0 && G_PlatformGametype())
+	if (server && Playing() && cv_timelimit.value != 0 && !(gametyperules & GTR_TIMELIMIT))
 	{
 		CV_SetValue(&cv_timelimit, 0);
 		return;
@@ -3897,9 +3925,9 @@ void D_GameTypeChanged(INT32 lastgametype)
 	{
 		const char *oldgt = NULL, *newgt = NULL;
 
-		if (lastgametype >= 0 && lastgametype < NUMGAMETYPES)
+		if (lastgametype >= 0 && lastgametype < gametypecount)
 			oldgt = Gametype_Names[lastgametype];
-		if (gametype >= 0 && lastgametype < NUMGAMETYPES)
+		if (gametype >= 0 && lastgametype < gametypecount)
 			newgt = Gametype_Names[gametype];
 
 		if (oldgt && newgt)
@@ -3953,11 +3981,20 @@ void D_GameTypeChanged(INT32 lastgametype)
 				if (!cv_itemrespawntime.changed)
 					CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
 				break;
+			default:
+				if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
+				{
+					CV_SetValue(&cv_timelimit, timelimits[gametype]);
+					CV_SetValue(&cv_pointlimit, pointlimits[gametype]);
+				}
+				if (!cv_itemrespawntime.changed)
+					CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
+				break;
 		}
 	}
 	else if (!multiplayer && !netgame)
 	{
-		gametype = GT_COOP;
+		G_SetGametype(GT_COOP);
 		// These shouldn't matter anymore
 		//CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue);
 		//CV_SetValue(&cv_itemrespawn, 0);
@@ -3966,7 +4003,7 @@ void D_GameTypeChanged(INT32 lastgametype)
 	// reset timelimit and pointlimit in race/coop, prevent stupid cheats
 	if (server)
 	{
-		if (G_PlatformGametype())
+		if (!(gametyperules & GTR_POINTLIMIT))
 		{
 			if (cv_timelimit.value)
 				CV_SetValue(&cv_timelimit, 0);
@@ -3984,6 +4021,7 @@ void D_GameTypeChanged(INT32 lastgametype)
 
 	// When swapping to a gametype that supports spectators,
 	// make everyone a spectator initially.
+	// Averted with GTR_NOSPECTATORSPAWN.
 	if (!splitscreen && (G_GametypeHasSpectators()))
 	{
 		INT32 i;
@@ -3991,7 +4029,7 @@ void D_GameTypeChanged(INT32 lastgametype)
 			if (playeringame[i])
 			{
 				players[i].ctfteam = 0;
-				players[i].spectator = true;
+				players[i].spectator = (gametyperules & GTR_NOSPECTATORSPAWN) ? false : true;
 			}
 	}
 
diff --git a/src/dehacked.c b/src/dehacked.c
index 9abb708a9495b10075b4c7a239afd934508aa707..125086d4444da5d7ad304412fdb244996835b08d 100644
--- a/src/dehacked.c
+++ b/src/dehacked.c
@@ -22,6 +22,7 @@
 #include "m_menu.h"
 #include "m_misc.h"
 #include "f_finale.h"
+#include "y_inter.h"
 #include "dehacked.h"
 #include "st_stuff.h"
 #include "i_system.h"
@@ -76,6 +77,7 @@ static UINT16 get_mus(const char *word, UINT8 dehacked_mode);
 static hudnum_t get_huditem(const char *word);
 static menutype_t get_menutype(const char *word);
 #ifndef HAVE_BLUA
+static INT16 get_gametype(const char *word);
 static powertype_t get_power(const char *word);
 #endif
 
@@ -590,6 +592,16 @@ static void readfreeslots(MYFILE *f)
 				} else
 					CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
 			}
+			else if (fastcmp(type, "TOL"))
+			{
+				if (lastcustomtol > 31)
+					CONS_Alert(CONS_WARNING, "Ran out of free typeoflevel slots!\n");
+				else
+				{
+					G_AddTOL((1<<lastcustomtol), word);
+					lastcustomtol++;
+				}
+			}
 			else
 				deh_warning("Freeslots: unknown enum class '%s' for '%s_%s'", type, type, word);
 		}
@@ -863,14 +875,12 @@ static void readspriteframe(MYFILE *f, spriteinfo_t *sprinfo, UINT8 frame)
 			strupr(word);
 			value = atoi(word2); // used for numerical settings
 
-#ifdef ROTSPRITE
 			if (fastcmp(word, "XPIVOT"))
 				sprinfo->pivot[frame].x = value;
 			else if (fastcmp(word, "YPIVOT"))
 				sprinfo->pivot[frame].y = value;
 			else if (fastcmp(word, "ROTAXIS"))
 				sprinfo->pivot[frame].rotaxis = value;
-#endif
 			else
 			{
 				f->curpos = lastline;
@@ -1095,10 +1105,10 @@ static void readsprite2(MYFILE *f, INT32 num)
 	Z_Free(s);
 }
 
-static const struct {
-	const char *name;
-	const UINT16 flag;
-} TYPEOFLEVEL[] = {
+INT32 numtolinfo = NUMBASETOL;
+UINT32 lastcustomtol = 13;
+
+tolinfo_t TYPEOFLEVEL[NUMMAXTOL] = {
 	{"SOLO",TOL_SP},
 	{"SP",TOL_SP},
 	{"SINGLEPLAYER",TOL_SP},
@@ -1114,8 +1124,6 @@ static const struct {
 	{"TAG",TOL_TAG},
 	{"CTF",TOL_CTF},
 
-	{"CUSTOM",TOL_CUSTOM},
-
 	{"2D",TOL_2D},
 	{"MARIO",TOL_MARIO},
 	{"NIGHTS",TOL_NIGHTS},
@@ -1128,6 +1136,216 @@ static const struct {
 	{NULL, 0}
 };
 
+// copypasted from readPlayer :sleep:
+static const char *const GAMETYPERULE_LIST[];
+static void readgametype(MYFILE *f, char *gtname)
+{
+	char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
+	char *word;
+	char *word2, *word2lwr = NULL;
+	char *tmp;
+	INT32 i, j;
+
+	INT16 newgtidx = 0;
+	UINT32 newgtrules = 0;
+	UINT32 newgttol = 0;
+	INT32 newgtpointlimit = 0;
+	INT32 newgttimelimit = 0;
+	UINT8 newgtleftcolor = 0;
+	UINT8 newgtrightcolor = 0;
+	INT16 newgtrankingstype = -1;
+	int newgtinttype = 0;
+	char gtdescription[441];
+	char gtconst[MAXLINELEN];
+
+	// Empty strings.
+	gtdescription[0] = '\0';
+	gtconst[0] = '\0';
+
+	do
+	{
+		if (myfgets(s, MAXLINELEN, f))
+		{
+			if (s[0] == '\n')
+				break;
+
+			word = strtok(s, " ");
+			if (word)
+				strupr(word);
+			else
+				break;
+
+			if (fastcmp(word, "DESCRIPTION"))
+			{
+				char *descr = NULL;
+
+				for (i = 0; i < MAXLINELEN-3; i++)
+				{
+					if (s[i] == '=')
+					{
+						descr = &s[i+2];
+						break;
+					}
+				}
+				if (descr)
+				{
+					strcpy(gtdescription, descr);
+					strcat(gtdescription, myhashfgets(descr, sizeof (gtdescription), f));
+				}
+				else
+					strcpy(gtdescription, "");
+
+				// For some reason, cutting the string did not work above. Most likely due to strcpy or strcat...
+				// It works down here, though.
+				{
+					INT32 numline = 0;
+					for (i = 0; i < MAXLINELEN-1; i++)
+					{
+						if (numline < 20 && gtdescription[i] == '\n')
+							numline++;
+
+						if (numline >= 20 || gtdescription[i] == '\0' || gtdescription[i] == '#')
+							break;
+					}
+				}
+				gtdescription[strlen(gtdescription)-1] = '\0';
+				gtdescription[i] = '\0';
+				continue;
+			}
+
+			word2 = strtok(NULL, " = ");
+			if (word2)
+			{
+				if (!word2lwr)
+					word2lwr = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
+				strcpy(word2lwr, word2);
+				strupr(word2);
+			}
+			else
+				break;
+
+			if (word2[strlen(word2)-1] == '\n')
+				word2[strlen(word2)-1] = '\0';
+			i = atoi(word2);
+
+			// Game type rules
+			if (fastcmp(word, "RULES"))
+			{
+				// GTR_
+				newgtrules = (UINT32)get_number(word2);
+			}
+			// Identifier
+			else if (fastcmp(word, "IDENTIFIER"))
+			{
+				// GT_
+				strncpy(gtconst, word2, MAXLINELEN);
+			}
+			// Point and time limits
+			else if (fastcmp(word, "DEFAULTPOINTLIMIT"))
+				newgtpointlimit = (INT32)i;
+			else if (fastcmp(word, "DEFAULTTIMELIMIT"))
+				newgttimelimit = (INT32)i;
+			// Level platter
+			else if (fastcmp(word, "HEADERCOLOR") || fastcmp(word, "HEADERCOLOUR"))
+				newgtleftcolor = newgtrightcolor = (UINT8)get_number(word2);
+			else if (fastcmp(word, "HEADERLEFTCOLOR") || fastcmp(word, "HEADERLEFTCOLOUR"))
+				newgtleftcolor = (UINT8)get_number(word2);
+			else if (fastcmp(word, "HEADERRIGHTCOLOR") || fastcmp(word, "HEADERRIGHTCOLOUR"))
+				newgtrightcolor = (UINT8)get_number(word2);
+			// Rankings type
+			else if (fastcmp(word, "RANKINGTYPE"))
+			{
+				// Case insensitive
+				newgtrankingstype = (int)get_number(word2);
+			}
+			// Intermission type
+			else if (fastcmp(word, "INTERMISSIONTYPE"))
+			{
+				// Case sensitive
+				newgtinttype = (int)get_number(word2lwr);
+			}
+			// Type of level
+			else if (fastcmp(word, "TYPEOFLEVEL"))
+			{
+				if (i) // it's just a number
+					newgttol = (UINT32)i;
+				else
+				{
+					UINT16 tol = 0;
+					tmp = strtok(word2,",");
+					do {
+						for (i = 0; TYPEOFLEVEL[i].name; i++)
+							if (fasticmp(tmp, TYPEOFLEVEL[i].name))
+								break;
+						if (!TYPEOFLEVEL[i].name)
+							deh_warning("readgametype %s: unknown typeoflevel flag %s\n", gtname, tmp);
+						tol |= TYPEOFLEVEL[i].flag;
+					} while((tmp = strtok(NULL,",")) != NULL);
+					newgttol = tol;
+				}
+			}
+			// The SOC probably provided gametype rules as words,
+			// instead of using the RULES keyword.
+			// Like for example "NOSPECTATORSPAWN = TRUE".
+			// This is completely valid, and looks better anyway.
+			else
+			{
+				UINT32 wordgt = 0;
+				for (j = 0; GAMETYPERULE_LIST[j]; j++)
+					if (fastcmp(word, GAMETYPERULE_LIST[j])) {
+						if (!j) // GTR_CAMPAIGN
+							wordgt |= 1;
+						else
+							wordgt |= (1<<j);
+						if (i || word2[0] == 'T' || word2[0] == 'Y')
+							newgtrules |= wordgt;
+						break;
+					}
+				if (!wordgt)
+					deh_warning("readgametype %s: unknown word '%s'", gtname, word);
+			}
+		}
+	} while (!myfeof(f)); // finish when the line is empty
+
+	// Free strings.
+	Z_Free(s);
+	if (word2lwr)
+		Z_Free(word2lwr);
+
+	// Ran out of gametype slots
+	if (gametypecount == NUMGAMETYPEFREESLOTS)
+	{
+		CONS_Alert(CONS_WARNING, "Ran out of free gametype slots!\n");
+		return;
+	}
+
+	// Add the new gametype
+	newgtidx = G_AddGametype(newgtrules);
+	G_AddGametypeTOL(newgtidx, newgttol);
+	G_SetGametypeDescription(newgtidx, gtdescription, newgtleftcolor, newgtrightcolor);
+
+	// Not covered by G_AddGametype alone.
+	if (newgtrankingstype == -1)
+		newgtrankingstype = newgtidx;
+	gametyperankings[newgtidx] = newgtrankingstype;
+	intermissiontypes[newgtidx] = newgtinttype;
+	pointlimits[newgtidx] = newgtpointlimit;
+	timelimits[newgtidx] = newgttimelimit;
+
+	// Write the new gametype name.
+	Gametype_Names[newgtidx] = Z_StrDup((const char *)gtname);
+
+	// Write the constant name.
+	if (gtconst[0] == '\0')
+		strncpy(gtconst, gtname, MAXLINELEN);
+	G_AddGametypeConstant(newgtidx, (const char *)gtconst);
+
+	// Update gametype_cons_t accordingly.
+	G_UpdateGametypeSelections();
+
+	CONS_Printf("Added gametype %s\n", Gametype_Names[newgtidx]);
+}
+
 static const struct {
 	const char *name;
 	const mobjtype_t type;
@@ -1395,7 +1613,7 @@ static void readlevelheader(MYFILE *f, INT32 num)
 			else if (fastcmp(word, "TYPEOFLEVEL"))
 			{
 				if (i) // it's just a number
-					mapheaderinfo[num-1]->typeoflevel = (UINT16)i;
+					mapheaderinfo[num-1]->typeoflevel = (UINT32)i;
 				else
 				{
 					UINT16 tol = 0;
@@ -1520,10 +1738,27 @@ static void readlevelheader(MYFILE *f, INT32 num)
 					deh_warning("Level header %d: invalid bonus type number %d", num, i);
 			}
 
+			// Title card
+			else if (fastcmp(word, "TITLECARDZIGZAG"))
+			{
+				deh_strlcpy(mapheaderinfo[num-1]->ltzzpatch, word2,
+					sizeof(mapheaderinfo[num-1]->ltzzpatch), va("Level header %d: title card zigzag patch name", num));
+			}
+			else if (fastcmp(word, "TITLECARDZIGZAGTEXT"))
+			{
+				deh_strlcpy(mapheaderinfo[num-1]->ltzztext, word2,
+					sizeof(mapheaderinfo[num-1]->ltzztext), va("Level header %d: title card zigzag text patch name", num));
+			}
+			else if (fastcmp(word, "TITLECARDACTDIAMOND"))
+			{
+				deh_strlcpy(mapheaderinfo[num-1]->ltactdiamond, word2,
+					sizeof(mapheaderinfo[num-1]->ltactdiamond), va("Level header %d: title card act diamond patch name", num));
+			}
+
 			else if (fastcmp(word, "MAXBONUSLIVES"))
 				mapheaderinfo[num-1]->maxbonuslives = (SINT8)i;
 			else if (fastcmp(word, "LEVELFLAGS"))
-				mapheaderinfo[num-1]->levelflags = (UINT8)i;
+				mapheaderinfo[num-1]->levelflags = (UINT16)i;
 			else if (fastcmp(word, "MENUFLAGS"))
 				mapheaderinfo[num-1]->menuflags = (UINT8)i;
 
@@ -2673,11 +2908,9 @@ static actionpointer_t actionpointers[] =
 	{{A_SpawnObjectRelative},    "A_SPAWNOBJECTRELATIVE"},
 	{{A_ChangeAngleRelative},    "A_CHANGEANGLERELATIVE"},
 	{{A_ChangeAngleAbsolute},    "A_CHANGEANGLEABSOLUTE"},
-#ifdef ROTSPRITE
 	{{A_RollAngle},              "A_ROLLANGLE"},
 	{{A_ChangeRollAngleRelative},"A_CHANGEROLLANGLERELATIVE"},
 	{{A_ChangeRollAngleAbsolute},"A_CHANGEROLLANGLEABSOLUTE"},
-#endif
 	{{A_PlaySound},              "A_PLAYSOUND"},
 	{{A_FindTarget},             "A_FINDTARGET"},
 	{{A_FindTracer},             "A_FINDTRACER"},
@@ -4155,6 +4388,7 @@ static void ignorelines(MYFILE *f)
 static void DEH_LoadDehackedFile(MYFILE *f, boolean mainfile)
 {
 	char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
+	char textline[MAXLINELEN];
 	char *word;
 	char *word2;
 	INT32 i;
@@ -4175,6 +4409,7 @@ static void DEH_LoadDehackedFile(MYFILE *f, boolean mainfile)
 		char *traverse;
 
 		myfgets(s, MAXLINELEN, f);
+		memcpy(textline, s, MAXLINELEN);
 		if (s[0] == '\n' || s[0] == '#')
 			continue;
 
@@ -4363,6 +4598,36 @@ static void DEH_LoadDehackedFile(MYFILE *f, boolean mainfile)
 						ignorelines(f);
 					}
 				}
+				else if (fastcmp(word, "GAMETYPE"))
+				{
+					// Get the gametype name from textline
+					// instead of word2, so that gametype names
+					// aren't allcaps
+					INT32 c;
+					for (c = 0; c < MAXLINELEN; c++)
+					{
+						if (textline[c] == '\0')
+							break;
+						if (textline[c] == ' ')
+						{
+							char *gtname = (textline+c+1);
+							if (gtname)
+							{
+								// remove funny characters
+								INT32 j;
+								for (j = 0; j < (MAXLINELEN - c); j++)
+								{
+									if (gtname[j] == '\0')
+										break;
+									if (gtname[j] < 32)
+										gtname[j] = '\0';
+								}
+								readgametype(f, gtname);
+							}
+							break;
+						}
+					}
+				}
 				else if (fastcmp(word, "CUTSCENE"))
 				{
 					if (i > 0 && i < 129)
@@ -8559,9 +8824,11 @@ static const char *const MOBJEFLAG_LIST[] = {
 	"JUSTSTEPPEDDOWN", // used for ramp sectors
 	"VERTICALFLIP", // Vertically flip sprite/allow upside-down physics
 	"GOOWATER", // Goo water
+	"TOUCHLAVA", // The mobj is touching a lava block
 	"PUSHED", // Mobj was already pushed this tic
 	"SPRUNG", // Mobj was already sprung this tic
 	"APPLYPMOMZ", // Platform movement
+	"TRACERANGLE", // Compute and trigger on mobj angle relative to tracer
 	NULL
 };
 
@@ -8633,6 +8900,39 @@ static const char *const PLAYERFLAG_LIST[] = {
 	NULL // stop loop here.
 };
 
+static const char *const GAMETYPERULE_LIST[] = {
+	"CAMPAIGN",
+	"RINGSLINGER",
+	"SPECTATORS",
+	"FRIENDLYFIRE",
+	"LIVES",
+	"TEAMS",
+	"RACE",
+	"TAG",
+	"POINTLIMIT",
+	"TIMELIMIT",
+	"HIDETIME",
+	"HIDEFROZEN",
+	"BLINDFOLDED",
+	"FIRSTPERSON",
+	"MATCHEMERALDS",
+	"TEAMFLAGS",
+	"PITYSHIELD",
+	"DEATHPENALTY",
+	"NOSPECTATORSPAWN",
+	"DEATHMATCHSTARTS",
+	"SPECIALSTAGES",
+	"EMERALDTOKENS",
+	"EMERALDHUNT",
+	"SPAWNENEMIES",
+	"ALLOWEXIT",
+	"NOTITLECARD",
+	"OVERTIME",
+	"HURTMESSAGES",
+	"SPAWNINVUL",
+	NULL
+};
+
 #ifdef HAVE_BLUA
 // Linedef flags
 static const char *const ML_LIST[16] = {
@@ -9048,21 +9348,6 @@ struct {
 	{"tr_trans90",tr_trans90},
 	{"NUMTRANSMAPS",NUMTRANSMAPS},
 
-	// Type of levels
-	{"TOL_SP",TOL_SP},
-	{"TOL_COOP",TOL_COOP},
-	{"TOL_COMPETITION",TOL_COMPETITION},
-	{"TOL_RACE",TOL_RACE},
-	{"TOL_MATCH",TOL_MATCH},
-	{"TOL_TAG",TOL_TAG},
-	{"TOL_CTF",TOL_CTF},
-	{"TOL_CUSTOM",TOL_CUSTOM},
-	{"TOL_2D",TOL_2D},
-	{"TOL_MARIO",TOL_MARIO},
-	{"TOL_NIGHTS",TOL_NIGHTS},
-	{"TOL_ERZ3",TOL_ERZ3},
-	{"TOL_XMAS",TOL_XMAS},
-
 	// Level flags
 	{"LF_SCRIPTISFILE",LF_SCRIPTISFILE},
 	{"LF_SPEEDMUSIC",LF_SPEEDMUSIC},
@@ -9245,15 +9530,16 @@ struct {
 	{"DMG_CANHURTSELF",DMG_CANHURTSELF},
 	{"DMG_DEATHMASK",DMG_DEATHMASK},
 
-	// Gametypes, for use with global var "gametype"
-	{"GT_COOP",GT_COOP},
-	{"GT_COMPETITION",GT_COMPETITION},
-	{"GT_RACE",GT_RACE},
-	{"GT_MATCH",GT_MATCH},
-	{"GT_TEAMMATCH",GT_TEAMMATCH},
-	{"GT_TAG",GT_TAG},
-	{"GT_HIDEANDSEEK",GT_HIDEANDSEEK},
-	{"GT_CTF",GT_CTF},
+	// Intermission types
+	{"int_none",int_none},
+	{"int_coop",int_coop},
+	{"int_match",int_match},
+	{"int_teammatch",int_teammatch},
+	//{"int_tag",int_tag},
+	{"int_ctf",int_ctf},
+	{"int_spec",int_spec},
+	{"int_race",int_race},
+	{"int_comp",int_comp},
 
 	// Jingles (jingletype_t)
 	{"JT_NONE",JT_NONE},
@@ -9426,12 +9712,10 @@ struct {
 	{"DI_SOUTHEAST",DI_SOUTHEAST},
 	{"NUMDIRS",NUMDIRS},
 
-#ifdef ROTSPRITE
 	// Sprite rotation axis (rotaxis_t)
 	{"ROTAXIS_X",ROTAXIS_X},
 	{"ROTAXIS_Y",ROTAXIS_Y},
 	{"ROTAXIS_Z",ROTAXIS_Z},
-#endif
 
 	// Buttons (ticcmd_t)
 	{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first four bits.
@@ -9462,6 +9746,7 @@ struct {
 	{"CV_HIDEN",CV_HIDEN},
 	{"CV_HIDDEN",CV_HIDEN},
 	{"CV_CHEAT",CV_CHEAT},
+	{"CV_NOLUA",CV_NOLUA},
 
 	// v_video flags
 	{"V_NOSCALEPATCH",V_NOSCALEPATCH},
@@ -9546,7 +9831,7 @@ struct {
 };
 
 static mobjtype_t get_mobjtype(const char *word)
-{ // Returns the vlaue of MT_ enumerations
+{ // Returns the value of MT_ enumerations
 	mobjtype_t i;
 	if (*word >= '0' && *word <= '9')
 		return atoi(word);
@@ -9698,8 +9983,22 @@ static menutype_t get_menutype(const char *word)
 }
 
 #ifndef HAVE_BLUA
+static INT16 get_gametype(const char *word)
+{ // Returns the value of GT_ enumerations
+	INT16 i;
+	if (*word >= '0' && *word <= '9')
+		return atoi(word);
+	if (fastncmp("GT_",word,3))
+		word += 3; // take off the GT_
+	for (i = 0; i < NUMGAMETYPES; i++)
+		if (fastcmp(word, Gametype_ConstantNames[i]+3))
+			return i;
+	deh_warning("Couldn't find gametype named 'GT_%s'",word);
+	return GT_COOP;
+}
+
 static powertype_t get_power(const char *word)
-{ // Returns the vlaue of pw_ enumerations
+{ // Returns the value of pw_ enumerations
 	powertype_t i;
 	if (*word >= '0' && *word <= '9')
 		return atoi(word);
@@ -9893,11 +10192,42 @@ static fixed_t find_const(const char **rword)
 		free(word);
 		return r;
 	}
-	else if (fastncmp("MN_",word,4)) {
+	else if (fastncmp("MN_",word,3)) {
 		r = get_menutype(word);
 		free(word);
 		return r;
 	}
+	else if (fastncmp("GT_",word,4)) {
+		r = get_gametype(word);
+		free(word);
+		return r;
+	}
+	else if (fastncmp("GTR_", word, 4)) {
+		char *p = word+4;
+		for (i = 0; GAMETYPERULE_LIST[i]; i++)
+			if (fastcmp(p, GAMETYPERULE_LIST[i])) {
+				free(word);
+				return (1<<i);
+			}
+
+		// Not found error
+		const_warning("game type rule",word);
+		free(word);
+		return 0;
+	}
+	else if (fastncmp("TOL_", word, 4)) {
+		char *p = word+4;
+		for (i = 0; TYPEOFLEVEL[i].name; i++)
+			if (fastcmp(p, TYPEOFLEVEL[i].name)) {
+				free(word);
+				return TYPEOFLEVEL[i].flag;
+			}
+
+		// Not found error
+		const_warning("typeoflevel",word);
+		free(word);
+		return 0;
+	}
 	else if (fastncmp("HUD_",word,4)) {
 		r = get_huditem(word);
 		free(word);
@@ -10107,6 +10437,20 @@ static inline int lib_freeslot(lua_State *L)
 			}
 			r++;
 		}
+		else if (fastcmp(type, "TOL"))
+		{
+			if (lastcustomtol > 31)
+				CONS_Alert(CONS_WARNING, "Ran out of free typeoflevel slots!\n");
+			else
+			{
+				UINT32 newtol = (1<<lastcustomtol);
+				CONS_Printf("TypeOfLevel TOL_%s allocated.\n",word);
+				G_AddTOL(newtol, word);
+				lua_pushinteger(L, newtol);
+				lastcustomtol++;
+				r++;
+			}
+		}
 		Z_Free(s);
 		lua_remove(L, 1);
 		continue;
@@ -10211,6 +10555,36 @@ static inline int lib_getenum(lua_State *L)
 		if (mathlib) return luaL_error(L, "playerflag '%s' could not be found.\n", word);
 		return 0;
 	}
+	else if (fastncmp("GT_", word, 3)) {
+		p = word;
+		for (i = 0; Gametype_ConstantNames[i]; i++)
+			if (fastcmp(p, Gametype_ConstantNames[i])) {
+				lua_pushinteger(L, i);
+				return 1;
+			}
+		if (mathlib) return luaL_error(L, "gametype '%s' could not be found.\n", word);
+		return 0;
+	}
+	else if (fastncmp("GTR_", word, 4)) {
+		p = word+4;
+		for (i = 0; GAMETYPERULE_LIST[i]; i++)
+			if (fastcmp(p, GAMETYPERULE_LIST[i])) {
+				lua_pushinteger(L, ((lua_Integer)1<<i));
+				return 1;
+			}
+		if (mathlib) return luaL_error(L, "game type rule '%s' could not be found.\n", word);
+		return 0;
+	}
+	else if (fastncmp("TOL_", word, 4)) {
+		p = word+4;
+		for (i = 0; TYPEOFLEVEL[i].name; i++)
+			if (fastcmp(p, TYPEOFLEVEL[i].name)) {
+				lua_pushinteger(L, TYPEOFLEVEL[i].flag);
+				return 1;
+			}
+		if (mathlib) return luaL_error(L, "typeoflevel '%s' could not be found.\n", word);
+		return 0;
+	}
 	else if (fastncmp("ML_", word, 3)) {
 		p = word+3;
 		for (i = 0; i < 16; i++)
@@ -10448,126 +10822,7 @@ static inline int lib_getenum(lua_State *L)
 	// DYNAMIC variables too!!
 	// Try not to add anything that would break netgames or timeattack replays here.
 	// You know, like consoleplayer, displayplayer, secondarydisplayplayer, or gametime.
-	if (fastcmp(word,"gamemap")) {
-		lua_pushinteger(L, gamemap);
-		return 1;
-	} else if (fastcmp(word,"maptol")) {
-		lua_pushinteger(L, maptol);
-		return 1;
-	} else if (fastcmp(word,"ultimatemode")) {
-		lua_pushboolean(L, ultimatemode != 0);
-		return 1;
-	} else if (fastcmp(word,"mariomode")) {
-		lua_pushboolean(L, mariomode != 0);
-		return 1;
-	} else if (fastcmp(word,"twodlevel")) {
-		lua_pushboolean(L, twodlevel != 0);
-		return 1;
-	} else if (fastcmp(word,"circuitmap")) {
-		lua_pushboolean(L, circuitmap);
-		return 1;
-	} else if (fastcmp(word,"netgame")) {
-		lua_pushboolean(L, netgame);
-		return 1;
-	} else if (fastcmp(word,"multiplayer")) {
-		lua_pushboolean(L, multiplayer);
-		return 1;
-	} else if (fastcmp(word,"modeattacking")) {
-		lua_pushboolean(L, modeattacking);
-		return 1;
-	} else if (fastcmp(word,"splitscreen")) {
-		lua_pushboolean(L, splitscreen);
-		return 1;
-	} else if (fastcmp(word,"gamecomplete")) {
-		lua_pushboolean(L, gamecomplete);
-		return 1;
-	} else if (fastcmp(word,"devparm")) {
-		lua_pushboolean(L, devparm);
-		return 1;
-	} else if (fastcmp(word,"modifiedgame")) {
-		lua_pushboolean(L, modifiedgame && !savemoddata);
-		return 1;
-	} else if (fastcmp(word,"menuactive")) {
-		lua_pushboolean(L, menuactive);
-		return 1;
-	} else if (fastcmp(word,"paused")) {
-		lua_pushboolean(L, paused);
-		return 1;
-	} else if (fastcmp(word,"titlemap")) {
-		lua_pushinteger(L, titlemap);
-		return 1;
-	} else if (fastcmp(word,"titlemapinaction")) {
-		lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
-		return 1;
-	} else if (fastcmp(word,"gametype")) {
-		lua_pushinteger(L, gametype);
-		return 1;
-	} else if (fastcmp(word,"leveltime")) {
-		lua_pushinteger(L, leveltime);
-		return 1;
-	} else if (fastcmp(word,"curWeather")) {
-		lua_pushinteger(L, curWeather);
-		return 1;
-	} else if (fastcmp(word,"globalweather")) {
-		lua_pushinteger(L, globalweather);
-		return 1;
-	} else if (fastcmp(word,"levelskynum")) {
-		lua_pushinteger(L, levelskynum);
-		return 1;
-	} else if (fastcmp(word,"globallevelskynum")) {
-		lua_pushinteger(L, globallevelskynum);
-		return 1;
-	} else if (fastcmp(word,"mapmusname")) {
-		lua_pushstring(L, mapmusname);
-		return 1;
-	} else if (fastcmp(word,"mapmusflags")) {
-		lua_pushinteger(L, mapmusflags);
-		return 1;
-	} else if (fastcmp(word,"mapmusposition")) {
-		lua_pushinteger(L, mapmusposition);
-		return 1;
-	// local player variables, by popular request
-	} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
-		if (consoleplayer < 0 || !playeringame[consoleplayer])
-			return 0;
-		LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
-		return 1;
-	} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
-		if (displayplayer < 0 || !playeringame[displayplayer])
-			return 0;
-		LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
-		return 1;
-	} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
-		if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
-			return 0;
-		LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
-		return 1;
-	// end local player variables
-	} else if (fastcmp(word,"server")) {
-		if ((!multiplayer || !netgame) && !playeringame[serverplayer])
-			return 0;
-		LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
-		return 1;
-	} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
-		LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
-		if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
-			return 0;
-		LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
-		return 1;
-	} else if (fastcmp(word,"emeralds")) {
-		lua_pushinteger(L, emeralds);
-		return 1;
-	} else if (fastcmp(word,"gravity")) {
-		lua_pushinteger(L, gravity);
-		return 1;
-	} else if (fastcmp(word,"VERSIONSTRING")) {
-		lua_pushstring(L, VERSIONSTRING);
-		return 1;
-	} else if (fastcmp(word, "token")) {
-		lua_pushinteger(L, token);
-		return 1;
-	}
-	return 0;
+	return LUA_PushGlobals(L, word);
 }
 
 int LUA_EnumLib(lua_State *L)
@@ -10634,6 +10889,8 @@ static int lib_getActionName(lua_State *L)
 	return luaL_typerror(L, 1, "action userdata or Lua function");
 }
 
+
+
 int LUA_SOCLib(lua_State *L)
 {
 	lua_register(L,"freeslot",lib_freeslot);
diff --git a/src/djgppdos/i_video.c b/src/djgppdos/i_video.c
index 56570b7bf8daf871fca8db3a03909823c33ad605..02c7a842bc2c0aa77fb7d8d7180a04d9029878b5 100644
--- a/src/djgppdos/i_video.c
+++ b/src/djgppdos/i_video.c
@@ -338,3 +338,8 @@ void I_StartupGraphics(void)
 	graphics_started = true;
 
 }
+
+void I_StartupHardwareGraphics(void)
+{
+	// oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo y
+}
diff --git a/src/djgppdos/vid_vesa.c b/src/djgppdos/vid_vesa.c
index ec7b8b886343d0d8fe9c8d9e66eff3c1aeaf1793..c8ce7dae52e645372455b76cbad40ffd03c53a0e 100644
--- a/src/djgppdos/vid_vesa.c
+++ b/src/djgppdos/vid_vesa.c
@@ -378,6 +378,11 @@ INT32 VID_SetMode (INT32 modenum)  //, UINT8 *palette)
 	return 1;
 }
 
+void VID_CheckRenderer(void)
+{
+	// ..............
+}
+
 
 
 // converts a segm:offs 32bit pair to a 32bit flat ptr
diff --git a/src/doomdef.h b/src/doomdef.h
index fe6a5faa3a36bbda215c77240067140f3edb66e6..7d65398d7302723b5bb481a0b0e4426f750f0480 100644
--- a/src/doomdef.h
+++ b/src/doomdef.h
@@ -130,6 +130,9 @@ extern FILE *logstream;
 extern char logfilename[1024];
 #endif
 
+/* A mod name to further distinguish versions. */
+#define SRB2APPLICATION "SRB2"
+
 //#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
 #ifdef DEVELOP
 #define VERSION    0 // Game version
@@ -624,9 +627,12 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
 ///      	SRB2CB itself ported this from PrBoom+
 #define NEWCLIP
 
+/// Cache patches in Lua in a way that renderer switching will work flawlessly.
+//#define LUA_PATCH_SAFETY
+
 /// Sprite rotation
 #define ROTSPRITE
-#define ROTANGLES 24	// Needs to be a divisor of 360 (45, 60, 90, 120...)
+#define ROTANGLES 72 // Needs to be a divisor of 360 (45, 60, 90, 120...)
 #define ROTANGDIFF (360 / ROTANGLES)
 
 /// PNG support
diff --git a/src/doomstat.h b/src/doomstat.h
index cc4e0ca98ce6f8eb0942b61d7e52c1388365fd3f..36ef44c2609604c2ab3d48edb34eebc3d209ed95 100644
--- a/src/doomstat.h
+++ b/src/doomstat.h
@@ -39,7 +39,7 @@ extern UINT32 mapmusposition;
 #define MUSIC_FORCERESET  0x4000 // -*--------------
 // Use other bits if necessary.
 
-extern INT16 maptol;
+extern UINT32 maptol;
 extern UINT8 globalweather;
 extern INT32 curWeather;
 extern INT32 cursaveslot;
@@ -84,6 +84,9 @@ extern boolean addedtogame; // true after the server has added you
 extern boolean multiplayer;
 
 extern INT16 gametype;
+extern UINT32 gametyperules;
+extern INT16 gametypecount;
+
 extern boolean splitscreen;
 extern boolean circuitmap; // Does this level have 'circuit mode'?
 extern boolean fromlevelselect;
@@ -284,7 +287,7 @@ typedef struct
 	char lvlttl[22];       ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
 	char subttl[33];       ///< Subtitle for level
 	UINT8 actnum;          ///< Act number or 0 for none.
-	UINT16 typeoflevel;    ///< Combination of typeoflevel flags.
+	UINT32 typeoflevel;    ///< Combination of typeoflevel flags.
 	INT16 nextlevel;       ///< Map number of next level, or 1100-1102 to end.
 	char musname[7];       ///< Music track to play. "" for no music.
 	UINT16 mustrack;       ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
@@ -310,12 +313,17 @@ typedef struct
 	SINT8 bonustype;      ///< What type of bonus does this level have? (-1 for null.)
 	SINT8 maxbonuslives;  ///< How many bonus lives to award at Intermission? (-1 for unlimited.)
 
-	UINT8 levelflags;     ///< LF_flags:  merged booleans into one UINT8 for space, see below
+	UINT16 levelflags;     ///< LF_flags:  merged booleans into one UINT16 for space, see below
 	UINT8 menuflags;      ///< LF2_flags: options that affect record attack / nights mode menus
 
 	char selectheading[22]; ///< Level select heading. Allows for controllable grouping.
 	UINT16 startrings;      ///< Number of rings players start with.
 
+	// Title card.
+	char ltzzpatch[8];      ///< Zig zag patch.
+	char ltzztext[8];       ///< Zig zag text.
+	char ltactdiamond[8];   ///< Act diamond.
+
 	// Freed animals stuff.
 	UINT8 numFlickies;     ///< Internal. For freed flicky support.
 	mobjtype_t *flickies;  ///< List of freeable flickies in this level. Allocated dynamically for space reasons. Be careful.
@@ -361,6 +369,70 @@ typedef struct
 
 extern mapheader_t* mapheaderinfo[NUMMAPS];
 
+// Gametypes
+#define NUMGAMETYPEFREESLOTS 128
+enum GameType
+{
+	GT_COOP = 0, // also used in single player
+	GT_COMPETITION, // Classic "Race"
+	GT_RACE,
+
+	GT_MATCH,
+	GT_TEAMMATCH,
+
+	GT_TAG,
+	GT_HIDEANDSEEK,
+
+	GT_CTF, // capture the flag
+
+	GT_FIRSTFREESLOT,
+	GT_LASTFREESLOT = GT_FIRSTFREESLOT + NUMGAMETYPEFREESLOTS - 1,
+	NUMGAMETYPES
+};
+// If you alter this list, update dehacked.c, MISC_ChangeGameTypeMenu in m_menu.c, and Gametype_Names in g_game.c
+
+// Gametype rules
+enum GameTypeRules
+{
+	GTR_CAMPAIGN         = 1,     // Linear Co-op map progression, don't allow random maps
+	GTR_RINGSLINGER      = 1<<1,  // Outside of Co-op, Competition, and Race (overriden by cv_ringslinger)
+	GTR_SPECTATORS       = 1<<2,  // Outside of Co-op, Competition, and Race
+	GTR_FRIENDLYFIRE     = 1<<3,  // Always allow friendly fire
+	GTR_LIVES            = 1<<4,  // Co-op and Competition
+	GTR_TEAMS            = 1<<5,  // Team Match, CTF
+	GTR_RACE             = 1<<6,  // Race and Competition
+	GTR_TAG              = 1<<7,  // Tag and Hide and Seek
+	GTR_POINTLIMIT       = 1<<8,  // Ringslinger point limit
+	GTR_TIMELIMIT        = 1<<9,  // Ringslinger time limit
+	GTR_HIDETIME         = 1<<10, // Hide time (Tag and Hide and Seek)
+	GTR_HIDEFROZEN       = 1<<11, // Frozen after hide time (Hide and Seek, but not Tag)
+	GTR_BLINDFOLDED      = 1<<12, // Blindfolded view (Tag and Hide and Seek)
+	GTR_FIRSTPERSON      = 1<<13, // First person camera
+	GTR_MATCHEMERALDS    = 1<<14, // Ringslinger emeralds (Match and CTF)
+	GTR_TEAMFLAGS        = 1<<15, // Gametype has team flags (CTF)
+	GTR_PITYSHIELD       = 1<<16, // Award pity shield
+	GTR_DEATHPENALTY     = 1<<17, // Death score penalty
+	GTR_NOSPECTATORSPAWN = 1<<18, // Use with GTR_SPECTATORS, spawn in the map instead of with the spectators
+	GTR_DEATHMATCHSTARTS = 1<<19, // Use deathmatch starts
+	GTR_SPECIALSTAGES    = 1<<20, // Allow special stages
+	GTR_EMERALDTOKENS    = 1<<21, // Spawn emerald tokens
+	GTR_EMERALDHUNT      = 1<<22, // Emerald Hunt
+	GTR_SPAWNENEMIES     = 1<<23, // Spawn enemies
+	GTR_ALLOWEXIT        = 1<<24, // Allow exit sectors
+	GTR_NOTITLECARD      = 1<<25, // Don't show the title card
+	GTR_OVERTIME         = 1<<26, // Allow overtime
+	GTR_HURTMESSAGES     = 1<<27, // Hit and death messages
+	GTR_SPAWNINVUL       = 1<<28, // Babysitting deterrent
+};
+
+// String names for gametypes
+extern const char *Gametype_Names[NUMGAMETYPES];
+extern const char *Gametype_ConstantNames[NUMGAMETYPES];
+
+// Point and time limits for every gametype
+extern INT32 pointlimits[NUMGAMETYPES];
+extern INT32 timelimits[NUMGAMETYPES];
+
 enum TypeOfLevel
 {
 	TOL_SP          = 0x01, ///< Single Player
@@ -376,36 +448,26 @@ enum TypeOfLevel
 	TOL_CTF         = 0x40, ///< Capture the Flag
 // CTF default = 64
 
-	TOL_CUSTOM      = 0x80, ///< Custom (Lua-scripted, etc.)
+	// 0x80 was here
 
 	TOL_2D     = 0x0100, ///< 2D
 	TOL_MARIO  = 0x0200, ///< Mario
 	TOL_NIGHTS = 0x0400, ///< NiGHTS
 	TOL_ERZ3   = 0x0800, ///< ERZ3
-	TOL_XMAS   = 0x1000  ///< Christmas NiGHTS
+	TOL_XMAS   = 0x1000, ///< Christmas NiGHTS
 };
 
-// Gametypes
-enum GameType
-{
-	GT_COOP = 0, // also used in single player
-	GT_COMPETITION, // Classic "Race"
-	GT_RACE,
-
-	GT_MATCH,
-	GT_TEAMMATCH,
+#define NUMBASETOL 18
+#define NUMMAXTOL (18 + NUMGAMETYPEFREESLOTS)
 
-	GT_TAG,
-	GT_HIDEANDSEEK,
-
-	GT_CTF, // capture the flag
-
-	NUMGAMETYPES
-};
-// If you alter this list, update dehacked.c, MISC_ChangeGameTypeMenu in m_menu.c, and Gametype_Names in g_game.c
-
-// String names for gametypes
-extern const char *Gametype_Names[NUMGAMETYPES];
+typedef struct
+{
+	const char *name;
+	UINT32 flag;
+} tolinfo_t;
+extern tolinfo_t TYPEOFLEVEL[NUMMAXTOL];
+extern INT32 numtolinfo;
+extern UINT32 lastcustomtol;
 
 extern tic_t totalplaytime;
 
diff --git a/src/dummy/i_video.c b/src/dummy/i_video.c
index e167e833fb152d6fcc5daa7a490cede554944d3b..fafeee0001400ef868b6c8d91042870c6c2e3773 100644
--- a/src/dummy/i_video.c
+++ b/src/dummy/i_video.c
@@ -11,6 +11,7 @@ boolean allow_fullscreen = false;
 consvar_t cv_vidwait = {"vid_wait", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
 
 void I_StartupGraphics(void){}
+void I_StartupHardwareGraphics(void){}
 
 void I_ShutdownGraphics(void){}
 
@@ -39,6 +40,11 @@ INT32 VID_SetMode(INT32 modenum)
 	return 0;
 }
 
+void VID_CheckRenderer(void)
+{
+	// ..............
+}
+
 const char *VID_GetModeName(INT32 modenum)
 {
 	(void)modenum;
diff --git a/src/f_finale.c b/src/f_finale.c
index 1436a159b1285cb40ba302a15f767412f0c0f77c..317a57f3d385efdaa1795788bbf96390588b9ddf 100644
--- a/src/f_finale.c
+++ b/src/f_finale.c
@@ -530,78 +530,78 @@ static void F_IntroDrawScene(void)
 		case 0:
 			break;
 		case 1:
-			background = W_CachePatchName("INTRO1", PU_CACHE);
+			background = W_CachePatchName("INTRO1", PU_PATCH);
 			break;
 		case 2:
-			background = W_CachePatchName("INTRO2", PU_CACHE);
+			background = W_CachePatchName("INTRO2", PU_PATCH);
 			break;
 		case 3:
-			background = W_CachePatchName("INTRO3", PU_CACHE);
+			background = W_CachePatchName("INTRO3", PU_PATCH);
 			break;
 		case 4:
-			background = W_CachePatchName("INTRO4", PU_CACHE);
+			background = W_CachePatchName("INTRO4", PU_PATCH);
 			break;
 		case 5:
 			if (intro_curtime >= 5*TICRATE)
-				background = W_CachePatchName("RADAR", PU_CACHE);
+				background = W_CachePatchName("RADAR", PU_PATCH);
 			else
-				background = W_CachePatchName("DRAT", PU_CACHE);
+				background = W_CachePatchName("DRAT", PU_PATCH);
 			break;
 		case 6:
-			background = W_CachePatchName("INTRO6", PU_CACHE);
+			background = W_CachePatchName("INTRO6", PU_PATCH);
 			cx = 180;
 			cy = 8;
 			break;
 		case 7:
 		{
 			if (intro_curtime >= 7*TICRATE + ((TICRATE/7)*2))
-				background = W_CachePatchName("SGRASS5", PU_CACHE);
+				background = W_CachePatchName("SGRASS5", PU_PATCH);
 			else if (intro_curtime >= 7*TICRATE + (TICRATE/7))
-				background = W_CachePatchName("SGRASS4", PU_CACHE);
+				background = W_CachePatchName("SGRASS4", PU_PATCH);
 			else if (intro_curtime >= 7*TICRATE)
-				background = W_CachePatchName("SGRASS3", PU_CACHE);
+				background = W_CachePatchName("SGRASS3", PU_PATCH);
 			else if (intro_curtime >= 6*TICRATE)
-				background = W_CachePatchName("SGRASS2", PU_CACHE);
+				background = W_CachePatchName("SGRASS2", PU_PATCH);
 			else
-				background = W_CachePatchName("SGRASS1", PU_CACHE);
+				background = W_CachePatchName("SGRASS1", PU_PATCH);
 			break;
 		}
 		case 8:
-			background = W_CachePatchName("WATCHING", PU_CACHE);
+			background = W_CachePatchName("WATCHING", PU_PATCH);
 			break;
 		case 9:
-			background = W_CachePatchName("ZOOMING", PU_CACHE);
+			background = W_CachePatchName("ZOOMING", PU_PATCH);
 			break;
 		case 10:
 			break;
 		case 11:
-			background = W_CachePatchName("INTRO5", PU_CACHE);
+			background = W_CachePatchName("INTRO5", PU_PATCH);
 			break;
 		case 12:
-			background = W_CachePatchName("REVENGE", PU_CACHE);
+			background = W_CachePatchName("REVENGE", PU_PATCH);
 			cx = 208;
 			cy = 8;
 			break;
 		case 13:
-			background = W_CachePatchName("CONFRONT", PU_CACHE);
+			background = W_CachePatchName("CONFRONT", PU_PATCH);
 			cy += 48;
 			break;
 		case 14:
-			background = W_CachePatchName("TAILSSAD", PU_CACHE);
+			background = W_CachePatchName("TAILSSAD", PU_PATCH);
 			bgxoffs = 144;
 			cx = 8;
 			cy = 8;
 			break;
 		case 15:
 			if (intro_curtime >= 7*TICRATE)
-				background = W_CachePatchName("SONICDO2", PU_CACHE);
+				background = W_CachePatchName("SONICDO2", PU_PATCH);
 			else
-				background = W_CachePatchName("SONICDO1", PU_CACHE);
+				background = W_CachePatchName("SONICDO1", PU_PATCH);
 			cx = 224;
 			cy = 8;
 			break;
 		case 16:
-			background = W_CachePatchName("INTRO7", PU_CACHE);
+			background = W_CachePatchName("INTRO7", PU_PATCH);
 			break;
 		default:
 			break;
@@ -631,30 +631,30 @@ static void F_IntroDrawScene(void)
 					S_ChangeMusicInternal("_stjr", false);
 				x = (BASEVIDWIDTH<<FRACBITS)/2 - FixedMul(334<<FRACBITS, aspect)/2;
 				y = (BASEVIDHEIGHT<<FRACBITS)/2 - FixedMul(358<<FRACBITS, aspect)/2;
-				V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH1", PU_CACHE)), aspect);
+				V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH1", PU_PATCH)), aspect);
 				W_UnlockCachedPatch(patch);
 				if (finalecount > 6) {
-					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH2", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH2", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 				}
 				if (finalecount > 10) {
-					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH3", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH3", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 				}
 				if (finalecount > 14) {
-					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH4", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x, y, 0, (patch = W_CachePatchName("WAHH4", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 				}
 			}
 			else if (finalecount-30 < 20) { // Big eggy
-				background = W_CachePatchName("FEEDIN", PU_CACHE);
+				background = W_CachePatchName("FEEDIN", PU_PATCH);
 				x = (BASEVIDWIDTH<<FRACBITS)/2 - FixedMul(560<<FRACBITS, aspect)/2;
 				y = (BASEVIDHEIGHT<<FRACBITS) - FixedMul(477<<FRACBITS, aspect);
 				V_DrawSciencePatch(x, y, V_SNAPTOBOTTOM, background, aspect);
 			}
 			else if (finalecount-50 < 30) { // Zoom out
 				fixed_t scale = FixedDiv(aspect, FixedDiv((finalecount-50)<<FRACBITS, (15<<FRACBITS))+FRACUNIT);
-				background = W_CachePatchName("FEEDIN", PU_CACHE);
+				background = W_CachePatchName("FEEDIN", PU_PATCH);
 				x = (BASEVIDWIDTH<<FRACBITS)/2 - FixedMul(560<<FRACBITS, aspect)/2 + (FixedMul(560<<FRACBITS, aspect) - FixedMul(560<<FRACBITS, scale));
 				y = (BASEVIDHEIGHT<<FRACBITS) - FixedMul(477<<FRACBITS, scale);
 				V_DrawSciencePatch(x, y, V_SNAPTOBOTTOM, background, scale);
@@ -664,7 +664,7 @@ static void F_IntroDrawScene(void)
 				{
 					// Draw tiny eggy
 					fixed_t scale = FixedMul(FRACUNIT/3, aspect);
-					background = W_CachePatchName("FEEDIN", PU_CACHE);
+					background = W_CachePatchName("FEEDIN", PU_PATCH);
 					x = (BASEVIDWIDTH<<FRACBITS)/2 - FixedMul(560<<FRACBITS, aspect)/2 + (FixedMul(560<<FRACBITS, aspect) - FixedMul(560<<FRACBITS, scale));
 					y = (BASEVIDHEIGHT<<FRACBITS) - FixedMul(477<<FRACBITS, scale);
 					V_DrawSciencePatch(x, y, V_SNAPTOBOTTOM, background, scale);
@@ -675,34 +675,34 @@ static void F_IntroDrawScene(void)
 					x = (-189*FRACUNIT) + (FixedMul((6<<FRACBITS)+FRACUNIT/3, ftime<<FRACBITS) - FixedMul((6<<FRACBITS)+FRACUNIT/3, FixedDiv(FixedMul(ftime<<FRACBITS, ftime<<FRACBITS), 120<<FRACBITS)));
 					y = (BASEVIDHEIGHT<<FRACBITS) - FixedMul(417<<FRACBITS, aspect);
 					// Draw the body
-					V_DrawSciencePatch(x, y, V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT1", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x, y, V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT1", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the door
-					V_DrawSciencePatch(x+FixedMul(344<<FRACBITS, aspect), y+FixedMul(292<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT2", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x+FixedMul(344<<FRACBITS, aspect), y+FixedMul(292<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT2", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the wheel
-					V_DrawSciencePatch(x+FixedMul(178<<FRACBITS, aspect), y+FixedMul(344<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName(va("TYRE%02u",(abs(finalecount-144)/3)%16), PU_CACHE)), aspect);
+					V_DrawSciencePatch(x+FixedMul(178<<FRACBITS, aspect), y+FixedMul(344<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName(va("TYRE%02u",(abs(finalecount-144)/3)%16), PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the wheel cover
-					V_DrawSciencePatch(x+FixedMul(88<<FRACBITS, aspect), y+FixedMul(238<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT3", PU_CACHE)), aspect);
+					V_DrawSciencePatch(x+FixedMul(88<<FRACBITS, aspect), y+FixedMul(238<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT3", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 				} else { // Pure Fat has stopped!
 					y = (BASEVIDHEIGHT<<FRACBITS) - FixedMul(417<<FRACBITS, aspect);
 					// Draw the body
-					V_DrawSciencePatch(0, y, V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT1", PU_CACHE)), aspect);
+					V_DrawSciencePatch(0, y, V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT1", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the wheel
-					V_DrawSciencePatch(FixedMul(178<<FRACBITS, aspect), y+FixedMul(344<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("TYRE00", PU_CACHE)), aspect);
+					V_DrawSciencePatch(FixedMul(178<<FRACBITS, aspect), y+FixedMul(344<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("TYRE00", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the wheel cover
-					V_DrawSciencePatch(FixedMul(88<<FRACBITS, aspect), y+FixedMul(238<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT3", PU_CACHE)), aspect);
+					V_DrawSciencePatch(FixedMul(88<<FRACBITS, aspect), y+FixedMul(238<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT3", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 					// Draw the door
 					if (finalecount-TICRATE/2 > 4*TICRATE) { // Door is being raised!
 						int ftime = (finalecount-TICRATE/2-4*TICRATE);
 						y -= FixedDiv((ftime*ftime)<<FRACBITS, 23<<FRACBITS);
 					}
-					V_DrawSciencePatch(FixedMul(344<<FRACBITS, aspect), y+FixedMul(292<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT2", PU_CACHE)), aspect);
+					V_DrawSciencePatch(FixedMul(344<<FRACBITS, aspect), y+FixedMul(292<<FRACBITS, aspect), V_SNAPTOLEFT|V_SNAPTOBOTTOM, (patch = W_CachePatchName("PUREFAT2", PU_PATCH)), aspect);
 					W_UnlockCachedPatch(patch);
 				}
 			}
@@ -716,27 +716,27 @@ static void F_IntroDrawScene(void)
 		if (timetonext > 5*TICRATE && timetonext < 6*TICRATE)
 		{
 			if (!(finalecount & 3))
-				background = W_CachePatchName("BRITEGG1", PU_CACHE);
+				background = W_CachePatchName("BRITEGG1", PU_PATCH);
 			else
-				background = W_CachePatchName("DARKEGG1", PU_CACHE);
+				background = W_CachePatchName("DARKEGG1", PU_PATCH);
 
 			V_DrawSmallScaledPatch(0, 0, 0, background);
 		}
 		else if (timetonext > 3*TICRATE && timetonext < 4*TICRATE)
 		{
 			if (!(finalecount & 3))
-				background = W_CachePatchName("BRITEGG2", PU_CACHE);
+				background = W_CachePatchName("BRITEGG2", PU_PATCH);
 			else
-				background = W_CachePatchName("DARKEGG2", PU_CACHE);
+				background = W_CachePatchName("DARKEGG2", PU_PATCH);
 
 			V_DrawSmallScaledPatch(0, 0, 0, background);
 		}
 		else if (timetonext > 1*TICRATE && timetonext < 2*TICRATE)
 		{
 			if (!(finalecount & 3))
-				background = W_CachePatchName("BRITEGG3", PU_CACHE);
+				background = W_CachePatchName("BRITEGG3", PU_PATCH);
 			else
-				background = W_CachePatchName("DARKEGG3", PU_CACHE);
+				background = W_CachePatchName("DARKEGG3", PU_PATCH);
 
 			V_DrawSmallScaledPatch(0, 0, 0, background);
 		}
@@ -768,79 +768,79 @@ static void F_IntroDrawScene(void)
 			knucklesx += sonicx;
 			sonicx += P_ReturnThrustX(NULL, finalecount * ANG10, 3);
 
-			V_DrawSmallScaledPatch(skyx, 0, 0, (patch = W_CachePatchName("INTROSKY", PU_CACHE)));
+			V_DrawSmallScaledPatch(skyx, 0, 0, (patch = W_CachePatchName("INTROSKY", PU_PATCH)));
 			V_DrawSmallScaledPatch(skyx - 320, 0, 0, patch);
 			W_UnlockCachedPatch(patch);
-			V_DrawSmallScaledPatch(grassx, 0, 0, (patch = W_CachePatchName("INTROGRS", PU_CACHE)));
+			V_DrawSmallScaledPatch(grassx, 0, 0, (patch = W_CachePatchName("INTROGRS", PU_PATCH)));
 			V_DrawSmallScaledPatch(grassx - 320, 0, 0, patch);
 			W_UnlockCachedPatch(patch);
 
 			if (finalecount & 1)
 			{
 				// Sonic
-				V_DrawSmallScaledPatch(sonicx, 54, 0, (patch = W_CachePatchName("RUN2", PU_CACHE)));
+				V_DrawSmallScaledPatch(sonicx, 54, 0, (patch = W_CachePatchName("RUN2", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 
 				// Appendages
 				if (finalecount & 2)
 				{
 					// Sonic's feet
-					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT4", PU_CACHE)));
+					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT4", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 					// Tails' tails
-					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP2", PU_CACHE)));
+					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP2", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 				}
 				else
 				{
 					// Sonic's feet
-					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT2", PU_CACHE)));
+					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT2", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 					// Tails' tails
-					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP1", PU_CACHE)));
+					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP1", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 				}
 
 				// Tails
-				V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("FLY2", PU_CACHE)));
+				V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("FLY2", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 
 				// Knuckles
-				V_DrawSmallScaledPatch(knucklesx, knucklesy, 0, (patch = W_CachePatchName("GLIDE2", PU_CACHE)));
+				V_DrawSmallScaledPatch(knucklesx, knucklesy, 0, (patch = W_CachePatchName("GLIDE2", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 			}
 			else
 			{
 				// Sonic
-				V_DrawSmallScaledPatch(sonicx, 54, 0, (patch = W_CachePatchName("RUN1", PU_CACHE)));
+				V_DrawSmallScaledPatch(sonicx, 54, 0, (patch = W_CachePatchName("RUN1", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 
 				// Appendages
 				if (finalecount & 2)
 				{
 					// Sonic's feet
-					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT3", PU_CACHE)));
+					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT3", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 					// Tails' tails
-					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP2", PU_CACHE)));
+					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP2", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 				}
 				else
 				{
 					// Sonic's feet
-					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT1", PU_CACHE)));
+					V_DrawSmallScaledPatch(sonicx - 8, 92, 0, (patch = W_CachePatchName("PEELOUT1", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 					// Tails' tails
-					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP1", PU_CACHE)));
+					V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("HELICOP1", PU_PATCH)));
 					W_UnlockCachedPatch(patch);
 				}
 
 				// Tails
-				V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("FLY1", PU_CACHE)));
+				V_DrawSmallScaledPatch(tailsx, tailsy, 0, (patch = W_CachePatchName("FLY1", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 
 				// Knuckles
-				V_DrawSmallScaledPatch(knucklesx, knucklesy, 0, (patch = W_CachePatchName("GLIDE1", PU_CACHE)));
+				V_DrawSmallScaledPatch(knucklesx, knucklesy, 0, (patch = W_CachePatchName("GLIDE1", PU_PATCH)));
 				W_UnlockCachedPatch(patch);
 			}
 
@@ -873,8 +873,8 @@ static void F_IntroDrawScene(void)
 				y += (30*(FRACUNIT-scale));
 			}
 
-			rockpat = W_CachePatchName(va("ROID00%.2d", 34 - (worktics % 35)), PU_LEVEL);
-			glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(worktics & 1)), PU_LEVEL);
+			rockpat = W_CachePatchName(va("ROID00%.2d", 34 - (worktics % 35)), PU_PATCH);
+			glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(worktics & 1)), PU_PATCH);
 
 			if (worktics >= 5)
 				trans = (worktics-5)>>1;
@@ -988,7 +988,7 @@ void F_IntroDrawer(void)
 	{
 		if (intro_scenenum == 5 && intro_curtime == 5*TICRATE)
 		{
-			patch_t *radar = W_CachePatchName("RADAR", PU_CACHE);
+			patch_t *radar = W_CachePatchName("RADAR", PU_PATCH);
 
 			F_WipeStartScreen();
 			F_WipeColorFill(31);
@@ -1001,7 +1001,7 @@ void F_IntroDrawer(void)
 		}
 		else if (intro_scenenum == 7 && intro_curtime == 6*TICRATE) // Force a wipe here
 		{
-			patch_t *grass = W_CachePatchName("SGRASS2", PU_CACHE);
+			patch_t *grass = W_CachePatchName("SGRASS2", PU_PATCH);
 
 			F_WipeStartScreen();
 			F_WipeColorFill(31);
@@ -1014,7 +1014,7 @@ void F_IntroDrawer(void)
 		}
 		/*else if (intro_scenenum == 12 && intro_curtime == 7*TICRATE)
 		{
-			patch_t *confront = W_CachePatchName("CONFRONT", PU_CACHE);
+			patch_t *confront = W_CachePatchName("CONFRONT", PU_PATCH);
 
 			F_WipeStartScreen();
 			F_WipeColorFill(31);
@@ -1027,7 +1027,7 @@ void F_IntroDrawer(void)
 		}*/
 		if (intro_scenenum == 15 && intro_curtime == 7*TICRATE)
 		{
-			patch_t *sdo = W_CachePatchName("SONICDO2", PU_CACHE);
+			patch_t *sdo = W_CachePatchName("SONICDO2", PU_PATCH);
 
 			F_WipeStartScreen();
 			F_WipeColorFill(31);
@@ -1359,14 +1359,14 @@ void F_CreditDrawer(void)
 	V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
 
 	// Zig Zagz
-	V_DrawScaledPatch(-16,               zagpos,       V_SNAPTOLEFT,         W_CachePatchName("LTZIGZAG", PU_CACHE));
-	V_DrawScaledPatch(-16,               zagpos - 320, V_SNAPTOLEFT,         W_CachePatchName("LTZIGZAG", PU_CACHE));
-	V_DrawScaledPatch(BASEVIDWIDTH + 16, zagpos,       V_SNAPTORIGHT|V_FLIP, W_CachePatchName("LTZIGZAG", PU_CACHE));
-	V_DrawScaledPatch(BASEVIDWIDTH + 16, zagpos - 320, V_SNAPTORIGHT|V_FLIP, W_CachePatchName("LTZIGZAG", PU_CACHE));
+	V_DrawScaledPatch(-16,               zagpos,       V_SNAPTOLEFT,         W_CachePatchName("LTZIGZAG", PU_PATCH));
+	V_DrawScaledPatch(-16,               zagpos - 320, V_SNAPTOLEFT,         W_CachePatchName("LTZIGZAG", PU_PATCH));
+	V_DrawScaledPatch(BASEVIDWIDTH + 16, zagpos,       V_SNAPTORIGHT|V_FLIP, W_CachePatchName("LTZIGZAG", PU_PATCH));
+	V_DrawScaledPatch(BASEVIDWIDTH + 16, zagpos - 320, V_SNAPTORIGHT|V_FLIP, W_CachePatchName("LTZIGZAG", PU_PATCH));
 
 	// Draw background pictures first
 	for (i = 0; credits_pics[i].patch; i++)
-		V_DrawSciencePatch(credits_pics[i].x<<FRACBITS, (280<<FRACBITS) + (((i*credits_height)<<FRACBITS)/(credits_numpics)) - 4*(animtimer<<FRACBITS)/5, 0, W_CachePatchName(credits_pics[i].patch, PU_CACHE), FRACUNIT>>1);
+		V_DrawSciencePatch(credits_pics[i].x<<FRACBITS, (280<<FRACBITS) + (((i*credits_height)<<FRACBITS)/(credits_numpics)) - 4*(animtimer<<FRACBITS)/5, 0, W_CachePatchName(credits_pics[i].patch, PU_PATCH), FRACUNIT>>1);
 
 	// Dim the background
 	V_DrawFadeScreen(0xFF00, 16);
@@ -1574,14 +1574,14 @@ void F_GameEvaluationDrawer(void)
 
 		if (goodending)
 		{
-			rockpat = W_CachePatchName(va("ROID00%.2d", 34 - (finalecount % 35)), PU_LEVEL);
-			glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(finalecount & 1)), PU_LEVEL);
+			rockpat = W_CachePatchName(va("ROID00%.2d", 34 - (finalecount % 35)), PU_PATCH);
+			glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(finalecount & 1)), PU_PATCH);
 			x -= FRACUNIT;
 		}
 		else
 		{
 			rockpat = W_CachePatchName("ROID0000", PU_LEVEL);
-			glow = W_CachePatchName(va("ENDGLOW%.1d", (finalecount & 1)), PU_LEVEL);
+			glow = W_CachePatchName(va("ENDGLOW%.1d", (finalecount & 1)), PU_PATCH);
 		}
 
 		if (finalecount >= 5)
@@ -1613,20 +1613,20 @@ void F_GameEvaluationDrawer(void)
 					// if j == 0 - alternate between 0 and 1
 					//         1 -                   1 and 2
 					//         2 -                   2 and not rendered
-					V_DrawFixedPatch(x+sparkloffs[j-1][0], y+sparkloffs[j-1][1], FRACUNIT, 0, W_CachePatchName(va("ENDSPKL%.1d", (j - ((sparklloop & 1) ? 0 : 1))), PU_LEVEL), R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_AQUA, GTC_CACHE));
+					V_DrawFixedPatch(x+sparkloffs[j-1][0], y+sparkloffs[j-1][1], FRACUNIT, 0, W_CachePatchName(va("ENDSPKL%.1d", (j - ((sparklloop & 1) ? 0 : 1))), PU_PATCH), R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_AQUA, GTC_CACHE));
 				}
 				j--;
 			}
 		}
 		else
 		{
-			patch_t *eggrock = W_CachePatchName("ENDEGRK5", PU_LEVEL);
+			patch_t *eggrock = W_CachePatchName("ENDEGRK5", PU_PATCH);
 			V_DrawFixedPatch(x, y, scale, 0, eggrock, colormap[0]);
 			if (trans < 10)
 				V_DrawFixedPatch(x, y, scale, trans<<V_ALPHASHIFT, eggrock, colormap[1]);
 			else if (sparklloop)
 				V_DrawFixedPatch(x, y, scale, (10-sparklloop)<<V_ALPHASHIFT,
-					W_CachePatchName("ENDEGRK0", PU_LEVEL), colormap[1]);
+					W_CachePatchName("ENDEGRK0", PU_PATCH), colormap[1]);
 		}
 	}
 
@@ -1640,7 +1640,7 @@ void F_GameEvaluationDrawer(void)
 		eemeralds_cur += (360<<FRACBITS)/7;
 
 		patchname[4] = 'A'+(char)i;
-		V_DrawFixedPatch(x, y, FRACUNIT, ((emeralds & (1<<i)) ? 0 : V_80TRANS), W_CachePatchName(patchname, PU_LEVEL), NULL);
+		V_DrawFixedPatch(x, y, FRACUNIT, ((emeralds & (1<<i)) ? 0 : V_80TRANS), W_CachePatchName(patchname, PU_PATCH), NULL);
 	}
 
 	V_DrawCreditString((BASEVIDWIDTH - V_CreditStringWidth(endingtext))<<(FRACBITS-1), (BASEVIDHEIGHT-100)<<(FRACBITS-1), 0, endingtext);
@@ -1753,55 +1753,34 @@ void F_GameEvaluationTicker(void)
 #define STOPPINGPOINT (14*TICRATE)
 #define SPARKLLOOPTIME 15 // must be odd
 
-void F_StartEnding(void)
+static void F_CacheEnding(void)
 {
-	G_SetGamestate(GS_ENDING);
-	wipetypepost = INT16_MAX;
-
-	// Just in case they're open ... somehow
-	M_ClearMenus(true);
-
-	// Save before the credits sequence.
-	if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
-		G_SaveGame((UINT32)cursaveslot);
-
-	gameaction = ga_nothing;
-	paused = false;
-	CON_ToggleOff();
-	S_StopMusic();
-	S_StopSounds();
-
-	finalecount = -10; // what? this totally isn't a hack. why are you asking?
-
-	memset(sparkloffs, 0, sizeof(INT32)*3*2);
-	sparklloop = 0;
-
-	endbrdr[1] = W_CachePatchName("ENDBRDR1", PU_LEVEL);
+	endbrdr[1] = W_CachePatchName("ENDBRDR1", PU_PATCH);
 
-	endegrk[0] = W_CachePatchName("ENDEGRK0", PU_LEVEL);
-	endegrk[1] = W_CachePatchName("ENDEGRK1", PU_LEVEL);
+	endegrk[0] = W_CachePatchName("ENDEGRK0", PU_PATCH);
+	endegrk[1] = W_CachePatchName("ENDEGRK1", PU_PATCH);
 
-	endglow[0] = W_CachePatchName("ENDGLOW0", PU_LEVEL);
-	endglow[1] = W_CachePatchName("ENDGLOW1", PU_LEVEL);
+	endglow[0] = W_CachePatchName("ENDGLOW0", PU_PATCH);
+	endglow[1] = W_CachePatchName("ENDGLOW1", PU_PATCH);
 
-	endbgsp[0] = W_CachePatchName("ENDBGSP0", PU_LEVEL);
-	endbgsp[1] = W_CachePatchName("ENDBGSP1", PU_LEVEL);
-	endbgsp[2] = W_CachePatchName("ENDBGSP2", PU_LEVEL);
+	endbgsp[0] = W_CachePatchName("ENDBGSP0", PU_PATCH);
+	endbgsp[1] = W_CachePatchName("ENDBGSP1", PU_PATCH);
+	endbgsp[2] = W_CachePatchName("ENDBGSP2", PU_PATCH);
 
-	endspkl[0] = W_CachePatchName("ENDSPKL0", PU_LEVEL);
-	endspkl[1] = W_CachePatchName("ENDSPKL1", PU_LEVEL);
-	endspkl[2] = W_CachePatchName("ENDSPKL2", PU_LEVEL);
+	endspkl[0] = W_CachePatchName("ENDSPKL0", PU_PATCH);
+	endspkl[1] = W_CachePatchName("ENDSPKL1", PU_PATCH);
+	endspkl[2] = W_CachePatchName("ENDSPKL2", PU_PATCH);
 
-	endxpld[0] = W_CachePatchName("ENDXPLD0", PU_LEVEL);
-	endxpld[1] = W_CachePatchName("ENDXPLD1", PU_LEVEL);
-	endxpld[2] = W_CachePatchName("ENDXPLD2", PU_LEVEL);
-	endxpld[3] = W_CachePatchName("ENDXPLD3", PU_LEVEL);
+	endxpld[0] = W_CachePatchName("ENDXPLD0", PU_PATCH);
+	endxpld[1] = W_CachePatchName("ENDXPLD1", PU_PATCH);
+	endxpld[2] = W_CachePatchName("ENDXPLD2", PU_PATCH);
+	endxpld[3] = W_CachePatchName("ENDXPLD3", PU_PATCH);
 
-	endescp[0] = W_CachePatchName("ENDESCP0", PU_LEVEL);
-	endescp[1] = W_CachePatchName("ENDESCP1", PU_LEVEL);
-	endescp[2] = W_CachePatchName("ENDESCP2", PU_LEVEL);
-	endescp[3] = W_CachePatchName("ENDESCP3", PU_LEVEL);
-	endescp[4] = W_CachePatchName("ENDESCP4", PU_LEVEL);
+	endescp[0] = W_CachePatchName("ENDESCP0", PU_PATCH);
+	endescp[1] = W_CachePatchName("ENDESCP1", PU_PATCH);
+	endescp[2] = W_CachePatchName("ENDESCP2", PU_PATCH);
+	endescp[3] = W_CachePatchName("ENDESCP3", PU_PATCH);
+	endescp[4] = W_CachePatchName("ENDESCP4", PU_PATCH);
 
 	// so we only need to check once
 	if ((goodending = ALL7EMERALDS(emeralds)))
@@ -1814,32 +1793,69 @@ void F_StartEnding(void)
 			sprdef = &skins[skinnum].sprites[SPR2_XTRA];
 			// character head, skin specific
 			sprframe = &sprdef->spriteframes[XTRA_ENDING];
-			endfwrk[0] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
+			endfwrk[0] = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 			sprframe = &sprdef->spriteframes[XTRA_ENDING+1];
-			endfwrk[1] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
+			endfwrk[1] = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 			sprframe = &sprdef->spriteframes[XTRA_ENDING+2];
-			endfwrk[2] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
+			endfwrk[2] = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 		}
 		else // Show a star if your character doesn't have an ending firework display. (Basically the MISSINGs for this)
 		{
-			endfwrk[0] = W_CachePatchName("ENDFWRK3", PU_LEVEL);
-			endfwrk[1] = W_CachePatchName("ENDFWRK4", PU_LEVEL);
-			endfwrk[2] = W_CachePatchName("ENDFWRK5", PU_LEVEL);
+			endfwrk[0] = W_CachePatchName("ENDFWRK3", PU_PATCH);
+			endfwrk[1] = W_CachePatchName("ENDFWRK4", PU_PATCH);
+			endfwrk[2] = W_CachePatchName("ENDFWRK5", PU_PATCH);
 		}
 
-		endbrdr[0] = W_CachePatchName("ENDBRDR2", PU_LEVEL);
+		endbrdr[0] = W_CachePatchName("ENDBRDR2", PU_PATCH);
 	}
 	else
 	{
 		// eggman, skin nonspecific
-		endfwrk[0] = W_CachePatchName("ENDFWRK0", PU_LEVEL);
-		endfwrk[1] = W_CachePatchName("ENDFWRK1", PU_LEVEL);
-		endfwrk[2] = W_CachePatchName("ENDFWRK2", PU_LEVEL);
+		endfwrk[0] = W_CachePatchName("ENDFWRK0", PU_PATCH);
+		endfwrk[1] = W_CachePatchName("ENDFWRK1", PU_PATCH);
+		endfwrk[2] = W_CachePatchName("ENDFWRK2", PU_PATCH);
 
 		endbrdr[0] = W_CachePatchName("ENDBRDR0", PU_LEVEL);
 	}
 }
 
+static void F_CacheGoodEnding(void)
+{
+	endegrk[0] = W_CachePatchName("ENDEGRK2", PU_PATCH);
+	endegrk[1] = W_CachePatchName("ENDEGRK3", PU_PATCH);
+
+	endglow[0] = W_CachePatchName("ENDGLOW2", PU_PATCH);
+	endglow[1] = W_CachePatchName("ENDGLOW3", PU_PATCH);
+
+	endxpld[0] = W_CachePatchName("ENDEGRK4", PU_PATCH);
+}
+
+void F_StartEnding(void)
+{
+	G_SetGamestate(GS_ENDING);
+	wipetypepost = INT16_MAX;
+
+	// Just in case they're open ... somehow
+	M_ClearMenus(true);
+
+	// Save before the credits sequence.
+	if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
+		G_SaveGame((UINT32)cursaveslot);
+
+	gameaction = ga_nothing;
+	paused = false;
+	CON_ToggleOff();
+	S_StopMusic(); // todo: placeholder
+	S_StopSounds();
+
+	finalecount = -10; // what? this totally isn't a hack. why are you asking?
+
+	memset(sparkloffs, 0, sizeof(INT32)*3*2);
+	sparklloop = 0;
+
+	F_CacheEnding();
+}
+
 void F_EndingTicker(void)
 {
 	if (++finalecount > STOPPINGPOINT)
@@ -1853,15 +1869,7 @@ void F_EndingTicker(void)
 		S_ChangeMusicInternal((goodending ? "_endg" : "_endb"), false);
 
 	if (goodending && finalecount == INFLECTIONPOINT) // time to swap some assets
-	{
-		endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
-		endegrk[1] = W_CachePatchName("ENDEGRK3", PU_LEVEL);
-
-		endglow[0] = W_CachePatchName("ENDGLOW2", PU_LEVEL);
-		endglow[1] = W_CachePatchName("ENDGLOW3", PU_LEVEL);
-
-		endxpld[0] = W_CachePatchName("ENDEGRK4", PU_LEVEL);
-	}
+		F_CacheGoodEnding();
 
 	if (++sparklloop == SPARKLLOOPTIME) // time to roll the randomisation again
 	{
@@ -1880,10 +1888,17 @@ void F_EndingDrawer(void)
 	INT32 x, y, i, j, parallaxticker;
 	patch_t *rockpat;
 
+	if (needpatchrecache)
+	{
+		F_CacheEnding();
+		if (goodending && finalecount >= INFLECTIONPOINT) // time to swap some assets
+			F_CacheGoodEnding();
+	}
+
 	if (!goodending || finalecount < INFLECTIONPOINT)
-		rockpat = W_CachePatchName("ROID0000", PU_LEVEL);
+		rockpat = W_CachePatchName("ROID0000", PU_PATCH);
 	else
-		rockpat = W_CachePatchName(va("ROID00%.2d", 34 - ((finalecount - INFLECTIONPOINT) % 35)), PU_LEVEL);
+		rockpat = W_CachePatchName(va("ROID00%.2d", 34 - ((finalecount - INFLECTIONPOINT) % 35)), PU_PATCH);
 
 	V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
 
@@ -2367,11 +2382,11 @@ void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, const char *patchname)
 
 	if (!scrollxspeed && !scrollyspeed)
 	{
-		V_DrawPatchFill(W_CachePatchName(patchname, PU_CACHE));
+		V_DrawPatchFill(W_CachePatchName(patchname, PU_PATCH));
 		return;
 	}
 
-	pat = W_CachePatchName(patchname, PU_CACHE);
+	pat = W_CachePatchName(patchname, PU_PATCH);
 
 	patwidth = SHORT(pat->width);
 	patheight = SHORT(pat->height);
@@ -2432,6 +2447,45 @@ else if (strlen(name) <= 6) \
 else \
 	arr[0] = 0;
 
+static void F_CacheTitleScreen(void)
+{
+	switch(curttmode)
+	{
+		case TTMODE_OLD:
+		case TTMODE_NONE:
+			ttbanner = W_CachePatchName("TTBANNER", PU_LEVEL);
+			ttwing = W_CachePatchName("TTWING", PU_LEVEL);
+			ttsonic = W_CachePatchName("TTSONIC", PU_LEVEL);
+			ttswave1 = W_CachePatchName("TTSWAVE1", PU_LEVEL);
+			ttswave2 = W_CachePatchName("TTSWAVE2", PU_LEVEL);
+			ttswip1 = W_CachePatchName("TTSWIP1", PU_LEVEL);
+			ttsprep1 = W_CachePatchName("TTSPREP1", PU_LEVEL);
+			ttsprep2 = W_CachePatchName("TTSPREP2", PU_LEVEL);
+			ttspop1 = W_CachePatchName("TTSPOP1", PU_LEVEL);
+			ttspop2 = W_CachePatchName("TTSPOP2", PU_LEVEL);
+			ttspop3 = W_CachePatchName("TTSPOP3", PU_LEVEL);
+			ttspop4 = W_CachePatchName("TTSPOP4", PU_LEVEL);
+			ttspop5 = W_CachePatchName("TTSPOP5", PU_LEVEL);
+			ttspop6 = W_CachePatchName("TTSPOP6", PU_LEVEL);
+			ttspop7 = W_CachePatchName("TTSPOP7", PU_LEVEL);
+			break;
+
+		// don't load alacroix gfx yet; we do that upon first draw.
+		case TTMODE_ALACROIX:
+			break;
+
+		case TTMODE_USER:
+		{
+			UINT16 i;
+			lumpnum_t lumpnum;
+			char lumpname[9];
+
+			LOADTTGFX(ttuser, curttname, TTMAX_USER)
+			break;
+		}
+	}
+}
+
 void F_StartTitleScreen(void)
 {
 	if (menupres[MN_MAIN].musname[0])
@@ -2493,7 +2547,7 @@ void F_StartTitleScreen(void)
 			camera.x = startpos->x << FRACBITS;
 			camera.y = startpos->y << FRACBITS;
 			camera.subsector = R_PointInSubsector(camera.x, camera.y);
-			camera.z = camera.subsector->sector->floorheight + ((startpos->options >> ZSHIFT) << FRACBITS);
+			camera.z = camera.subsector->sector->floorheight + (startpos->z << FRACBITS);
 			camera.angle = (startpos->angle % 360)*ANG1;
 			camera.aiming = 0;
 		}
@@ -2528,41 +2582,7 @@ void F_StartTitleScreen(void)
 	demoDelayLeft = demoDelayTime;
 	demoIdleLeft = demoIdleTime;
 
-	switch(curttmode)
-	{
-		case TTMODE_OLD:
-		case TTMODE_NONE:
-			ttbanner = W_CachePatchName("TTBANNER", PU_LEVEL);
-			ttwing = W_CachePatchName("TTWING", PU_LEVEL);
-			ttsonic = W_CachePatchName("TTSONIC", PU_LEVEL);
-			ttswave1 = W_CachePatchName("TTSWAVE1", PU_LEVEL);
-			ttswave2 = W_CachePatchName("TTSWAVE2", PU_LEVEL);
-			ttswip1 = W_CachePatchName("TTSWIP1", PU_LEVEL);
-			ttsprep1 = W_CachePatchName("TTSPREP1", PU_LEVEL);
-			ttsprep2 = W_CachePatchName("TTSPREP2", PU_LEVEL);
-			ttspop1 = W_CachePatchName("TTSPOP1", PU_LEVEL);
-			ttspop2 = W_CachePatchName("TTSPOP2", PU_LEVEL);
-			ttspop3 = W_CachePatchName("TTSPOP3", PU_LEVEL);
-			ttspop4 = W_CachePatchName("TTSPOP4", PU_LEVEL);
-			ttspop5 = W_CachePatchName("TTSPOP5", PU_LEVEL);
-			ttspop6 = W_CachePatchName("TTSPOP6", PU_LEVEL);
-			ttspop7 = W_CachePatchName("TTSPOP7", PU_LEVEL);
-			break;
-
-		// don't load alacroix gfx yet; we do that upon first draw.
-		case TTMODE_ALACROIX:
-			break;
-
-		case TTMODE_USER:
-		{
-			UINT16 i;
-			lumpnum_t lumpnum;
-			char lumpname[9];
-
-			LOADTTGFX(ttuser, curttname, TTMAX_USER)
-			break;
-		}
-	}
+	F_CacheTitleScreen();
 }
 
 static void F_UnloadAlacroixGraphics(SINT8 oldttscale)
@@ -2711,6 +2731,9 @@ void F_TitleScreenDrawer(void)
 	if (modeattacking)
 		return; // We likely came here from retrying. Don't do a damn thing.
 
+	if (needpatchrecache && (curttmode != TTMODE_ALACROIX))
+		F_CacheTitleScreen();
+
 	// Draw that sky!
 	if (curbgcolor >= 0)
 		V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, curbgcolor);
@@ -2734,6 +2757,12 @@ void F_TitleScreenDrawer(void)
 		return;
 #endif
 
+	if (needpatchrecache && (curttmode == TTMODE_ALACROIX))
+	{
+		ttloaded[0] = ttloaded[1] = ttloaded[2] = ttloaded[3] = ttloaded[4] = ttloaded[5] = 0;
+		F_LoadAlacroixGraphics(activettscale);
+	}
+
 	switch(curttmode)
 	{
 		case TTMODE_OLD:
@@ -3681,7 +3710,7 @@ void F_ContinueDrawer(void)
 	V_DrawLevelTitle(x - (V_LevelNameWidth("Continue?")>>1), 16, 0, "Continue?");
 
 	// Two stars...
-	patch = W_CachePatchName("CONTSTAR", PU_CACHE);
+	patch = W_CachePatchName("CONTSTAR", PU_PATCH);
 	V_DrawScaledPatch(x-32, 160, 0, patch);
 	V_DrawScaledPatch(x+32, 160, 0, patch);
 
@@ -3689,14 +3718,14 @@ void F_ContinueDrawer(void)
 	if (timeleft > 9)
 	{
 		numbuf[7] = '1';
-		V_DrawScaledPatch(x - 10, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
+		V_DrawScaledPatch(x - 10, 160, 0, W_CachePatchName(numbuf, PU_PATCH));
 		numbuf[7] = '0';
-		V_DrawScaledPatch(x + 10, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
+		V_DrawScaledPatch(x + 10, 160, 0, W_CachePatchName(numbuf, PU_PATCH));
 	}
 	else
 	{
 		numbuf[7] = '0'+timeleft;
-		V_DrawScaledPatch(x, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
+		V_DrawScaledPatch(x, 160, 0, W_CachePatchName(numbuf, PU_PATCH));
 	}
 
 	// Draw the continue markers! Show continues.
@@ -3723,7 +3752,7 @@ void F_ContinueDrawer(void)
 	}
 
 	// Spotlight
-	V_DrawScaledPatch(x, 140, 0, W_CachePatchName("CONTSPOT", PU_CACHE));
+	V_DrawScaledPatch(x, 140, 0, W_CachePatchName("CONTSPOT", PU_PATCH));
 
 	// warping laser
 	if (continuetime)
@@ -3760,7 +3789,7 @@ void F_ContinueDrawer(void)
 #define drawchar(dx, dy, n)	{\
 								sprdef = &contskins[n]->sprites[cont_spr2[n][0]];\
 								sprframe = &sprdef->spriteframes[cont_spr2[n][1]];\
-								patch = W_CachePatchNum(sprframe->lumppat[cont_spr2[n][2]], PU_CACHE);\
+								patch = W_CachePatchNum(sprframe->lumppat[cont_spr2[n][2]], PU_PATCH);\
 								V_DrawFixedPatch((dx), (dy), FRACUNIT, (sprframe->flip & (1<<cont_spr2[n][2])) ? V_FLIP : 0, patch, contcolormaps[n]);\
 							}
 
@@ -4024,10 +4053,10 @@ void F_CutsceneDrawer(void)
 	{
 		if (cutscenes[cutnum]->scene[scenenum].pichires[picnum])
 			V_DrawSmallScaledPatch(picxpos, picypos, 0,
-				W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE));
+				W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_PATCH));
 		else
 			V_DrawScaledPatch(picxpos,picypos, 0,
-				W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE));
+				W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_PATCH));
 	}
 
 	if (dofadenow && rendermode != render_none)
@@ -4513,10 +4542,10 @@ void F_TextPromptDrawer(void)
 	{
 		if (textprompts[cutnum]->page[scenenum].pichires[picnum])
 			V_DrawSmallScaledPatch(picxpos, picypos, 0,
-				W_CachePatchName(textprompts[cutnum]->page[scenenum].picname[picnum], PU_CACHE));
+				W_CachePatchName(textprompts[cutnum]->page[scenenum].picname[picnum], PU_PATCH));
 		else
 			V_DrawScaledPatch(picxpos,picypos, 0,
-				W_CachePatchName(textprompts[cutnum]->page[scenenum].picname[picnum], PU_CACHE));
+				W_CachePatchName(textprompts[cutnum]->page[scenenum].picname[picnum], PU_PATCH));
 	}
 
 	// Draw background
@@ -4526,7 +4555,7 @@ void F_TextPromptDrawer(void)
 	if (iconlump != LUMPERROR)
 	{
 		INT32 iconx, icony, scale, scaledsize;
-		patch = W_CachePatchName(textprompts[cutnum]->page[scenenum].iconname, PU_CACHE);
+		patch = W_CachePatchName(textprompts[cutnum]->page[scenenum].iconname, PU_PATCH);
 
 		// scale and center
 		if (patch->width > patch->height)
diff --git a/src/g_game.c b/src/g_game.c
index f73b6cffde53a42f4fe003df7f799790ae8c2d4a..0a37539728008a0316344555d64833e434c6d660 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -79,7 +79,7 @@ UINT16 mapmusflags; // Track and reset bit
 UINT32 mapmusposition; // Position to jump to
 
 INT16 gamemap = 1;
-INT16 maptol;
+UINT32 maptol;
 UINT8 globalweather = 0;
 INT32 curWeather = PRECIP_NONE;
 INT32 cursaveslot = 0; // Auto-save 1p savegame slot
@@ -1190,7 +1190,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
 	// why build a ticcmd if we're paused?
 	// Or, for that matter, if we're being reborn.
 	// ...OR if we're blindfolded. No looking into the floor.
-	if (paused || P_AutoPause() || (gamestate == GS_LEVEL && (player->playerstate == PST_REBORN || ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK)
+	if (paused || P_AutoPause() || (gamestate == GS_LEVEL && (player->playerstate == PST_REBORN || ((gametyperules & GTR_TAG)
 	&& (leveltime < hidetime * TICRATE) && (player->pflags & PF_TAGIT)))))
 	{//@TODO splitscreen player
 		cmd->angleturn = (INT16)(*myangle >> 16);
@@ -1709,7 +1709,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
 	//Reset away view if a command is given.
 	if (ssplayer == 1 && (cmd->forwardmove || cmd->sidemove || cmd->buttons)
 		&& displayplayer != consoleplayer)
+	{
+#ifdef HAVE_BLUA
+		// Call ViewpointSwitch hooks here.
+		// The viewpoint was forcibly changed.
+		LUAh_ViewpointSwitch(player, &players[displayplayer], true);
+#endif
 		displayplayer = consoleplayer;
+	}
 }
 
 // User has designated that they want
@@ -1826,15 +1833,14 @@ void G_DoLoadLevel(boolean resetplayer)
 	}
 
 	// Setup the level.
-	if (!P_SetupLevel(false)) // this never returns false?
+	if (!P_LoadLevel(false)) // this never returns false?
 	{
 		// fail so reset game stuff
 		Command_ExitGame_f();
 		return;
 	}
 
-	if (!resetplayer)
-		P_FindEmerald();
+	P_FindEmerald();
 
 	displayplayer = consoleplayer; // view the guy you are playing
 	if (!splitscreen && !botingame)
@@ -1871,7 +1877,7 @@ void G_StartTitleCard(void)
 {
 	// The title card has been disabled for this map.
 	// Oh well.
-	if (mapheaderinfo[gamemap-1]->levelflags & LF_NOTITLECARD)
+	if (!G_IsTitleCardAvailable())
 	{
 		WipeStageTitle = false;
 		return;
@@ -1916,6 +1922,23 @@ void G_PreLevelTitleCard(void)
 		wipestyleflags = WSF_CROSSFADE;
 }
 
+//
+// Returns true if the current level has a title card.
+//
+boolean G_IsTitleCardAvailable(void)
+{
+	// The current level header explicitly disabled the title card.
+	if (mapheaderinfo[gamemap-1]->levelflags & LF_NOTITLECARD)
+		return false;
+
+	// The current gametype doesn't have a title card.
+	if (gametyperules & GTR_NOTITLECARD)
+		return false;
+
+	// The title card is available.
+	return true;
+}
+
 INT32 pausedelay = 0;
 boolean pausebreakkey = false;
 static INT32 camtoggledelay, camtoggledelay2 = 0;
@@ -2006,6 +2029,11 @@ boolean G_Responder(event_t *ev)
 	if (gamestate == GS_LEVEL && ev->type == ev_keydown
 		&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
 	{
+		// ViewpointSwitch Lua hook.
+#ifdef HAVE_BLUA
+		UINT8 canSwitchView = 0;
+#endif
+
 		if (splitscreen || !netgame)
 			displayplayer = consoleplayer;
 		else
@@ -2020,6 +2048,15 @@ boolean G_Responder(event_t *ev)
 				if (!playeringame[displayplayer])
 					continue;
 
+#ifdef HAVE_BLUA
+				// Call ViewpointSwitch hooks here.
+				canSwitchView = LUAh_ViewpointSwitch(&players[consoleplayer], &players[displayplayer], false);
+				if (canSwitchView == 1) // Set viewpoint to this player
+					break;
+				else if (canSwitchView == 2) // Skip this player
+					continue;
+#endif
+
 				if (players[displayplayer].spectator)
 					continue;
 
@@ -2628,7 +2665,7 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
 
 	// -- CTF --
 	// Order: CTF->DM->Coop
-	if (gametype == GT_CTF && players[playernum].ctfteam)
+	if ((gametyperules & (GTR_TEAMFLAGS|GTR_TEAMS)) && players[playernum].ctfteam)
 	{
 		if (!(spawnpoint = G_FindCTFStart(playernum)) // find a CTF start
 		&& !(spawnpoint = G_FindMatchStart(playernum))) // find a DM start
@@ -2637,7 +2674,7 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
 
 	// -- DM/Tag/CTF-spectator/etc --
 	// Order: DM->CTF->Coop
-	else if (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF
+	else if ((gametyperules & GTR_DEATHMATCHSTARTS) || gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF
 	 || ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && !(players[playernum].pflags & PF_TAGIT)))
 	{
 		if (!(spawnpoint = G_FindMatchStart(playernum)) // find a DM start
@@ -2684,7 +2721,7 @@ mapthing_t *G_FindCTFStart(INT32 playernum)
 
 	if (!numredctfstarts && !numbluectfstarts) //why even bother, eh?
 	{
-		if (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer))
+		if ((gametyperules & GTR_TEAMFLAGS) && (playernum == consoleplayer || (splitscreen && playernum == secondarydisplayplayer)))
 			CONS_Alert(CONS_WARNING, M_GetText("No CTF starts in this map!\n"));
 		return NULL;
 	}
@@ -2913,7 +2950,7 @@ void G_DoReborn(INT32 playernum)
 		}
 		if (!countdowntimeup && (mapheaderinfo[gamemap-1]->levelflags & LF_NORELOAD))
 		{
-			P_LoadThingsOnly();
+			P_RespawnThings();
 
 			for (i = 0; i < MAXPLAYERS; i++)
 			{
@@ -3090,7 +3127,7 @@ void G_ExitLevel(void)
 				CV_SetValue(&cv_teamscramble, cv_scrambleonchange.value);
 		}
 
-		if (gametype != GT_COOP)
+		if (!(gametyperules & GTR_CAMPAIGN))
 			CONS_Printf(M_GetText("The round has ended.\n"));
 
 		// Remove CEcho text on round end.
@@ -3122,6 +3159,221 @@ const char *Gametype_Names[NUMGAMETYPES] =
 	"CTF" // GT_CTF
 };
 
+// For dehacked
+const char *Gametype_ConstantNames[NUMGAMETYPES] =
+{
+	"GT_COOP", // GT_COOP
+	"GT_COMPETITION", // GT_COMPETITION
+	"GT_RACE", // GT_RACE
+
+	"GT_MATCH", // GT_MATCH
+	"GT_TEAMMATCH", // GT_TEAMMATCH
+
+	"GT_TAG", // GT_TAG
+	"GT_HIDEANDSEEK", // GT_HIDEANDSEEK
+
+	"GT_CTF" // GT_CTF
+};
+
+// Gametype rules
+UINT32 gametypedefaultrules[NUMGAMETYPES] =
+{
+	// Co-op
+	GTR_CAMPAIGN|GTR_LIVES|GTR_SPAWNENEMIES|GTR_ALLOWEXIT|GTR_EMERALDHUNT|GTR_EMERALDTOKENS|GTR_SPECIALSTAGES,
+	// Competition
+	GTR_RACE|GTR_LIVES|GTR_SPAWNENEMIES|GTR_EMERALDTOKENS|GTR_SPAWNINVUL|GTR_ALLOWEXIT,
+	// Race
+	GTR_RACE|GTR_SPAWNENEMIES|GTR_SPAWNINVUL|GTR_ALLOWEXIT,
+
+	// Match
+	GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_MATCHEMERALDS|GTR_SPAWNINVUL|GTR_PITYSHIELD|GTR_DEATHPENALTY,
+	// Team Match
+	GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_TEAMS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_SPAWNINVUL|GTR_PITYSHIELD,
+
+	// Tag
+	GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_TAG|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_HIDETIME|GTR_BLINDFOLDED|GTR_SPAWNINVUL,
+	// Hide and Seek
+	GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_TAG|GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_HIDETIME|GTR_BLINDFOLDED|GTR_SPAWNINVUL,
+
+	// CTF
+	GTR_RINGSLINGER|GTR_FIRSTPERSON|GTR_SPECTATORS|GTR_TEAMS|GTR_TEAMFLAGS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_MATCHEMERALDS|GTR_SPAWNINVUL|GTR_PITYSHIELD,
+};
+
+//
+// G_SetGametype
+//
+// Set a new gametype, also setting gametype rules accordingly. Yay!
+//
+void G_SetGametype(INT16 gtype)
+{
+	gametype = gtype;
+	gametyperules = gametypedefaultrules[gametype];
+}
+
+//
+// G_AddGametype
+//
+// Add a gametype. Returns the new gametype number.
+//
+INT16 G_AddGametype(UINT32 rules)
+{
+	INT16 newgtype = gametypecount;
+	gametypecount++;
+
+	// Set gametype rules.
+	gametypedefaultrules[newgtype] = rules;
+	Gametype_Names[newgtype] = "???";
+
+	// Update gametype_cons_t accordingly.
+	G_UpdateGametypeSelections();
+
+	return newgtype;
+}
+
+//
+// G_AddGametypeConstant
+//
+// Self-explanatory. Filters out "bad" characters.
+//
+void G_AddGametypeConstant(INT16 gtype, const char *newgtconst)
+{
+	char *gtconst = Z_Malloc(strlen(newgtconst) + 3, PU_STATIC, NULL);
+	// Copy GT_ and the gametype name.
+	strcpy(gtconst, "GT_");
+	strcat(gtconst, newgtconst);
+	// Make uppercase.
+	strupr(gtconst);
+	// Remove characters.
+#define REMOVECHAR(chr) \
+	{ \
+		char *chrfind = strchr(gtconst, chr); \
+		while (chrfind) \
+		{ \
+			*chrfind = '_'; \
+			chrfind = strchr(chrfind, chr); \
+		} \
+	}
+
+	// Space
+	REMOVECHAR(' ')
+	// Used for operations
+	REMOVECHAR('+')
+	REMOVECHAR('-')
+	REMOVECHAR('*')
+	REMOVECHAR('/')
+	REMOVECHAR('%')
+	REMOVECHAR('^')
+	// Part of Lua's syntax
+	REMOVECHAR('#')
+	REMOVECHAR('=')
+	REMOVECHAR('~')
+	REMOVECHAR('<')
+	REMOVECHAR('>')
+	REMOVECHAR('(')
+	REMOVECHAR(')')
+	REMOVECHAR('{')
+	REMOVECHAR('}')
+	REMOVECHAR('[')
+	REMOVECHAR(']')
+	REMOVECHAR(':')
+	REMOVECHAR(';')
+	REMOVECHAR(',')
+	REMOVECHAR('.')
+
+#undef REMOVECHAR
+
+	// Finally, set the constant string.
+	Gametype_ConstantNames[gtype] = gtconst;
+}
+
+//
+// G_UpdateGametypeSelections
+//
+// Updates gametype_cons_t.
+//
+void G_UpdateGametypeSelections(void)
+{
+	INT32 i;
+	for (i = 0; i < gametypecount; i++)
+	{
+		gametype_cons_t[i].value = i;
+		gametype_cons_t[i].strvalue = Gametype_Names[i];
+	}
+	gametype_cons_t[NUMGAMETYPES].value = 0;
+	gametype_cons_t[NUMGAMETYPES].strvalue = NULL;
+}
+
+//
+// G_SetGametypeDescription
+//
+// Set a description for the specified gametype.
+// (Level platter)
+//
+void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor)
+{
+	if (descriptiontext != NULL)
+		strncpy(gametypedesc[gtype].notes, descriptiontext, 441);
+	gametypedesc[gtype].col[0] = leftcolor;
+	gametypedesc[gtype].col[1] = rightcolor;
+}
+
+// Gametype rankings
+INT16 gametyperankings[NUMGAMETYPES] =
+{
+	GT_COOP,
+	GT_COMPETITION,
+	GT_RACE,
+
+	GT_MATCH,
+	GT_TEAMMATCH,
+
+	GT_TAG,
+	GT_HIDEANDSEEK,
+
+	GT_CTF,
+};
+
+// Gametype to TOL (Type Of Level)
+UINT32 gametypetol[NUMGAMETYPES] =
+{
+	TOL_COOP, // Co-op
+	TOL_COMPETITION, // Competition
+	TOL_RACE, // Race
+
+	TOL_MATCH, // Match
+	TOL_MATCH, // Team Match
+
+	TOL_TAG, // Tag
+	TOL_TAG, // Hide and Seek
+
+	TOL_CTF, // CTF
+};
+
+//
+// G_AddTOL
+//
+// Adds a type of level.
+//
+void G_AddTOL(UINT32 newtol, const char *tolname)
+{
+	TYPEOFLEVEL[numtolinfo].name = Z_StrDup(tolname);
+	TYPEOFLEVEL[numtolinfo].flag = newtol;
+	numtolinfo++;
+
+	TYPEOFLEVEL[numtolinfo].name = NULL;
+	TYPEOFLEVEL[numtolinfo].flag = 0;
+}
+
+//
+// G_AddTOL
+//
+// Assigns a type of level to a gametype.
+//
+void G_AddGametypeTOL(INT16 gtype, UINT32 newtol)
+{
+	gametypetol[gtype] = newtol;
+}
+
 //
 // G_GetGametypeByName
 //
@@ -3131,7 +3383,7 @@ INT32 G_GetGametypeByName(const char *gametypestr)
 {
 	INT32 i;
 
-	for (i = 0; i < NUMGAMETYPES; i++)
+	for (i = 0; i < gametypecount; i++)
 		if (!stricmp(gametypestr, Gametype_Names[i]))
 			return i;
 
@@ -3164,8 +3416,8 @@ boolean G_IsSpecialStage(INT32 mapnum)
 //
 boolean G_GametypeUsesLives(void)
 {
-	 // Coop, Competitive
-	if ((gametype == GT_COOP || gametype == GT_COMPETITION)
+	// Coop, Competitive
+	if ((gametyperules & GTR_LIVES)
 	 && !(modeattacking || metalrecording) // No lives in Time Attack
 	 && !G_IsSpecialStage(gamemap)
 	 && !(maptol & TOL_NIGHTS)) // No lives in NiGHTS
@@ -3181,7 +3433,7 @@ boolean G_GametypeUsesLives(void)
 //
 boolean G_GametypeHasTeams(void)
 {
-	return (gametype == GT_TEAMMATCH || gametype == GT_CTF);
+	return (gametyperules & GTR_TEAMS);
 }
 
 //
@@ -3192,7 +3444,7 @@ boolean G_GametypeHasTeams(void)
 //
 boolean G_GametypeHasSpectators(void)
 {
-	return (gametype != GT_COOP && gametype != GT_COMPETITION && gametype != GT_RACE);
+	return (gametyperules & GTR_SPECTATORS);
 }
 
 //
@@ -3203,7 +3455,7 @@ boolean G_GametypeHasSpectators(void)
 //
 boolean G_RingSlingerGametype(void)
 {
-	return ((gametype != GT_COOP && gametype != GT_COMPETITION && gametype != GT_RACE) || (cv_ringslinger.value));
+	return ((gametyperules & GTR_RINGSLINGER) || (cv_ringslinger.value));
 }
 
 //
@@ -3213,7 +3465,7 @@ boolean G_RingSlingerGametype(void)
 //
 boolean G_PlatformGametype(void)
 {
-	return (gametype == GT_COOP || gametype == GT_RACE || gametype == GT_COMPETITION);
+	return (!(gametyperules & GTR_RINGSLINGER));
 }
 
 //
@@ -3223,7 +3475,7 @@ boolean G_PlatformGametype(void)
 //
 boolean G_TagGametype(void)
 {
-	return (gametype == GT_TAG || gametype == GT_HIDEANDSEEK);
+	return (gametyperules & GTR_TAG);
 }
 
 /** Get the typeoflevel flag needed to indicate support of a gametype.
@@ -3234,18 +3486,9 @@ boolean G_TagGametype(void)
   */
 INT16 G_TOLFlag(INT32 pgametype)
 {
-	if (!multiplayer)                 return TOL_SP;
-	if (pgametype == GT_COOP)         return TOL_COOP;
-	if (pgametype == GT_COMPETITION)  return TOL_COMPETITION;
-	if (pgametype == GT_RACE)         return TOL_RACE;
-	if (pgametype == GT_MATCH)        return TOL_MATCH;
-	if (pgametype == GT_TEAMMATCH)    return TOL_MATCH;
-	if (pgametype == GT_TAG)          return TOL_TAG;
-	if (pgametype == GT_HIDEANDSEEK)  return TOL_TAG;
-	if (pgametype == GT_CTF)          return TOL_CTF;
-
-	CONS_Alert(CONS_ERROR, M_GetText("Unknown gametype! %d\n"), pgametype);
-	return INT16_MAX;
+	if (!multiplayer)
+		return TOL_SP;
+	return gametypetol[pgametype];
 }
 
 /** Select a random map with the given typeoflevel flags.
@@ -3256,7 +3499,7 @@ INT16 G_TOLFlag(INT32 pgametype)
   *         has those flags.
   * \author Graue <graue@oceanbase.org>
   */
-static INT16 RandMap(INT16 tolflags, INT16 pprevmap)
+static INT16 RandMap(UINT32 tolflags, INT16 pprevmap)
 {
 	INT16 *okmaps = Z_Malloc(NUMMAPS * sizeof(INT16), PU_STATIC, NULL);
 	INT32 numokmaps = 0;
@@ -3414,10 +3657,10 @@ static void G_DoCompleted(void)
 		I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1);
 
 	// wrap around in race
-	if (nextmap >= 1100-1 && nextmap <= 1102-1 && (gametype == GT_RACE || gametype == GT_COMPETITION))
+	if (nextmap >= 1100-1 && nextmap <= 1102-1 && !(gametyperules & GTR_CAMPAIGN))
 		nextmap = (INT16)(spstage_start-1);
 
-	if ((gottoken = (gametype == GT_COOP && token)))
+	if ((gottoken = ((gametyperules & GTR_SPECIALSTAGES) && token)))
 	{
 		token--;
 
@@ -3437,7 +3680,7 @@ static void G_DoCompleted(void)
 
 	automapactive = false;
 
-	if (gametype != GT_COOP)
+	if (!(gametyperules & GTR_CAMPAIGN))
 	{
 		if (cv_advancemap.value == 0) // Stay on same map.
 			nextmap = prevmap;
@@ -6615,23 +6858,20 @@ void G_AddGhost(char *defdemoname)
 	I_Assert(mthing);
 	{ // A bit more complex than P_SpawnPlayer because ghosts aren't solid and won't just push themselves out of the ceiling.
 		fixed_t z,f,c;
+		fixed_t offset = mthing->z << FRACBITS;
 		gh->mo = P_SpawnMobj(mthing->x << FRACBITS, mthing->y << FRACBITS, 0, MT_GHOST);
-		gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
+		gh->mo->angle = FixedAngle(mthing->angle << FRACBITS);
 		f = gh->mo->floorz;
 		c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
 		if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
 		{
-			z = c;
-			if (mthing->options >> ZSHIFT)
-				z -= ((mthing->options >> ZSHIFT) << FRACBITS);
+			z = c - offset;
 			if (z < f)
 				z = f;
 		}
 		else
 		{
-			z = f;
-			if (mthing->options >> ZSHIFT)
-				z += ((mthing->options >> ZSHIFT) << FRACBITS);
+			z = f + offset;
 			if (z > c)
 				z = c;
 		}
diff --git a/src/g_game.h b/src/g_game.h
index de814109ecc668f9b16401af51a9f69a1e804b8d..b8861c0da97f1846be8552e1578ce1b47c45fae5 100644
--- a/src/g_game.h
+++ b/src/g_game.h
@@ -167,6 +167,7 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar,
 void G_DoLoadLevel(boolean resetplayer);
 void G_StartTitleCard(void);
 void G_PreLevelTitleCard(void);
+boolean G_IsTitleCardAvailable(void);
 void G_DeferedPlayDemo(const char *demo);
 
 // Can be called by the startup code or M_Responder, calls P_SetupLevel.
@@ -226,6 +227,18 @@ ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(boolean kill);
 void G_StopDemo(void);
 boolean G_CheckDemoStatus(void);
 
+extern UINT32 gametypedefaultrules[NUMGAMETYPES];
+extern UINT32 gametypetol[NUMGAMETYPES];
+extern INT16 gametyperankings[NUMGAMETYPES];
+
+void G_SetGametype(INT16 gametype);
+INT16 G_AddGametype(UINT32 rules);
+void G_AddGametypeConstant(INT16 gtype, const char *newgtconst);
+void G_UpdateGametypeSelections(void);
+void G_AddTOL(UINT32 newtol, const char *tolname);
+void G_AddGametypeTOL(INT16 gtype, UINT32 newtol);
+void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor);
+
 INT32 G_GetGametypeByName(const char *gametypestr);
 boolean G_IsSpecialStage(INT32 mapnum);
 boolean G_GametypeUsesLives(void);
diff --git a/src/hardware/hw_bsp.c b/src/hardware/hw_bsp.c
index 9e454bcd5275dd28150e33f053fc5ee20c79ddb0..f8d4f43d9b285197c3b43743eb5bfdd83e0ce4be 100644
--- a/src/hardware/hw_bsp.c
+++ b/src/hardware/hw_bsp.c
@@ -836,8 +836,10 @@ static INT32 SolveTProblem(void)
 		return 0;
 
 	CONS_Debug(DBG_RENDER, "Solving T-joins. This may take a while. Please wait...\n");
+#ifdef HWR_LOADING_SCREEN
 	CON_Drawer(); //let the user know what we are doing
 	I_FinishUpdate(); // page flip or blit buffer
+#endif
 
 	numsplitpoly = 0;
 
@@ -964,9 +966,9 @@ void HWR_CreatePlanePolygons(INT32 bspnum)
 	CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n");
 #ifdef HWR_LOADING_SCREEN
 	ls_count = ls_percent = 0; // reset the loading status
-#endif
 	CON_Drawer(); //let the user know what we are doing
 	I_FinishUpdate(); // page flip or blit buffer
+#endif
 
 	HWR_ClearPolys();
 
diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c
index ea16fb6d740626aa1f97a67be7d76041fa011d95..c47833187b1af03f7308d3844fbcce51baa22bd0 100644
--- a/src/hardware/hw_cache.c
+++ b/src/hardware/hw_cache.c
@@ -764,13 +764,12 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm
 //             CACHING HANDLING
 // =================================================
 
-static size_t gr_numtextures; // Texture count
+static size_t gr_numtextures = 0; // Texture count
 static GLTexture_t *gr_textures; // For all textures
 static GLTexture_t *gr_flats; // For all (texture) flats, as normal flats don't need to be cached
 
 void HWR_InitTextureCache(void)
 {
-	gr_numtextures = 0;
 	gr_textures = NULL;
 	gr_flats = NULL;
 }
@@ -958,6 +957,9 @@ static void HWR_CacheTextureAsFlat(GLMipmap_t *grMipmap, INT32 texturenum)
 {
 	UINT8 *flat;
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	// setup the texture info
 #ifdef GLIDE_API_COMPATIBILITY
 	grMipmap->grInfo.smallLodLog2 = GR_LOD_LOG2_64;
@@ -983,6 +985,9 @@ void HWR_LiterallyGetFlat(lumpnum_t flatlumpnum)
 	if (flatlumpnum == LUMPERROR)
 		return;
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	grmip = HWR_GetCachedGLPatch(flatlumpnum)->mipmap;
 	if (!grmip->downloaded && !grmip->grInfo.data)
 		HWR_CacheFlat(grmip, flatlumpnum);
@@ -1061,6 +1066,9 @@ static void HWR_LoadMappedPatch(GLMipmap_t *grmip, GLPatch_t *gpatch)
 // -----------------+
 void HWR_GetPatch(GLPatch_t *gpatch)
 {
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	// is it in hardware cache
 	if (!gpatch->mipmap->downloaded && !gpatch->mipmap->grInfo.data)
 	{
@@ -1091,6 +1099,9 @@ void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap)
 {
 	GLMipmap_t *grmip, *newmip;
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	if (colormap == colormaps || colormap == NULL)
 	{
 		// Load the default (green) color in doom cache (temporary?) AND hardware cache
@@ -1216,6 +1227,9 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum)
 {
 	GLPatch_t *grpatch;
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	grpatch = HWR_GetCachedGLPatch(lumpnum);
 
 	if (!grpatch->mipmap->downloaded && !grpatch->mipmap->grInfo.data)
@@ -1419,6 +1433,9 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum)
 {
 	GLMipmap_t *grmip;
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	grmip = HWR_GetCachedGLPatch(fademasklumpnum)->mipmap;
 
 	if (!grmip->downloaded && !grmip->grInfo.data)
diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h
index 5f2d907bdee607d0b74051bad5f99baf5d0da823..95882b03eb93bb57fc429a12c648fdd8f5167c7b 100644
--- a/src/hardware/hw_defs.h
+++ b/src/hardware/hw_defs.h
@@ -115,13 +115,11 @@ typedef struct
 	FLOAT       fovxangle, fovyangle;
 	UINT8       splitscreen;
 	boolean     flip;            // screenflip
-#ifdef ROTSPRITE
 	boolean     roll;
 	SINT8       rollflip;
 	FLOAT       rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
 	UINT8       rotaxis;
 	FLOAT       centerx, centery;
-#endif
 #ifdef USE_FTRANSFORM_MIRROR
 	boolean     mirror;          // SRB2Kart: Encore Mode
 #endif
diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c
index 4519e1280018d4f69015cba9e32b4df015d190bb..598a635aa47c18b4b79697efdc131e601ab97607 100644
--- a/src/hardware/hw_draw.c
+++ b/src/hardware/hw_draw.c
@@ -992,7 +992,7 @@ void HWR_DrawViewBorder(INT32 clearlines)
 	// top edge
 	if (clearlines > basewindowy - 8)
 	{
-		patch = W_CachePatchNum(viewborderlump[BRDR_T], PU_CACHE);
+		patch = W_CachePatchNum(viewborderlump[BRDR_T], PU_PATCH);
 		for (x = 0; x < baseviewwidth; x += 8)
 			HWR_DrawPatch(patch, basewindowx + x, basewindowy - 8,
 				0);
@@ -1001,7 +1001,7 @@ void HWR_DrawViewBorder(INT32 clearlines)
 	// bottom edge
 	if (clearlines > basewindowy + baseviewheight)
 	{
-		patch = W_CachePatchNum(viewborderlump[BRDR_B], PU_CACHE);
+		patch = W_CachePatchNum(viewborderlump[BRDR_B], PU_PATCH);
 		for (x = 0; x < baseviewwidth; x += 8)
 			HWR_DrawPatch(patch, basewindowx + x,
 				basewindowy + baseviewheight, 0);
@@ -1010,7 +1010,7 @@ void HWR_DrawViewBorder(INT32 clearlines)
 	// left edge
 	if (clearlines > basewindowy)
 	{
-		patch = W_CachePatchNum(viewborderlump[BRDR_L], PU_CACHE);
+		patch = W_CachePatchNum(viewborderlump[BRDR_L], PU_PATCH);
 		for (y = 0; y < baseviewheight && basewindowy + y < clearlines;
 			y += 8)
 		{
@@ -1022,7 +1022,7 @@ void HWR_DrawViewBorder(INT32 clearlines)
 	// right edge
 	if (clearlines > basewindowy)
 	{
-		patch = W_CachePatchNum(viewborderlump[BRDR_R], PU_CACHE);
+		patch = W_CachePatchNum(viewborderlump[BRDR_R], PU_PATCH);
 		for (y = 0; y < baseviewheight && basewindowy+y < clearlines;
 			y += 8)
 		{
@@ -1034,22 +1034,22 @@ void HWR_DrawViewBorder(INT32 clearlines)
 	// Draw beveled corners.
 	if (clearlines > basewindowy - 8)
 		HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TL],
-				PU_CACHE),
+				PU_PATCH),
 			basewindowx - 8, basewindowy - 8, 0);
 
 	if (clearlines > basewindowy - 8)
 		HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TR],
-				PU_CACHE),
+				PU_PATCH),
 			basewindowx + baseviewwidth, basewindowy - 8, 0);
 
 	if (clearlines > basewindowy+baseviewheight)
 		HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BL],
-				PU_CACHE),
+				PU_PATCH),
 			basewindowx - 8, basewindowy + baseviewheight, 0);
 
 	if (clearlines > basewindowy + baseviewheight)
 		HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BR],
-				PU_CACHE),
+				PU_PATCH),
 			basewindowx + baseviewwidth,
 			basewindowy + baseviewheight, 0);
 }
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 6ef48f222cede2019b1f7be09f261fb234e62f9a..276a666704ccf3de09b431fbc4303d7536006457 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -832,7 +832,7 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
 		if (!M_PointInBox(segbbox,splat->v1.x,splat->v1.y) && !M_PointInBox(segbbox,splat->v2.x,splat->v2.y))
 			continue;
 
-		gpatch = W_CachePatchNum(splat->patch, PU_CACHE);
+		gpatch = W_CachePatchNum(splat->patch, PU_PATCH);
 		HWR_GetPatch(gpatch);
 
 		wallVerts[0].x = wallVerts[3].x = FIXED_TO_FLOAT(splat->v1.x);
@@ -2714,6 +2714,8 @@ static void HWR_AddLine(seg_t * line)
 	static sector_t tempsec;
 
 	fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
+	if (line->glseg)
+		return;
 #ifdef POLYOBJECTS
 	if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
 		return;
@@ -5501,17 +5503,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
 	fixed_t spr_offset, spr_topoffset;
 #ifdef ROTSPRITE
 	patch_t *rotsprite = NULL;
-	angle_t arollangle;
-	UINT32 rollangle;
+	INT32 rollangle = 0;
 #endif
 
 	if (!thing)
 		return;
 
-#ifdef ROTSPRITE
-	arollangle = thing->rollangle;
-	rollangle = AngleFixed(arollangle)>>FRACBITS;
-#endif
 	this_scale = FIXED_TO_FLOAT(thing->scale);
 
 	// transform the origin point
@@ -5618,11 +5615,11 @@ static void HWR_ProjectSprite(mobj_t *thing)
 	spr_topoffset = spritecachedinfo[lumpoff].topoffset;
 
 #ifdef ROTSPRITE
-	if (rollangle > 0)
+	if (thing->rollangle)
 	{
+		rollangle = R_GetRollAngle(thing->rollangle);
 		if (!sprframe->rotsprite.cached[rot])
 			R_CacheRotSprite(thing->sprite, (thing->frame & FF_FRAMEMASK), sprinfo, sprframe, rot, flip);
-		rollangle /= ROTANGDIFF;
 		rotsprite = sprframe->rotsprite.patch[rot][rollangle];
 		if (rotsprite != NULL)
 		{
@@ -6659,7 +6656,13 @@ void HWR_AddCommands(void)
 
 void HWR_AddSessionCommands(void)
 {
+	static boolean alreadycalled = false;
+	if (alreadycalled)
+		return;
+
 	CV_RegisterVar(&cv_granisotropicmode);
+
+	alreadycalled = true;
 }
 
 // --------------------------------------------------------------------------
@@ -6695,6 +6698,17 @@ void HWR_Startup(void)
 	startupdone = true;
 }
 
+// --------------------------------------------------------------------------
+// Called after switching to the hardware renderer
+// --------------------------------------------------------------------------
+void HWR_Switch(void)
+{
+	// Set special states from CVARs
+	HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_grmodellighting.value);
+	HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
+	HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
+	HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
+}
 
 // --------------------------------------------------------------------------
 // Free resources allocated by the hardware renderer
diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h
index e46aa9801cdda903ad0ad830dad7fa5de7059c56..5733382263691a6f28d410d023c604b384a9d257 100644
--- a/src/hardware/hw_main.h
+++ b/src/hardware/hw_main.h
@@ -29,6 +29,7 @@
 
 // Startup & Shutdown the hardware mode renderer
 void HWR_Startup(void);
+void HWR_Switch(void);
 void HWR_Shutdown(void);
 
 void HWR_drawAMline(const fline_t *fl, INT32 color);
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 630c1e181df8d6055284569606841af5c71123a8..3800b6ad98ff9b89af7ee38a7c328a87abcbf580 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -1148,10 +1148,8 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
 		const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !(spr->mobj->frame & FF_VERTICALFLIP));
 		spritedef_t *sprdef;
 		spriteframe_t *sprframe;
-#ifdef ROTSPRITE
 		spriteinfo_t *sprinfo;
 		angle_t ang;
-#endif
 		INT32 mod;
 		float finalscale;
 
@@ -1175,16 +1173,12 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
 		{
 			md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
 			md2->skin = (skin_t*)spr->mobj->skin-skins;
-#ifdef ROTSPRITE
 			sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
-#endif
 		}
 		else
 		{
 			md2 = &md2_models[spr->mobj->sprite];
-#ifdef ROTSPRITE
 			sprinfo = &spriteinfo[spr->mobj->sprite];
-#endif
 		}
 
 		if (md2->error)
@@ -1384,9 +1378,8 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
 			p.angley = FIXED_TO_FLOAT(anglef);
 		}
 
-#ifdef ROTSPRITE
 		p.rollangle = 0.0f;
-		p.rollflip = 0;
+		p.rollflip = 1;
 		p.rotaxis = 0;
 		if (spr->mobj->rollangle)
 		{
@@ -1409,7 +1402,6 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
 			else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
 				p.rollflip = -1;
 		}
-#endif
 
 		p.anglex = 0.0f;
 
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index 129bf5678497aae3d4833fc3f0bed113d164be6c..97b3b98be576753f7b815ce3e49d7c3f825e319e 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -2076,7 +2076,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
 	pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
 	pglRotatef(pos->anglex, 1.0f, 0.0f, 0.0f);
 
-#ifdef ROTSPRITE
 	if (pos->roll)
 	{
 		float roll = (1.0f * pos->rollflip);
@@ -2089,7 +2088,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
 			pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
 		pglTranslatef(-pos->centerx, -pos->centery, 0);
 	}
-#endif
 
 	pglScalef(scalex, scaley, scalez);
 
diff --git a/src/hu_stuff.c b/src/hu_stuff.c
index ccfeed4f1abb201a9370e1e1ad55247f1aab3ff5..7a1f71bc5510e2ad22d143526aab5508c170fe85 100644
--- a/src/hu_stuff.c
+++ b/src/hu_stuff.c
@@ -2066,7 +2066,7 @@ static void HU_drawGametype(void)
 {
 	const char *strvalue = NULL;
 
-	if (gametype < 0 || gametype >= NUMGAMETYPES)
+	if (gametype < 0 || gametype >= gametypecount)
 		return; // not a valid gametype???
 
 	strvalue = Gametype_Names[gametype];
@@ -2117,6 +2117,9 @@ static void HU_DrawDemoInfo(void)
 //
 void HU_Drawer(void)
 {
+	if (needpatchrecache)
+		R_ReloadHUDGraphics();
+
 #ifndef NONET
 	// draw chat string plus cursor
 	if (chat_on)
@@ -2375,7 +2378,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 
 	for (i = 0; i < scorelines; i++)
 	{
-		if (players[tab[i].num].spectator && gametype != GT_COOP)
+		if (players[tab[i].num].spectator && gametyperankings[gametype] != GT_COOP)
 			continue; //ignore them.
 
 		greycheck = greycheckdef;
@@ -2438,7 +2441,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 			}
 		}
 
-		if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //show lives
+		if (G_GametypeUsesLives() && !(gametyperankings[gametype] == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //show lives
 			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|(greycheck ? V_60TRANS : 0), va("%dx", players[tab[i].num].lives));
 		else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
 		{
@@ -2451,7 +2454,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 		if (players[tab[i].num].exiting || (players[tab[i].num].pflags & PF_FINISHED))
 			V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
 
-		if (gametype == GT_RACE)
+		if (gametyperankings[gametype] == GT_RACE)
 		{
 			if (circuitmap)
 			{
@@ -2545,7 +2548,7 @@ static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		             | (greycheck ? 0 : V_TRANSLUCENT)
 		             | V_ALLOWLOWERCASE, name);
 
-		if (gametype == GT_CTF)
+		if (gametyperules & GTR_TEAMFLAGS)
 		{
 			if (players[tab[i].num].gotflag & GF_REDFLAG) // Red
 				V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, rflagico, 0);
@@ -2673,7 +2676,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		             | (greycheck ? V_TRANSLUCENT : 0)
 		             | V_ALLOWLOWERCASE, name);
 
-		if (gametype == GT_CTF)
+		if (gametyperules & GTR_TEAMFLAGS)
 		{
 			if (players[tab[i].num].gotflag & GF_REDFLAG) // Red
 				V_DrawSmallScaledPatch(x-28, y-4, 0, rflagico);
@@ -2730,7 +2733,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 
 	for (i = 0; i < scorelines; i++)
 	{
-		if (players[tab[i].num].spectator && gametype != GT_COOP)
+		if (players[tab[i].num].spectator && gametyperankings[gametype] != GT_COOP)
 			continue; //ignore them.
 
 		greycheck = greycheckdef;
@@ -2747,7 +2750,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 		             | (greycheck ? V_TRANSLUCENT : 0)
 		             | V_ALLOWLOWERCASE, name);
 
-		if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //show lives
+		if (G_GametypeUsesLives() && !(gametyperankings[gametype] == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //show lives
 			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE, va("%dx", players[tab[i].num].lives));
 		else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
 			V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);
@@ -2796,7 +2799,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 		}
 
 		// All data drawn with thin string for space.
-		if (gametype == GT_RACE)
+		if (gametyperankings[gametype] == GT_RACE)
 		{
 			if (circuitmap)
 			{
@@ -2836,7 +2839,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
 
 	for (i = 0; i < scorelines; i++)
 	{
-		if (players[tab[i].num].spectator && gametype != GT_COOP)
+		if (players[tab[i].num].spectator && gametyperankings[gametype] != GT_COOP)
 			continue; //ignore them.
 
 		greycheck = greycheckdef;
@@ -2906,7 +2909,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
 		}
 
 		// All data drawn with thin string for space.
-		if (gametype == GT_RACE)
+		if (gametyperankings[gametype] == GT_RACE)
 		{
 			if (circuitmap)
 			{
@@ -3030,21 +3033,21 @@ static void HU_DrawRankings(void)
 	// draw the current gametype in the lower right
 	HU_drawGametype();
 
-	if (gametype != GT_RACE && gametype != GT_COMPETITION && gametype != GT_COOP)
+	if (gametyperules & (GTR_TIMELIMIT|GTR_POINTLIMIT))
 	{
-		if (cv_timelimit.value && timelimitintics > 0)
+		if ((gametyperules & GTR_TIMELIMIT) && cv_timelimit.value && timelimitintics > 0)
 		{
 			V_DrawCenteredString(64, 8, 0, "TIME");
 			V_DrawCenteredString(64, 16, 0, va("%i:%02i", G_TicsToMinutes(stplyr->realtime, true), G_TicsToSeconds(stplyr->realtime)));
 		}
 
-		if (cv_pointlimit.value > 0)
+		if ((gametyperules & GTR_POINTLIMIT) && cv_pointlimit.value > 0)
 		{
 			V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
 			V_DrawCenteredString(256, 16, 0, va("%d", cv_pointlimit.value));
 		}
 	}
-	else if (gametype == GT_COOP)
+	else if (gametyperankings[gametype] == GT_COOP)
 	{
 		INT32 totalscore = 0;
 		for (i = 0; i < MAXPLAYERS; i++)
@@ -3078,7 +3081,7 @@ static void HU_DrawRankings(void)
 		tab[i].num = -1;
 		tab[i].name = 0;
 
-		if (gametype == GT_RACE && !circuitmap)
+		if (gametyperankings[gametype] == GT_RACE && !circuitmap)
 			tab[i].count = INT32_MAX;
 	}
 
@@ -3087,7 +3090,7 @@ static void HU_DrawRankings(void)
 		if (!playeringame[j])
 			continue;
 
-		if (gametype != GT_COOP && players[j].spectator)
+		if (!G_PlatformGametype() && players[j].spectator)
 			continue;
 
 		for (i = 0; i < MAXPLAYERS; i++)
@@ -3095,10 +3098,10 @@ static void HU_DrawRankings(void)
 			if (!playeringame[i])
 				continue;
 
-			if (gametype != GT_COOP && players[i].spectator)
+			if (!G_PlatformGametype() && players[i].spectator)
 				continue;
 
-			if (gametype == GT_RACE)
+			if (gametyperankings[gametype] == GT_RACE)
 			{
 				if (circuitmap)
 				{
@@ -3121,7 +3124,7 @@ static void HU_DrawRankings(void)
 					}
 				}
 			}
-			else if (gametype == GT_COMPETITION)
+			else if (gametyperankings[gametype] == GT_COMPETITION)
 			{
 				// todo put something more fitting for the gametype here, such as current
 				// number of categories led
diff --git a/src/i_video.h b/src/i_video.h
index d8f11fb13750d34e08acfd8295e94c860348c4ba..76b984d252d9463d43f3f66178636af1c3f885b3 100644
--- a/src/i_video.h
+++ b/src/i_video.h
@@ -44,6 +44,7 @@ extern boolean highcolor;
 /**	\brief setup video mode
 */
 void I_StartupGraphics(void);
+void I_StartupHardwareGraphics(void);
 
 /**	\brief restore old video mode
 */
@@ -84,6 +85,7 @@ INT32 VID_GetModeForSize(INT32 w, INT32 h);
 	\return	currect video mode
 */
 INT32 VID_SetMode(INT32 modenum);
+void VID_CheckRenderer(void);
 
 /**	\brief	The VID_GetModeName function
 
diff --git a/src/info.c b/src/info.c
index dd808349e718cd105729a706259db4ce72a50077..30f3e96d097f79017ef30894ea6b6c30e80f55a1 100644
--- a/src/info.c
+++ b/src/info.c
@@ -4492,7 +4492,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		0,              // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
+		MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
 		S_NULL          // raisestate
 	},
 
@@ -6273,7 +6273,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		0,                 // mass
 		0,                 // damage
 		sfx_None,          // activesound
-		MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOTHINK, // flags
+		MF_NOGRAVITY|MF_NOBLOCKMAP|MF_SCENERY, // flags
 		S_NULL             // raisestate
 	},
 
@@ -11992,7 +11992,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		100,            // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
+		MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
 		S_NULL          // raisestate
 	},
 
@@ -12019,7 +12019,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		100,            // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
+		MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
 		S_NULL          // raisestate
 	},
 
diff --git a/src/info.h b/src/info.h
index 26fb1738ded63abfe1ba0edc08e696f05c192849..261abbac5f9da5812becad7f7a3ddcea35670635 100644
--- a/src/info.h
+++ b/src/info.h
@@ -155,11 +155,9 @@ void A_SpawnObjectAbsolute();
 void A_SpawnObjectRelative();
 void A_ChangeAngleRelative();
 void A_ChangeAngleAbsolute();
-#ifdef ROTSPRITE
 void A_RollAngle();
 void A_ChangeRollAngleRelative();
 void A_ChangeRollAngleAbsolute();
-#endif
 void A_PlaySound();
 void A_FindTarget();
 void A_FindTracer();
diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index b68d16c2afec9cb63bd9af5cd417047d8d9b8743..695e9367e57d2fb972e48f833bae160d94f71744 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -12,6 +12,7 @@
 
 #include "doomdef.h"
 #ifdef HAVE_BLUA
+#include "fastcmp.h"
 #include "p_local.h"
 #include "p_setup.h" // So we can have P_SetupLevelSky
 #ifdef ESLOPE
@@ -23,6 +24,8 @@
 #include "m_random.h"
 #include "s_sound.h"
 #include "g_game.h"
+#include "m_menu.h"
+#include "y_inter.h"
 #include "hu_stuff.h"	// HU_AddChatText
 #include "console.h"
 #include "d_netcmd.h" // IsPlayerAdmin
@@ -144,10 +147,8 @@ static const struct {
 	{META_MOBJINFO,     "mobjinfo_t"},
 	{META_SFXINFO,      "sfxinfo_t"},
 	{META_SPRITEINFO,   "spriteinfo_t"},
-#ifdef ROTSPRITE
 	{META_PIVOTLIST,    "spriteframepivot_t[]"},
 	{META_FRAMEPIVOT,   "spriteframepivot_t"},
-#endif
 
 	{META_MOBJ,         "mobj_t"},
 	{META_MAPTHING,     "mapthing_t"},
@@ -2632,6 +2633,145 @@ static int lib_sStartMusicCaption(lua_State *L)
 // G_GAME
 ////////////
 
+// Copypasted from lib_cvRegisterVar :]
+static int lib_gAddGametype(lua_State *L)
+{
+	const char *k;
+	lua_Integer i;
+
+	const char *gtname = NULL;
+	const char *gtconst = NULL;
+	const char *gtdescription = NULL;
+	INT16 newgtidx = 0;
+	UINT32 newgtrules = 0;
+	UINT32 newgttol = 0;
+	INT32 newgtpointlimit = 0;
+	INT32 newgttimelimit = 0;
+	UINT8 newgtleftcolor = 0;
+	UINT8 newgtrightcolor = 0;
+	INT16 newgtrankingstype = -1;
+	int newgtinttype = 0;
+
+	luaL_checktype(L, 1, LUA_TTABLE);
+	lua_settop(L, 1); // Clear out all other possible arguments, leaving only the first one.
+
+	if (!lua_lumploading)
+		return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
+
+	// Ran out of gametype slots
+	if (gametypecount == NUMGAMETYPEFREESLOTS)
+		return luaL_error(L, "Ran out of free gametype slots!");
+
+#define FIELDERROR(f, e) luaL_error(L, "bad value for " LUA_QL(f) " in table passed to " LUA_QL("G_AddGametype") " (%s)", e);
+#define TYPEERROR(f, t) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t), luaL_typename(L, -1)))
+
+	lua_pushnil(L);
+	while (lua_next(L, 1)) {
+		// stack: gametype table, key/index, value
+		//               1            2        3
+		i = 0;
+		k = NULL;
+		if (lua_isnumber(L, 2))
+			i = lua_tointeger(L, 2);
+		else if (lua_isstring(L, 2))
+			k = lua_tostring(L, 2);
+
+		// Sorry, no gametype rules as key names.
+		if (i == 1 || (k && fasticmp(k, "name"))) {
+			if (!lua_isstring(L, 3))
+				TYPEERROR("name", LUA_TSTRING)
+			gtname = Z_StrDup(lua_tostring(L, 3));
+		} else if (i == 2 || (k && fasticmp(k, "identifier"))) {
+			if (!lua_isstring(L, 3))
+				TYPEERROR("identifier", LUA_TSTRING)
+			gtconst = Z_StrDup(lua_tostring(L, 3));
+		} else if (i == 3 || (k && fasticmp(k, "rules"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("rules", LUA_TNUMBER)
+			newgtrules = (UINT32)lua_tointeger(L, 3);
+		} else if (i == 4 || (k && fasticmp(k, "typeoflevel"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("typeoflevel", LUA_TNUMBER)
+			newgttol = (UINT32)lua_tointeger(L, 3);
+		} else if (i == 5 || (k && fasticmp(k, "rankingtype"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("rankingtype", LUA_TNUMBER)
+			newgtrankingstype = (INT16)lua_tointeger(L, 3);
+		} else if (i == 6 || (k && fasticmp(k, "intermissiontype"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("intermissiontype", LUA_TNUMBER)
+			newgtinttype = (int)lua_tointeger(L, 3);
+		} else if (i == 7 || (k && fasticmp(k, "defaultpointlimit"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("defaultpointlimit", LUA_TNUMBER)
+			newgtpointlimit = (INT32)lua_tointeger(L, 3);
+		} else if (i == 8 || (k && fasticmp(k, "defaulttimelimit"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("defaulttimelimit", LUA_TNUMBER)
+			newgttimelimit = (INT32)lua_tointeger(L, 3);
+		} else if (i == 9 || (k && fasticmp(k, "description"))) {
+			if (!lua_isstring(L, 3))
+				TYPEERROR("description", LUA_TSTRING)
+			gtdescription = Z_StrDup(lua_tostring(L, 3));
+		} else if (i == 10 || (k && fasticmp(k, "headerleftcolor"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("headerleftcolor", LUA_TNUMBER)
+			newgtleftcolor = (UINT8)lua_tointeger(L, 3);
+		} else if (i == 11 || (k && fasticmp(k, "headerrightcolor"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("headerrightcolor", LUA_TNUMBER)
+			newgtrightcolor = (UINT8)lua_tointeger(L, 3);
+		// Key name specified
+		} else if ((!i) && (k && fasticmp(k, "headercolor"))) {
+			if (!lua_isnumber(L, 3))
+				TYPEERROR("headercolor", LUA_TNUMBER)
+			newgtleftcolor = newgtrightcolor = (UINT8)lua_tointeger(L, 3);
+		}
+		lua_pop(L, 1);
+	}
+
+#undef FIELDERROR
+#undef TYPEERROR
+
+	// pop gametype table
+	lua_pop(L, 1);
+
+	// Set defaults
+	if (gtname == NULL)
+		gtname = Z_StrDup("Unnamed gametype");
+	if (gtdescription == NULL)
+		gtdescription = Z_StrDup("???");
+
+	// Add the new gametype
+	newgtidx = G_AddGametype(newgtrules);
+	G_AddGametypeTOL(newgtidx, newgttol);
+	G_SetGametypeDescription(newgtidx, NULL, newgtleftcolor, newgtrightcolor);
+	strncpy(gametypedesc[newgtidx].notes, gtdescription, 441);
+
+	// Not covered by G_AddGametype alone.
+	if (newgtrankingstype == -1)
+		newgtrankingstype = newgtidx;
+	gametyperankings[newgtidx] = newgtrankingstype;
+	intermissiontypes[newgtidx] = newgtinttype;
+	pointlimits[newgtidx] = newgtpointlimit;
+	timelimits[newgtidx] = newgttimelimit;
+
+	// Write the new gametype name.
+	Gametype_Names[newgtidx] = gtname;
+
+	// Write the constant name.
+	if (gtconst == NULL)
+		gtconst = gtname;
+	G_AddGametypeConstant(newgtidx, gtconst);
+
+	// Update gametype_cons_t accordingly.
+	G_UpdateGametypeSelections();
+
+	// done
+	CONS_Printf("Added gametype %s\n", Gametype_Names[newgtidx]);
+	return 0;
+}
+
 static int lib_gBuildMapName(lua_State *L)
 {
 	INT32 map = luaL_optinteger(L, 1, gamemap);
@@ -2664,23 +2804,17 @@ static int lib_gSetCustomExitVars(lua_State *L)
 	// Supported:
 	//	G_SetCustomExitVars();			[reset to defaults]
 	//	G_SetCustomExitVars(int)		[nextmap override only]
-	//	G_SetCustomExitVars(bool)		[skipstats only]
-	//	G_SetCustomExitVars(int, bool)	[both of the above]
+	//	G_SetCustomExitVars(nil, int)	[skipstats only]
+	//	G_SetCustomExitVars(int, int)	[both of the above]
+
+	nextmapoverride = 0;
+	skipstats = 0;
+
 	if (n >= 1)
 	{
-		if (lua_isnumber(L, 1) || n >= 2)
-		{
-			nextmapoverride = (INT16)luaL_checknumber(L, 1);
-			lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available
-		}
-		skipstats = luaL_optinteger(L, 2, 0);
-	}
-	else
-	{
-		nextmapoverride = 0;
-		skipstats = 0;
+		nextmapoverride = (INT16)luaL_optinteger(L, 1, 0);
+		skipstats = (INT16)luaL_optinteger(L, 2, 0);
 	}
-	// ---
 
 	return 0;
 }
@@ -2997,6 +3131,7 @@ static luaL_Reg lib[] = {
 	{"S_StartMusicCaption", lib_sStartMusicCaption},
 
 	// g_game
+	{"G_AddGametype", lib_gAddGametype},
 	{"G_BuildMapName",lib_gBuildMapName},
 	{"G_DoReborn",lib_gDoReborn},
 	{"G_SetCustomExitVars",lib_gSetCustomExitVars},
diff --git a/src/lua_consolelib.c b/src/lua_consolelib.c
index 58e720c85a35f6cf14dbb6547619f86a50267c75..837612e521f77854a72fb4cd3346fe6a1c2a1bd5 100644
--- a/src/lua_consolelib.c
+++ b/src/lua_consolelib.c
@@ -245,7 +245,7 @@ static int lib_comBufAddText(lua_State *L)
 		return LUA_ErrInvalid(L, "player_t");
 	if (plr != &players[consoleplayer])
 		return 0;
-	COM_BufAddText(va("%s\n", luaL_checkstring(L, 2)));
+	COM_BufAddTextEx(va("%s\n", luaL_checkstring(L, 2)), COM_SAFE);
 	return 0;
 }
 
@@ -262,7 +262,7 @@ static int lib_comBufInsertText(lua_State *L)
 		return LUA_ErrInvalid(L, "player_t");
 	if (plr != &players[consoleplayer])
 		return 0;
-	COM_BufInsertText(va("%s\n", luaL_checkstring(L, 2)));
+	COM_BufInsertTextEx(va("%s\n", luaL_checkstring(L, 2)), COM_SAFE);
 	return 0;
 }
 
diff --git a/src/lua_hook.h b/src/lua_hook.h
index 6617bca93a34c2db6742f40814d74eb079279f32..68efbce93d89a0e81cd0d7cd0ede54e2a5e09b05 100644
--- a/src/lua_hook.h
+++ b/src/lua_hook.h
@@ -51,6 +51,8 @@ enum hook {
 	hook_PlayerCanDamage,
 	hook_PlayerQuit,
 	hook_IntermissionThinker,
+	hook_TeamSwitch,
+	hook_ViewpointSwitch,
 
 	hook_MAX // last hook
 };
@@ -93,5 +95,7 @@ boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAft
 UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
 void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting
 void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
+boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
+UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
 
 #endif
diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c
index ef87d0b6f7a9cc592609be76cbeb59f770710ee1..91b4c699249a77a5103c1b61911aa1de51a223db 100644
--- a/src/lua_hooklib.c
+++ b/src/lua_hooklib.c
@@ -62,6 +62,8 @@ const char *const hookNames[hook_MAX+1] = {
 	"PlayerCanDamage",
 	"PlayerQuit",
 	"IntermissionThinker",
+	"TeamSwitch",
+	"ViewpointSwitch",
 	NULL
 };
 
@@ -203,6 +205,8 @@ static int lib_addHook(lua_State *L)
 	case hook_PlayerSpawn:
 	case hook_FollowMobj:
 	case hook_PlayerCanDamage:
+	case hook_TeamSwitch:
+	case hook_ViewpointSwitch:
 	case hook_ShieldSpawn:
 	case hook_ShieldSpecial:
 		lastp = &playerhooks;
@@ -657,14 +661,16 @@ 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);
@@ -745,14 +751,16 @@ 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);
@@ -823,13 +831,15 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8
 			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);
@@ -1346,4 +1356,101 @@ void LUAh_IntermissionThinker(void)
 	}
 }
 
+// Hook for team switching
+// It's just an edit of LUAh_ViewpointSwitch.
+boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble)
+{
+	hook_p hookp;
+	boolean canSwitchTeam = true;
+	if (!gL || !(hooksAvailable[hook_TeamSwitch/8] & (1<<(hook_TeamSwitch%8))))
+		return true;
+
+	lua_settop(gL, 0);
+
+	for (hookp = playerhooks; hookp; hookp = hookp->next)
+	{
+		if (hookp->type != hook_TeamSwitch)
+			continue;
+
+		if (lua_gettop(gL) == 0)
+		{
+			LUA_PushUserdata(gL, player, META_PLAYER);
+			lua_pushinteger(gL, newteam);
+			lua_pushboolean(gL, fromspectators);
+			lua_pushboolean(gL, tryingautobalance);
+			lua_pushboolean(gL, tryingscramble);
+		}
+		lua_pushfstring(gL, FMT_HOOKID, hookp->id);
+		lua_gettable(gL, LUA_REGISTRYINDEX);
+		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);
+			hookp->error = true;
+			continue;
+		}
+		if (!lua_isnil(gL, -1) && !lua_toboolean(gL, -1))
+			canSwitchTeam = false; // Can't switch team
+		lua_pop(gL, 1);
+	}
+
+	lua_settop(gL, 0);
+	return canSwitchTeam;
+}
+
+// Hook for spy mode
+UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced)
+{
+	hook_p hookp;
+	UINT8 canSwitchView = 0; // 0 = default, 1 = force yes, 2 = force no.
+	if (!gL || !(hooksAvailable[hook_ViewpointSwitch/8] & (1<<(hook_ViewpointSwitch%8))))
+		return 0;
+
+	lua_settop(gL, 0);
+	hud_running = true;
+
+	for (hookp = playerhooks; hookp; hookp = hookp->next)
+	{
+		if (hookp->type != hook_ViewpointSwitch)
+			continue;
+
+		if (lua_gettop(gL) == 0)
+		{
+			LUA_PushUserdata(gL, player, META_PLAYER);
+			LUA_PushUserdata(gL, newdisplayplayer, META_PLAYER);
+			lua_pushboolean(gL, forced);
+		}
+		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)) {
+			if (!hookp->error || cv_debug & DBG_LUA)
+				CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
+			lua_pop(gL, 1);
+			hookp->error = true;
+			continue;
+		}
+		if (!lua_isnil(gL, -1))
+		{ // if nil, leave canSwitchView = 0.
+			if (lua_toboolean(gL, -1))
+				canSwitchView = 1; // Force viewpoint switch
+			else
+				canSwitchView = 2; // Skip viewpoint switch
+		}
+		lua_pop(gL, 1);
+	}
+
+	lua_settop(gL, 0);
+	hud_running = false;
+
+	return canSwitchView;
+}
+
 #endif
diff --git a/src/lua_hud.h b/src/lua_hud.h
index abfbba4413a399471f0b0b9ae93205e41179a920..a00a5cb028bca8f63b1e9349757742e79405b703 100644
--- a/src/lua_hud.h
+++ b/src/lua_hud.h
@@ -21,6 +21,7 @@ enum hud {
 	// Match / CTF / Tag / Ringslinger
 	hud_weaponrings,
 	hud_powerstones,
+	hud_teamscores,
 	// NiGHTS mode
 	hud_nightslink,
 	hud_nightsdrill,
@@ -33,6 +34,9 @@ enum hud {
 	hud_coopemeralds,
 	hud_tokens,
 	hud_tabemblems,
+	// Intermission
+	hud_intermissiontally,
+	hud_intermissionmessages,
 	hud_MAX
 };
 
@@ -43,4 +47,5 @@ boolean LUA_HudEnabled(enum hud option);
 void LUAh_GameHUD(player_t *stplyr);
 void LUAh_ScoresHUD(void);
 void LUAh_TitleHUD(void);
-void LUAh_TitleCardHUD(player_t *stplyr);
+void LUAh_TitleCardHUD(player_t *stplayr);
+void LUAh_IntermissionHUD(void);
diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c
index a2f48c4ad5d2daced33e46e3f0f830e2a39b8f98..58af64359e00abfbd309565aade645280f68a3b2 100644
--- a/src/lua_hudlib.c
+++ b/src/lua_hudlib.c
@@ -36,6 +36,11 @@ static UINT8 hud_enabled[(hud_MAX/8)+1];
 
 static UINT8 hudAvailable; // hud hooks field
 
+#ifdef LUA_PATCH_SAFETY
+static patchinfo_t *patchinfo, *patchinfohead;
+static int numluapatches;
+#endif
+
 // must match enum hud in lua_hud.h
 static const char *const hud_disable_options[] = {
 	"stagetitle",
@@ -48,6 +53,7 @@ static const char *const hud_disable_options[] = {
 
 	"weaponrings",
 	"powerstones",
+	"teamscores",
 
 	"nightslink",
 	"nightsdrill",
@@ -60,6 +66,9 @@ static const char *const hud_disable_options[] = {
 	"coopemeralds",
 	"tokens",
 	"tabemblems",
+
+	"intermissiontally",
+	"intermissionmessages",
 	NULL};
 
 enum hudinfo {
@@ -92,12 +101,14 @@ static const char *const patch_opt[] = {
 enum hudhook {
 	hudhook_game = 0,
 	hudhook_scores,
+	hudhook_intermission,
 	hudhook_title,
 	hudhook_titlecard
 };
 static const char *const hudhook_opt[] = {
 	"game",
 	"scores",
+	"intermission",
 	"title",
 	"titlecard",
 	NULL};
@@ -250,12 +261,17 @@ static int colormap_get(lua_State *L)
 
 static int patch_get(lua_State *L)
 {
+#ifdef LUA_PATCH_SAFETY
 	patch_t *patch = *((patch_t **)luaL_checkudata(L, 1, META_PATCH));
+#else
+	patchinfo_t *patch = *((patchinfo_t **)luaL_checkudata(L, 1, META_PATCH));
+#endif
 	enum patch field = luaL_checkoption(L, 2, NULL, patch_opt);
 
 	// patches are CURRENTLY always valid, expected to be cached with PU_STATIC
 	// this may change in the future, so patch.valid still exists
-	I_Assert(patch != NULL);
+	if (!patch)
+		return LUA_ErrInvalid(L, "patch_t");
 
 	switch (field)
 	{
@@ -352,8 +368,59 @@ static int libd_patchExists(lua_State *L)
 
 static int libd_cachePatch(lua_State *L)
 {
+#ifdef LUA_PATCH_SAFETY
+	int i;
+	lumpnum_t lumpnum;
+	patchinfo_t *luapat;
+	patch_t *realpatch;
+
 	HUDONLY
-	LUA_PushUserdata(L, W_CachePatchName(luaL_checkstring(L, 1), PU_STATIC), META_PATCH);
+
+	luapat = patchinfohead;
+	lumpnum = W_CheckNumForName(luaL_checkstring(L, 1));
+	if (lumpnum == LUMPERROR)
+		lumpnum = W_GetNumForName("MISSING");
+
+	for (i = 0; i < numluapatches; i++)
+	{
+		// check if already cached
+		if (luapat->wadnum == WADFILENUM(lumpnum) && luapat->lumpnum == LUMPNUM(lumpnum))
+		{
+			LUA_PushUserdata(L, luapat, META_PATCH);
+			return 1;
+		}
+		luapat = luapat->next;
+		if (!luapat)
+			break;
+	}
+
+	if (numluapatches > 0)
+	{
+		patchinfo->next = Z_Malloc(sizeof(patchinfo_t), PU_STATIC, NULL);
+		patchinfo = patchinfo->next;
+	}
+	else
+	{
+		patchinfo = Z_Malloc(sizeof(patchinfo_t), PU_STATIC, NULL);
+		patchinfohead = patchinfo;
+	}
+
+	realpatch = W_CachePatchNum(lumpnum, PU_PATCH);
+
+	patchinfo->width = realpatch->width;
+	patchinfo->height = realpatch->height;
+	patchinfo->leftoffset = realpatch->leftoffset;
+	patchinfo->topoffset = realpatch->topoffset;
+
+	patchinfo->wadnum = WADFILENUM(lumpnum);
+	patchinfo->lumpnum = LUMPNUM(lumpnum);
+
+	LUA_PushUserdata(L, patchinfo, META_PATCH);
+	numluapatches++;
+#else
+	HUDONLY
+	LUA_PushUserdata(L, W_CachePatchName(luaL_checkstring(L, 1), PU_PATCH), META_PATCH);
+#endif
 	return 1;
 }
 
@@ -409,7 +476,7 @@ static int libd_getSpritePatch(lua_State *L)
 		return 0;
 
 	// push both the patch and it's "flip" value
-	LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
+	LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
 	lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
 	return 2;
 }
@@ -504,7 +571,7 @@ static int libd_getSprite2Patch(lua_State *L)
 		return 0;
 
 	// push both the patch and it's "flip" value
-	LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
+	LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_PATCH), META_PATCH);
 	lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
 	return 2;
 }
@@ -513,12 +580,22 @@ static int libd_draw(lua_State *L)
 {
 	INT32 x, y, flags;
 	patch_t *patch;
+#ifdef LUA_PATCH_SAFETY
+	patchinfo_t *luapat;
+#endif
 	const UINT8 *colormap = NULL;
 
 	HUDONLY
 	x = luaL_checkinteger(L, 1);
 	y = luaL_checkinteger(L, 2);
+#ifdef LUA_PATCH_SAFETY
+	luapat = *((patchinfo_t **)luaL_checkudata(L, 3, META_PATCH));
+	patch = W_CachePatchNum((luapat->wadnum<<16)+luapat->lumpnum, PU_PATCH);
+#else
 	patch = *((patch_t **)luaL_checkudata(L, 3, META_PATCH));
+	if (!patch)
+		return LUA_ErrInvalid(L, "patch_t");
+#endif
 	flags = luaL_optinteger(L, 4, 0);
 	if (!lua_isnoneornil(L, 5))
 		colormap = *((UINT8 **)luaL_checkudata(L, 5, META_COLORMAP));
@@ -534,6 +611,9 @@ static int libd_drawScaled(lua_State *L)
 	fixed_t x, y, scale;
 	INT32 flags;
 	patch_t *patch;
+#ifdef LUA_PATCH_SAFETY
+	patchinfo_t *luapat;
+#endif
 	const UINT8 *colormap = NULL;
 
 	HUDONLY
@@ -542,7 +622,14 @@ static int libd_drawScaled(lua_State *L)
 	scale = luaL_checkinteger(L, 3);
 	if (scale < 0)
 		return luaL_error(L, "negative scale");
+#ifdef LUA_PATCH_SAFETY
+	luapat = *((patchinfo_t **)luaL_checkudata(L, 4, META_PATCH));
+	patch = W_CachePatchNum((luapat->wadnum<<16)+luapat->lumpnum, PU_PATCH);
+#else
 	patch = *((patch_t **)luaL_checkudata(L, 4, META_PATCH));
+	if (!patch)
+		return LUA_ErrInvalid(L, "patch_t");
+#endif
 	flags = luaL_optinteger(L, 5, 0);
 	if (!lua_isnoneornil(L, 6))
 		colormap = *((UINT8 **)luaL_checkudata(L, 6, META_COLORMAP));
@@ -1041,6 +1128,10 @@ int LUA_HudLib(lua_State *L)
 {
 	memset(hud_enabled, 0xff, (hud_MAX/8)+1);
 
+#ifdef LUA_PATCH_SAFETY
+	numluapatches = 0;
+#endif
+
 	lua_newtable(L); // HUD registry table
 		lua_newtable(L);
 		luaL_register(L, NULL, lib_draw);
@@ -1050,13 +1141,16 @@ int LUA_HudLib(lua_State *L)
 		lua_rawseti(L, -2, 2); // HUD[2] = game rendering functions array
 
 		lua_newtable(L);
-		lua_rawseti(L, -2, 3); // HUD[2] = scores rendering functions array
+		lua_rawseti(L, -2, 3); // HUD[3] = scores rendering functions array
+
+		lua_newtable(L);
+		lua_rawseti(L, -2, 4); // HUD[4] = intermission rendering functions array
 
 		lua_newtable(L);
-		lua_rawseti(L, -2, 4); // HUD[3] = title rendering functions array
+		lua_rawseti(L, -2, 5); // HUD[5] = title rendering functions array
 
 		lua_newtable(L);
-		lua_rawseti(L, -2, 5); // HUD[4] = title card rendering functions array
+		lua_rawseti(L, -2, 6); // HUD[6] = title card rendering functions array
 	lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
 
 	luaL_newmetatable(L, META_HUDINFO);
@@ -1228,4 +1322,29 @@ void LUAh_TitleCardHUD(player_t *stplayr)
 	hud_running = false;
 }
 
+void LUAh_IntermissionHUD(void)
+{
+	if (!gL || !(hudAvailable & (1<<hudhook_intermission)))
+		return;
+
+	hud_running = true;
+	lua_pop(gL, -1);
+
+	lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
+	I_Assert(lua_istable(gL, -1));
+	lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
+	I_Assert(lua_istable(gL, -1));
+
+	lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
+	I_Assert(lua_istable(gL, -1));
+	lua_remove(gL, -3); // pop HUD
+	lua_pushnil(gL);
+	while (lua_next(gL, -3) != 0) {
+		lua_pushvalue(gL, -3); // graphics library (HUD[1])
+		LUA_Call(gL, 1);
+	}
+	lua_pop(gL, -1);
+	hud_running = false;
+}
+
 #endif
diff --git a/src/lua_infolib.c b/src/lua_infolib.c
index b617a7a14d5885c45ddcac5a22c854733991680d..7a2465ef770ad2c36fde2805cb585360bf20d007 100644
--- a/src/lua_infolib.c
+++ b/src/lua_infolib.c
@@ -266,7 +266,6 @@ static int lib_getSpriteInfo(lua_State *L)
 #define FIELDERROR(f, e) luaL_error(L, "bad value for " LUA_QL(f) " in table passed to spriteinfo[] (%s)", e);
 #define TYPEERROR(f, t1, t2) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t1), lua_typename(L, t2)))
 
-#ifdef ROTSPRITE
 static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, int idx)
 {
 	int okcool = 0;
@@ -360,7 +359,6 @@ static int PopPivotTable(spriteinfo_t *info, lua_State *L, int stk)
 
 	return 0;
 }
-#endif
 
 static int lib_setSpriteInfo(lua_State *L)
 {
@@ -393,14 +391,11 @@ static int lib_setSpriteInfo(lua_State *L)
 		if (lua_isnumber(L, 2))
 		{
 			i = lua_tointeger(L, 2);
-#ifndef ROTSPRITE
 			i++; // shift index in case of missing rotsprite support
-#endif
 		}
 		else
 			str = luaL_checkstring(L, 2);
 
-#ifdef ROTSPRITE
 		if (i == 1 || (str && fastcmp(str, "pivot")))
 		{
 			// pivot[] is a table
@@ -409,7 +404,6 @@ static int lib_setSpriteInfo(lua_State *L)
 			else
 				FIELDERROR("pivot", va("%s expected, got %s", lua_typename(L, LUA_TTABLE), luaL_typename(L, -1)))
 		}
-#endif
 
 		lua_pop(L, 1);
 	}
@@ -434,7 +428,6 @@ static int spriteinfo_get(lua_State *L)
 
 	I_Assert(sprinfo != NULL);
 
-#ifdef ROTSPRITE
 	// push spriteframepivot_t userdata
 	if (fastcmp(field, "pivot"))
 	{
@@ -448,7 +441,6 @@ static int spriteinfo_get(lua_State *L)
 		return 1;
 	}
 	else
-#endif
 		return luaL_error(L, LUA_QL("spriteinfo_t") " has no field named " LUA_QS, field);
 
 	return 0;
@@ -473,6 +465,7 @@ static int spriteinfo_set(lua_State *L)
 #ifdef ROTSPRITE
 	if (sprites != NULL)
 		R_FreeSingleRotSprite(&sprites[sprinfo-spriteinfo]);
+#endif
 
 	if (fastcmp(field, "pivot"))
 	{
@@ -488,7 +481,6 @@ static int spriteinfo_set(lua_State *L)
 		}
 	}
 	else
-#endif
 		return luaL_error(L, va("Field %s does not exist in spriteinfo_t", field));
 
 	return 0;
@@ -506,7 +498,6 @@ static int spriteinfo_num(lua_State *L)
 }
 
 // framepivot_t
-#ifdef ROTSPRITE
 static int pivotlist_get(lua_State *L)
 {
 	void **userdata;
@@ -616,7 +607,6 @@ static int framepivot_num(lua_State *L)
 	lua_pushinteger(L, 2);
 	return 1;
 }
-#endif
 
 ////////////////
 // STATE INFO //
@@ -1538,7 +1528,6 @@ int LUA_InfoLib(lua_State *L)
 		lua_setfield(L, -2, "__len");
 	lua_pop(L, 1);
 
-#ifdef ROTSPRITE
 	luaL_newmetatable(L, META_PIVOTLIST);
 		lua_pushcfunction(L, pivotlist_get);
 		lua_setfield(L, -2, "__index");
@@ -1560,7 +1549,6 @@ int LUA_InfoLib(lua_State *L)
 		lua_pushcfunction(L, framepivot_num);
 		lua_setfield(L, -2, "__len");
 	lua_pop(L, 1);
-#endif
 
 	lua_newuserdata(L, 0);
 		lua_createtable(L, 0, 2);
diff --git a/src/lua_libs.h b/src/lua_libs.h
index 104a1e51c0c4338c3ec64e9196180dd5a4f5876a..6a908d03dbc7069990198f3fa3d940e36bf77177 100644
--- a/src/lua_libs.h
+++ b/src/lua_libs.h
@@ -23,10 +23,8 @@ extern lua_State *gL;
 #define META_MOBJINFO "MOBJINFO_T*"
 #define META_SFXINFO "SFXINFO_T*"
 #define META_SPRITEINFO "SPRITEINFO_T*"
-#ifdef ROTSPRITE
 #define META_PIVOTLIST "SPRITEFRAMEPIVOT_T[]"
 #define META_FRAMEPIVOT "SPRITEFRAMEPIVOT_T*"
-#endif
 
 #define META_MOBJ "MOBJ_T*"
 #define META_MAPTHING "MAPTHING_T*"
diff --git a/src/lua_maplib.c b/src/lua_maplib.c
index 0fe1df0b61daf5f9a3bf5a6abec3daeaf591c5dc..8ce6551f7319b9c9179805fda2c181f945c0dab0 100644
--- a/src/lua_maplib.c
+++ b/src/lua_maplib.c
@@ -134,6 +134,7 @@ enum side_e {
 	side_toptexture,
 	side_bottomtexture,
 	side_midtexture,
+	side_line,
 	side_sector,
 	side_special,
 	side_repeatcnt,
@@ -445,7 +446,7 @@ static int sectorlines_get(lua_State *L)
 	// get the "linecount" by shifting our retrieved memory address of "lines" to where "linecount" is in the sector_t, then dereferencing the result
 	// we need this to determine the array's actual size, and therefore also the maximum value allowed as an index
 	// this only works if seclines is actually a pointer to a sector's lines member in memory, oh boy
-	numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
+	numoflines = (size_t)(*(size_t *)(((size_t)seclines) - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
 
 /* OLD HACK
 	// check first linedef to figure which of its sectors owns this sector->lines pointer
@@ -479,7 +480,7 @@ static int sectorlines_num(lua_State *L)
 		return luaL_error(L, "accessed sector_t.lines doesn't exist anymore.");
 
 	// see comments in the _get function above
-	numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
+	numoflines = (size_t)(*(size_t *)(((size_t)seclines) - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
 	lua_pushinteger(L, numoflines);
 	return 1;
 }
@@ -869,6 +870,9 @@ static int side_get(lua_State *L)
 	case side_midtexture:
 		lua_pushinteger(L, side->midtexture);
 		return 1;
+	case side_line:
+		LUA_PushUserdata(L, side->line, META_LINE);
+		return 1;
 	case side_sector:
 		LUA_PushUserdata(L, side->sector, META_SECTOR);
 		return 1;
@@ -902,6 +906,7 @@ static int side_set(lua_State *L)
 	switch(field)
 	{
 	case side_valid: // valid
+	case side_line:
 	case side_sector:
 	case side_special:
 	case side_text:
@@ -2071,6 +2076,12 @@ static int mapheaderinfo_get(lua_State *L)
 		lua_pushinteger(L, header->levelselect);
 	else if (fastcmp(field,"bonustype"))
 		lua_pushinteger(L, header->bonustype);
+	else if (fastcmp(field,"ltzzpatch"))
+		lua_pushstring(L, header->ltzzpatch);
+	else if (fastcmp(field,"ltzztext"))
+		lua_pushstring(L, header->ltzztext);
+	else if (fastcmp(field,"ltactdiamond"))
+		lua_pushstring(L, header->ltactdiamond);
 	else if (fastcmp(field,"maxbonuslives"))
 		lua_pushinteger(L, header->maxbonuslives);
 	else if (fastcmp(field,"levelflags"))
diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c
index 49f93d29cd4f5180eccf784b5ce01af56795db8e..22248775153b5afd4ce21c61656fc3f3b73a8a50 100644
--- a/src/lua_mobjlib.c
+++ b/src/lua_mobjlib.c
@@ -32,9 +32,7 @@ enum mobj_e {
 	mobj_snext,
 	mobj_sprev,
 	mobj_angle,
-#ifdef ROTSPRITE
 	mobj_rollangle,
-#endif
 	mobj_sprite,
 	mobj_frame,
 	mobj_sprite2,
@@ -101,9 +99,7 @@ static const char *const mobj_opt[] = {
 	"snext",
 	"sprev",
 	"angle",
-#ifdef ROTSPRITE
 	"rollangle",
-#endif
 	"sprite",
 	"frame",
 	"sprite2",
@@ -205,11 +201,9 @@ static int mobj_get(lua_State *L)
 	case mobj_angle:
 		lua_pushangle(L, mo->angle);
 		break;
-#ifdef ROTSPRITE
 	case mobj_rollangle:
 		lua_pushangle(L, mo->rollangle);
 		break;
-#endif
 	case mobj_sprite:
 		lua_pushinteger(L, mo->sprite);
 		break;
@@ -462,11 +456,9 @@ static int mobj_set(lua_State *L)
 		else if (mo->player == &players[secondarydisplayplayer])
 			localangle2 = mo->angle;
 		break;
-#ifdef ROTSPRITE
 	case mobj_rollangle:
 		mo->rollangle = luaL_checkangle(L, 3);
 		break;
-#endif
 	case mobj_sprite:
 		mo->sprite = luaL_checkinteger(L, 3);
 		break;
diff --git a/src/lua_script.c b/src/lua_script.c
index fe3c2f10d11f5f5f513fbb0be8003150e1cdf15e..18d9a87c22e70de737351160ca018545c92aa12f 100644
--- a/src/lua_script.c
+++ b/src/lua_script.c
@@ -18,7 +18,9 @@
 #include "w_wad.h"
 #include "p_setup.h"
 #include "r_state.h"
+#include "r_sky.h"
 #include "g_game.h"
+#include "f_finale.h"
 #include "byteptr.h"
 #include "p_saveg.h"
 #include "p_local.h"
@@ -79,8 +81,239 @@ FUNCNORETURN static int LUA_Panic(lua_State *L)
 #endif
 }
 
+// Moved here from lib_getenum.
+int LUA_PushGlobals(lua_State *L, const char *word)
+{
+	if (fastcmp(word,"gamemap")) {
+		lua_pushinteger(L, gamemap);
+		return 1;
+	} else if (fastcmp(word,"maptol")) {
+		lua_pushinteger(L, maptol);
+		return 1;
+	} else if (fastcmp(word,"ultimatemode")) {
+		lua_pushboolean(L, ultimatemode != 0);
+		return 1;
+	} else if (fastcmp(word,"mariomode")) {
+		lua_pushboolean(L, mariomode != 0);
+		return 1;
+	} else if (fastcmp(word,"twodlevel")) {
+		lua_pushboolean(L, twodlevel != 0);
+		return 1;
+	} else if (fastcmp(word,"circuitmap")) {
+		lua_pushboolean(L, circuitmap);
+		return 1;
+	} else if (fastcmp(word,"netgame")) {
+		lua_pushboolean(L, netgame);
+		return 1;
+	} else if (fastcmp(word,"multiplayer")) {
+		lua_pushboolean(L, multiplayer);
+		return 1;
+	} else if (fastcmp(word,"modeattacking")) {
+		lua_pushboolean(L, modeattacking);
+		return 1;
+	} else if (fastcmp(word,"splitscreen")) {
+		lua_pushboolean(L, splitscreen);
+		return 1;
+	} else if (fastcmp(word,"gamecomplete")) {
+		lua_pushboolean(L, gamecomplete);
+		return 1;
+	} else if (fastcmp(word,"devparm")) {
+		lua_pushboolean(L, devparm);
+		return 1;
+	} else if (fastcmp(word,"modifiedgame")) {
+		lua_pushboolean(L, modifiedgame && !savemoddata);
+		return 1;
+	} else if (fastcmp(word,"menuactive")) {
+		lua_pushboolean(L, menuactive);
+		return 1;
+	} else if (fastcmp(word,"paused")) {
+		lua_pushboolean(L, paused);
+		return 1;
+	} else if (fastcmp(word,"bluescore")) {
+		lua_pushinteger(L, bluescore);
+		return 1;
+	} else if (fastcmp(word,"redscore")) {
+		lua_pushinteger(L, redscore);
+		return 1;
+	} else if (fastcmp(word,"timelimit")) {
+		lua_pushinteger(L, cv_timelimit.value);
+		return 1;
+	} else if (fastcmp(word,"pointlimit")) {
+		lua_pushinteger(L, cv_pointlimit.value);
+		return 1;
+	// begin map vars
+	} else if (fastcmp(word,"spstage_start")) {
+		lua_pushinteger(L, spstage_start);
+		return 1;
+	} else if (fastcmp(word,"sstage_start")) {
+		lua_pushinteger(L, sstage_start);
+		return 1;
+	} else if (fastcmp(word,"sstage_end")) {
+		lua_pushinteger(L, sstage_end);
+		return 1;
+	} else if (fastcmp(word,"smpstage_start")) {
+		lua_pushinteger(L, smpstage_start);
+		return 1;
+	} else if (fastcmp(word,"smpstage_end")) {
+		lua_pushinteger(L, smpstage_end);
+		return 1;
+	} else if (fastcmp(word,"titlemap")) {
+		lua_pushinteger(L, titlemap);
+		return 1;
+	} else if (fastcmp(word,"titlemapinaction")) {
+		lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
+		return 1;
+	} else if (fastcmp(word,"bootmap")) {
+		lua_pushinteger(L, bootmap);
+		return 1;
+	} else if (fastcmp(word,"tutorialmap")) {
+		lua_pushinteger(L, tutorialmap);
+		return 1;
+	} else if (fastcmp(word,"tutorialmode")) {
+		lua_pushboolean(L, tutorialmode);
+		return 1;
+	// end map vars
+	// begin CTF colors
+	} else if (fastcmp(word,"skincolor_redteam")) {
+		lua_pushinteger(L, skincolor_redteam);
+		return 1;
+	} else if (fastcmp(word,"skincolor_blueteam")) {
+		lua_pushinteger(L, skincolor_blueteam);
+		return 1;
+	} else if (fastcmp(word,"skincolor_redring")) {
+		lua_pushinteger(L, skincolor_redring);
+		return 1;
+	} else if (fastcmp(word,"skincolor_bluering")) {
+		lua_pushinteger(L, skincolor_bluering);
+		return 1;
+	// end CTF colors
+	// begin timers
+	} else if (fastcmp(word,"invulntics")) {
+		lua_pushinteger(L, invulntics);
+		return 1;
+	} else if (fastcmp(word,"sneakertics")) {
+		lua_pushinteger(L, sneakertics);
+		return 1;
+	} else if (fastcmp(word,"flashingtics")) {
+		lua_pushinteger(L, flashingtics);
+		return 1;
+	} else if (fastcmp(word,"tailsflytics")) {
+		lua_pushinteger(L, tailsflytics);
+		return 1;
+	} else if (fastcmp(word,"underwatertics")) {
+		lua_pushinteger(L, underwatertics);
+		return 1;
+	} else if (fastcmp(word,"spacetimetics")) {
+		lua_pushinteger(L, spacetimetics);
+		return 1;
+	} else if (fastcmp(word,"extralifetics")) {
+		lua_pushinteger(L, extralifetics);
+		return 1;
+	} else if (fastcmp(word,"nightslinktics")) {
+		lua_pushinteger(L, nightslinktics);
+		return 1;
+	} else if (fastcmp(word,"gameovertics")) {
+		lua_pushinteger(L, gameovertics);
+		return 1;
+	} else if (fastcmp(word,"ammoremovaltics")) {
+		lua_pushinteger(L, ammoremovaltics);
+		return 1;
+	// end timers
+	} else if (fastcmp(word,"gametype")) {
+		lua_pushinteger(L, gametype);
+		return 1;
+	} else if (fastcmp(word,"gametyperules")) {
+		lua_pushinteger(L, gametyperules);
+		return 1;
+	} else if (fastcmp(word,"leveltime")) {
+		lua_pushinteger(L, leveltime);
+		return 1;
+	} else if (fastcmp(word,"sstimer")) {
+		lua_pushinteger(L, sstimer);
+		return 1;
+	} else if (fastcmp(word,"curWeather")) {
+		lua_pushinteger(L, curWeather);
+		return 1;
+	} else if (fastcmp(word,"globalweather")) {
+		lua_pushinteger(L, globalweather);
+		return 1;
+	} else if (fastcmp(word,"levelskynum")) {
+		lua_pushinteger(L, levelskynum);
+		return 1;
+	} else if (fastcmp(word,"globallevelskynum")) {
+		lua_pushinteger(L, globallevelskynum);
+		return 1;
+	} else if (fastcmp(word,"mapmusname")) {
+		lua_pushstring(L, mapmusname);
+		return 1;
+	} else if (fastcmp(word,"mapmusflags")) {
+		lua_pushinteger(L, mapmusflags);
+		return 1;
+	} else if (fastcmp(word,"mapmusposition")) {
+		lua_pushinteger(L, mapmusposition);
+		return 1;
+	// local player variables, by popular request
+	} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
+		if (consoleplayer < 0 || !playeringame[consoleplayer])
+			return 0;
+		LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
+		return 1;
+	} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
+		if (displayplayer < 0 || !playeringame[displayplayer])
+			return 0;
+		LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
+		return 1;
+	} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
+		if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
+			return 0;
+		LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
+		return 1;
+	// end local player variables
+	} else if (fastcmp(word,"server")) {
+		if ((!multiplayer || !netgame) && !playeringame[serverplayer])
+			return 0;
+		LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
+		return 1;
+	} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
+		LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
+		if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
+			return 0;
+		LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
+		return 1;
+	} else if (fastcmp(word,"emeralds")) {
+		lua_pushinteger(L, emeralds);
+		return 1;
+	} else if (fastcmp(word,"gravity")) {
+		lua_pushinteger(L, gravity);
+		return 1;
+	} else if (fastcmp(word,"VERSIONSTRING")) {
+		lua_pushstring(L, VERSIONSTRING);
+		return 1;
+	} else if (fastcmp(word, "token")) {
+		lua_pushinteger(L, token);
+		return 1;
+	}
+	return 0;
+}
+
+// See the above.
+int LUA_CheckGlobals(lua_State *L, const char *word)
+{
+	if (fastcmp(word, "gametyperules"))
+		gametyperules = (UINT32)luaL_checkinteger(L, 2);
+	else if (fastcmp(word, "redscore"))
+		redscore = (UINT32)luaL_checkinteger(L, 2);
+	else if (fastcmp(word, "bluescore"))
+		bluescore = (UINT32)luaL_checkinteger(L, 2);
+	else
+		return 0;
+
+	// Global variable set, so return and don't error.
+	return 1;
+}
+
 // This function decides which global variables you are allowed to set.
-static int noglobals(lua_State *L)
+static int setglobals(lua_State *L)
 {
 	const char *csname;
 	char *name;
@@ -106,6 +339,9 @@ static int noglobals(lua_State *L)
 		return 0;
 	}
 
+	if (LUA_CheckGlobals(L, csname))
+		return 0;
+
 	Z_Free(name);
 	return luaL_error(L, "Implicit global " LUA_QS " prevented. Create a local variable instead.", csname);
 }
@@ -144,7 +380,7 @@ static void LUA_ClearState(void)
 
 	// lock the global namespace
 	lua_getmetatable(L, LUA_GLOBALSINDEX);
-		lua_pushcfunction(L, noglobals);
+		lua_pushcfunction(L, setglobals);
 		lua_setfield(L, -2, "__newindex");
 		lua_newtable(L);
 		lua_setfield(L, -2, "__metatable");
diff --git a/src/lua_script.h b/src/lua_script.h
index 4f66d3f8a43ad1d8c94e1ccfa405bde8413dc8ad..8f27dcb4c9b5343095705b9901b7201fc8b854dd 100644
--- a/src/lua_script.h
+++ b/src/lua_script.h
@@ -54,6 +54,8 @@ void LUA_InvalidatePlayer(player_t *player);
 void LUA_Step(void);
 void LUA_Archive(void);
 void LUA_UnArchive(void);
+int LUA_PushGlobals(lua_State *L, const char *word);
+int LUA_CheckGlobals(lua_State *L, const char *word);
 void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c
 void LUA_CVarChanged(const char *name); // lua_consolelib.c
 int Lua_optoption(lua_State *L, int narg,
diff --git a/src/m_cheat.c b/src/m_cheat.c
index 66d09fabac915123338efb3a075607600c230e3b..c284acf3edb87438c475694a84a7c7618683e03d 100644
--- a/src/m_cheat.c
+++ b/src/m_cheat.c
@@ -517,6 +517,7 @@ void Command_Teleport_f(void)
 		if (!starpostnum) // spawnpoints...
 		{
 			mapthing_t *mt;
+			fixed_t offset;
 
 			if (starpostpath >= numcoopstarts)
 			{
@@ -527,6 +528,7 @@ void Command_Teleport_f(void)
 			mt = playerstarts[starpostpath]; // Given above check, should never be NULL.
 			intx = mt->x<<FRACBITS;
 			inty = mt->y<<FRACBITS;
+			offset = mt->z<<FRACBITS;
 
 			ss = R_IsPointInSubsector(intx, inty);
 			if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
@@ -538,17 +540,9 @@ void Command_Teleport_f(void)
 			// Flagging a player's ambush will make them start on the ceiling
 			// Objectflip inverts
 			if (!!(mt->options & MTF_AMBUSH) ^ !!(mt->options & MTF_OBJECTFLIP))
-			{
-				intz = ss->sector->ceilingheight - p->mo->height;
-				if (mt->options >> ZSHIFT)
-					intz -= ((mt->options >> ZSHIFT) << FRACBITS);
-			}
+				intz = ss->sector->ceilingheight - p->mo->height - offset;
 			else
-			{
-				intz = ss->sector->floorheight;
-				if (mt->options >> ZSHIFT)
-					intz += ((mt->options >> ZSHIFT) << FRACBITS);
-			}
+				intz = ss->sector->floorheight + offset;
 
 			if (mt->options & MTF_OBJECTFLIP) // flip the player!
 			{
@@ -778,7 +772,7 @@ void Command_CauseCfail_f(void)
 	P_SetThingPosition(players[consoleplayer].mo);
 
 	// CTF consistency test
-	if (gametype == GT_CTF)
+	if (gametyperules & GTR_TEAMFLAGS)
 	{
 		if (blueflag) {
 			P_RemoveMobj(blueflag);
@@ -1106,7 +1100,7 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
 #else
 		fixed_t cheight = sec->ceilingheight;
 #endif
-		mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
+		mt->z = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
 	}
 	else
 	{
@@ -1115,12 +1109,11 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
 #else
 		fixed_t fheight = sec->floorheight;
 #endif
-		mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
+		mt->z = (UINT16)((player->mo->z - fheight)>>FRACBITS);
 	}
-	mt->options <<= ZSHIFT;
 	mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
 
-	mt->options |= (UINT16)cv_opflags.value;
+	mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
 	return mt;
 }
 
@@ -1187,21 +1180,21 @@ void OP_NightsObjectplace(player_t *player)
 		mt->options = (mt->options & ~(UINT16)cv_opflags.value) | (UINT16)cv_ophoopflags.value;
 		mt->angle = (INT16)(mt->angle+(INT16)((FixedInt(FixedDiv(temp*FRACUNIT, 360*(FRACUNIT/256))))<<8));
 
-		P_SpawnHoopsAndRings(mt, false);
+		P_SpawnHoop(mt);
 	}
 
 	// This places a bumper!
 	if (cmd->buttons & BT_TOSSFLAG)
 	{
 		UINT16 vertangle = (UINT16)(player->anotherflyangle % 360);
-		UINT16 newflags, newz;
+		UINT16 newflags;
 
 		player->pflags |= PF_ATTACKDOWN;
 		if (!OP_HeightOkay(player, false))
 			return;
 
 		mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSBUMPER].doomednum, false);
-		newz = min((mt->options >> ZSHIFT) - (mobjinfo[MT_NIGHTSBUMPER].height/4), 0);
+		mt->z = min(mt->z - (mobjinfo[MT_NIGHTSBUMPER].height/4), 0);
 			// height offset: from P_TouchSpecialThing case MT_NIGHTSBUMPER
 
 		// clockwise
@@ -1232,7 +1225,7 @@ void OP_NightsObjectplace(player_t *player)
 		else // forward
 			newflags = 0;
 
-		mt->options = (newz << ZSHIFT) | newflags;
+		mt->options = (mt->z << ZSHIFT) | newflags;
 
 		// if NiGHTS is facing backwards, orient the Thing angle forwards so that the sprite angle
 		// displays correctly. Backwards movement via the Thing flags is unaffected.
@@ -1250,7 +1243,7 @@ void OP_NightsObjectplace(player_t *player)
 			return;
 
 		mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_BLUESPHERE].doomednum, false);
-		P_SpawnHoopsAndRings(mt, false);
+		P_SpawnMapThing(mt);
 	}
 
 	// This places a ring!
@@ -1261,7 +1254,7 @@ void OP_NightsObjectplace(player_t *player)
 			return;
 
 		mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_RING].doomednum, false);
-		P_SpawnHoopsAndRings(mt, false);
+		P_SpawnMapThing(mt);
 	}
 
 	// This places a custom object as defined in the console cv_mapthingnum.
@@ -1293,15 +1286,10 @@ void OP_NightsObjectplace(player_t *player)
 		mt = OP_CreateNewMapThing(player, (UINT16)cv_mapthingnum.value, false);
 		mt->angle = angle;
 
-		if (mt->type == 300 // Ring
-		|| mt->type == 308 || mt->type == 309 // Team Rings
-		|| mt->type == 1706 // Sphere
-		|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
-		|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
-		|| mt->type == 1800) // Mario Coin
-		{
-			P_SpawnHoopsAndRings(mt, false);
-		}
+		if (mt->type >= 600 && mt->type <= 609) // Placement patterns
+			P_SpawnItemPattern(mt, false);
+		else if (mt->type == 1705 || mt->type == 1713) // NiGHTS Hoops
+			P_SpawnHoop(mt);
 		else
 			P_SpawnMapThing(mt);
 	}
@@ -1438,19 +1426,14 @@ void OP_ObjectplaceMovement(player_t *player)
 			return;
 
 		mt = OP_CreateNewMapThing(player, (UINT16)spawnthing, ceiling);
-		if (mt->type == 300 // Ring
-		|| mt->type == 308 || mt->type == 309 // Team Rings
-		|| mt->type == 1706 // Nights Wing
-		|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
-		|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
-		|| mt->type == 1800) // Mario Coin
-		{
-			P_SpawnHoopsAndRings(mt, false);
-		}
+		if (mt->type >= 600 && mt->type <= 609) // Placement patterns
+			P_SpawnItemPattern(mt, false);
+		else if (mt->type == 1705 || mt->type == 1713) // NiGHTS Hoops
+			P_SpawnHoop(mt);
 		else
 			P_SpawnMapThing(mt);
 
-		CONS_Printf(M_GetText("Placed object type %d at %d, %d, %d, %d\n"), mt->type, mt->x, mt->y, mt->options>>ZSHIFT, mt->angle);
+		CONS_Printf(M_GetText("Placed object type %d at %d, %d, %d, %d\n"), mt->type, mt->x, mt->y, mt->z, mt->angle);
 	}
 }
 
diff --git a/src/m_menu.c b/src/m_menu.c
index 01baa99631dab0c7ee4ae85e28efc4d6dffdec93..65140cfe7c284d9670e5d0f9d6eb72b66c03f4c7 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -312,6 +312,7 @@ static void M_ChangeControl(INT32 choice);
 // Video & Sound
 menu_t OP_VideoOptionsDef, OP_VideoModeDef, OP_ColorOptionsDef;
 #ifdef HWRENDER
+static void M_OpenGLOptionsMenu(void);
 menu_t OP_OpenGLOptionsDef, OP_OpenGLFogDef;
 #endif
 menu_t OP_SoundOptionsDef;
@@ -395,6 +396,7 @@ static void M_ResetCvars(void);
 
 // Consvar onchange functions
 static void Newgametype_OnChange(void);
+static void Newrenderer_OnChange(void);
 static void Dummymares_OnChange(void);
 
 // ==========================================================================
@@ -419,6 +421,9 @@ CV_PossibleValue_t gametype_cons_t[NUMGAMETYPES+1];
 
 consvar_t cv_newgametype = {"newgametype", "Co-op", CV_HIDEN|CV_CALL, gametype_cons_t, Newgametype_OnChange, 0, NULL, NULL, 0, 0, NULL};
 
+consvar_t cv_newrenderer = {"newrenderer", "Software", CV_HIDEN|CV_CALL, cv_renderer_t, Newrenderer_OnChange, 0, NULL, NULL, 0, 0, NULL};
+static int newrenderer_set = 1;/* Software doesn't need confirmation! */
+
 static CV_PossibleValue_t serversort_cons_t[] = {
 	{0,"Ping"},
 	{1,"Modified State"},
@@ -612,7 +617,7 @@ static menuitem_t MISC_ChangeTeamMenu[] =
 	{IT_WHITESTRING|IT_CALL,         NULL, "Confirm",           M_ConfirmTeamChange,    90},
 };
 
-static const gtdesc_t gametypedesc[] =
+gtdesc_t gametypedesc[NUMGAMETYPES] =
 {
 	{{ 54,  54}, "Play through the single-player campaign with your friends, teaming up to beat Dr Eggman's nefarious challenges!"},
 	{{103, 103}, "Speed your way through the main acts, competing in several different categories to see who's the best."},
@@ -1282,10 +1287,7 @@ static menuitem_t OP_VideoOptionsMenu[] =
 	{IT_STRING|IT_CVAR,      NULL, "Fullscreen",             &cv_fullscreen,         11},
 #endif
 	{IT_STRING | IT_CVAR, NULL, "Vertical Sync",                &cv_vidwait,         16},
-
-#ifdef HWRENDER
-	{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef,          21},
-#endif
+	{IT_STRING | IT_CVAR, NULL, "Renderer",                     &cv_newrenderer,        21},
 
 	{IT_HEADER, NULL, "Color Profile", NULL, 30},
 	{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Brightness (F11)", &cv_globalgamma,36},
@@ -1325,6 +1327,11 @@ static menuitem_t OP_VideoOptionsMenu[] =
 	{IT_STRING | IT_CVAR, NULL, "Show FPS",                  &cv_ticrate,         190},
 	{IT_STRING | IT_CVAR, NULL, "Clear Before Redraw",       &cv_homremoval,      195},
 	{IT_STRING | IT_CVAR, NULL, "Show \"FOCUS LOST\"",       &cv_showfocuslost,   200},
+
+#ifdef HWRENDER
+	{IT_HEADER, NULL, "Renderer", NULL, 208},
+	{IT_CALL | IT_STRING, NULL, "OpenGL Options...",         M_OpenGLOptionsMenu, 214},
+#endif
 };
 
 static menuitem_t OP_VideoModeMenu[] =
@@ -2121,6 +2128,14 @@ menu_t OP_MonitorToggleDef =
 };
 
 #ifdef HWRENDER
+static void M_OpenGLOptionsMenu(void)
+{
+	if (rendermode == render_opengl)
+		M_SetupNextMenu(&OP_OpenGLOptionsDef);
+	else
+		M_StartMessage(M_GetText("You must be in OpenGL mode\nto access this menu.\n\n(Press a key)\n"), NULL, MM_NOTHING);
+}
+
 menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE(
 	MN_OP_MAIN + (MN_OP_VIDEO << 6) + (MN_OP_OPENGL << 12),
 	"M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30);
@@ -2326,6 +2341,44 @@ static void Newgametype_OnChange(void)
 	}
 }
 
+static void Newrenderer_AREYOUSURE(INT32 c)
+{
+	int n;
+	switch (c)
+	{
+		case 'y':
+		case KEY_ENTER:
+			n = cv_newrenderer.value;
+			newrenderer_set |= n;
+			CV_SetValue(&cv_renderer, n);
+			break;
+		default:
+			CV_StealthSetValue(&cv_newrenderer, cv_renderer.value);
+	}
+}
+
+static void Newrenderer_OnChange(void)
+{
+	/* Well this works for now because there's only two options. */
+	int n;
+	n = cv_newrenderer.value;
+	newrenderer_set |= cv_renderer.value;
+	if (( newrenderer_set & n ))
+		CV_SetValue(&cv_renderer, n);
+	else
+	{
+		M_StartMessage(
+				"The OpenGL renderer is incomplete.\n"
+				"Some visuals may fail to appear, or\n"
+				"appear incorrectly.\n"
+				"Do you still want to switch to it?\n"
+				"\n"
+				"(Press 'y' or 'n')",
+				Newrenderer_AREYOUSURE, MM_YESNO
+		);
+	}
+}
+
 void Screenshot_option_Onchange(void)
 {
 	OP_ScreenshotOptionsMenu[op_screenshot_folder].status =
@@ -3766,14 +3819,6 @@ void M_Init(void)
 	quitmsg[QUIT3MSG5] = M_GetText("You'll be back to play soon, though...\n......right?\n\n(Press 'Y' to quit)");
 	quitmsg[QUIT3MSG6] = M_GetText("Aww, is Egg Rock Zone too\ndifficult for you?\n\n(Press 'Y' to quit)");
 
-#ifdef HWRENDER
-	// Permanently hide some options based on render mode
-	if (rendermode == render_soft)
-		OP_VideoOptionsMenu[4].status = IT_DISABLED;
-	else if (rendermode == render_opengl)
-		OP_ScreenshotOptionsMenu[op_screenshot_colorprofile].status = IT_GRAYEDOUT;
-#endif
-
 	/*
 	Well the menu sucks for forcing us to have an item set
 	at all if every item just calls the same function, and
@@ -3850,19 +3895,19 @@ static void M_DrawThermo(INT32 x, INT32 y, consvar_t *cv)
 	centerlump[1] = W_GetNumForName("M_THERMM");
 	cursorlump = W_GetNumForName("M_THERMO");
 
-	V_DrawScaledPatch(xx, y, 0, p = W_CachePatchNum(leftlump,PU_CACHE));
+	V_DrawScaledPatch(xx, y, 0, p = W_CachePatchNum(leftlump,PU_PATCH));
 	xx += SHORT(p->width) - SHORT(p->leftoffset);
 	for (i = 0; i < 16; i++)
 	{
-		V_DrawScaledPatch(xx, y, V_WRAPX, W_CachePatchNum(centerlump[i & 1], PU_CACHE));
+		V_DrawScaledPatch(xx, y, V_WRAPX, W_CachePatchNum(centerlump[i & 1], PU_PATCH));
 		xx += 8;
 	}
-	V_DrawScaledPatch(xx, y, 0, W_CachePatchNum(rightlump, PU_CACHE));
+	V_DrawScaledPatch(xx, y, 0, W_CachePatchNum(rightlump, PU_PATCH));
 
 	xx = (cv->value - cv->PossibleValue[0].value) * (15*8) /
 		(cv->PossibleValue[1].value - cv->PossibleValue[0].value);
 
-	V_DrawScaledPatch((x + 8) + xx, y, 0, W_CachePatchNum(cursorlump, PU_CACHE));
+	V_DrawScaledPatch((x + 8) + xx, y, 0, W_CachePatchNum(cursorlump, PU_PATCH));
 }
 
 //  A smaller 'Thermo', with range given as percents (0-100)
@@ -3874,9 +3919,9 @@ static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
 
 	x = BASEVIDWIDTH - x - SLIDER_WIDTH;
 
-	V_DrawScaledPatch(x, y, 0, W_CachePatchName("M_SLIDEL", PU_CACHE));
+	V_DrawScaledPatch(x, y, 0, W_CachePatchName("M_SLIDEL", PU_PATCH));
 
-	p =  W_CachePatchName("M_SLIDEM", PU_CACHE);
+	p =  W_CachePatchName("M_SLIDEM", PU_PATCH);
 	for (i = 1; i < SLIDER_RANGE; i++)
 		V_DrawScaledPatch (x+i*8, y, 0,p);
 
@@ -3888,11 +3933,11 @@ static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
 			'\x1D' | V_YELLOWMAP, false);
 	}
 
-	p = W_CachePatchName("M_SLIDER", PU_CACHE);
+	p = W_CachePatchName("M_SLIDER", PU_PATCH);
 	V_DrawScaledPatch(x+i*8, y, 0, p);
 
 	// draw the slider cursor
-	p = W_CachePatchName("M_SLIDEC", PU_CACHE);
+	p = W_CachePatchName("M_SLIDEC", PU_PATCH);
 
 	for (i = 0; cv->PossibleValue[i+1].strvalue; i++);
 
@@ -3945,15 +3990,15 @@ void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines)
 	// draw left side
 	cx = x;
 	cy = y;
-	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TL], PU_CACHE));
+	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TL], PU_PATCH));
 	cy += boff;
-	p = W_CachePatchNum(viewborderlump[BRDR_L], PU_CACHE);
+	p = W_CachePatchNum(viewborderlump[BRDR_L], PU_PATCH);
 	for (n = 0; n < boxlines; n++)
 	{
 		V_DrawScaledPatch(cx, cy, V_WRAPY, p);
 		cy += step;
 	}
-	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BL], PU_CACHE));
+	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BL], PU_PATCH));
 
 	// draw middle
 	V_DrawFlatFill(x + boff, y + boff, width*step, boxlines*step, st_borderpatchnum);
@@ -3962,23 +4007,23 @@ void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines)
 	cy = y;
 	while (width > 0)
 	{
-		V_DrawScaledPatch(cx, cy, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_T], PU_CACHE));
-		V_DrawScaledPatch(cx, y + boff + boxlines*step, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_B], PU_CACHE));
+		V_DrawScaledPatch(cx, cy, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_T], PU_PATCH));
+		V_DrawScaledPatch(cx, y + boff + boxlines*step, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_B], PU_PATCH));
 		width--;
 		cx += step;
 	}
 
 	// draw right side
 	cy = y;
-	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TR], PU_CACHE));
+	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TR], PU_PATCH));
 	cy += boff;
-	p = W_CachePatchNum(viewborderlump[BRDR_R], PU_CACHE);
+	p = W_CachePatchNum(viewborderlump[BRDR_R], PU_PATCH);
 	for (n = 0; n < boxlines; n++)
 	{
 		V_DrawScaledPatch(cx, cy, V_WRAPY, p);
 		cy += step;
 	}
-	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BR], PU_CACHE));
+	V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BR], PU_PATCH));
 */
 }
 
@@ -3989,7 +4034,7 @@ static void M_DrawStaticBox(fixed_t x, fixed_t y, INT32 flags, fixed_t w, fixed_
 	patch_t *patch;
 	fixed_t sw, pw;
 
-	patch = W_CachePatchName("LSSTATIC", PU_CACHE);
+	patch = W_CachePatchName("LSSTATIC", PU_PATCH);
 	pw = SHORT(patch->width) - (sw = w*2); //FixedDiv(w, scale); -- for scale FRACUNIT/2
 
 	/*if (pw > 0) -- model code for modders providing weird LSSTATIC
@@ -4018,15 +4063,15 @@ static void M_DrawSaveLoadBorder(INT32 x,INT32 y)
 {
 	INT32 i;
 
-	V_DrawScaledPatch (x-8,y+7,0,W_CachePatchName("M_LSLEFT",PU_CACHE));
+	V_DrawScaledPatch (x-8,y+7,0,W_CachePatchName("M_LSLEFT",PU_PATCH));
 
 	for (i = 0;i < 24;i++)
 	{
-		V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSCNTR",PU_CACHE));
+		V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSCNTR",PU_PATCH));
 		x += 8;
 	}
 
-	V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSRGHT",PU_CACHE));
+	V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSRGHT",PU_PATCH));
 }
 #endif
 
@@ -4069,10 +4114,10 @@ static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y)
 		lasttype = curtype;
 
 		if (emblem->collected)
-			V_DrawSmallMappedPatch(x, y, 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_CACHE),
+			V_DrawSmallMappedPatch(x, y, 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_PATCH),
 			                       R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
 		else
-			V_DrawSmallScaledPatch(x, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
+			V_DrawSmallScaledPatch(x, y, 0, W_CachePatchName("NEEDIT", PU_PATCH));
 
 		emblem = M_GetLevelEmblems(-1);
 		x -= 12;
@@ -4083,7 +4128,7 @@ static void M_DrawMenuTitle(void)
 {
 	if (currentMenu->menutitlepic)
 	{
-		patch_t *p = W_CachePatchName(currentMenu->menutitlepic, PU_CACHE);
+		patch_t *p = W_CachePatchName(currentMenu->menutitlepic, PU_PATCH);
 
 		if (p->height > 24) // title is larger than normal
 		{
@@ -4135,13 +4180,13 @@ static void M_DrawGenericMenu(void)
 					if (currentMenu->menuitems[i].status & IT_CENTER)
 					{
 						patch_t *p;
-						p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
+						p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_PATCH);
 						V_DrawScaledPatch((BASEVIDWIDTH - SHORT(p->width))/2, y, 0, p);
 					}
 					else
 					{
 						V_DrawScaledPatch(x, y, 0,
-							W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE));
+							W_CachePatchName(currentMenu->menuitems[i].patch, PU_PATCH));
 					}
 				}
 				/* FALLTHRU */
@@ -4210,7 +4255,7 @@ static void M_DrawGenericMenu(void)
 			case IT_GRAYPATCH:
 				if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
 					V_DrawMappedPatch(x, y, 0,
-						W_CachePatchName(currentMenu->menuitems[i].patch,PU_CACHE), graymap);
+						W_CachePatchName(currentMenu->menuitems[i].patch,PU_PATCH), graymap);
 				y += LINEHEIGHT;
 				break;
 			case IT_TRANSTEXT:
@@ -4244,12 +4289,12 @@ static void M_DrawGenericMenu(void)
 		|| ((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_NOTHING))
 	{
 		V_DrawScaledPatch(currentMenu->x + SKULLXOFF, cursory - 5, 0,
-			W_CachePatchName("M_CURSOR", PU_CACHE));
+			W_CachePatchName("M_CURSOR", PU_PATCH));
 	}
 	else
 	{
 		V_DrawScaledPatch(currentMenu->x - 24, cursory, 0,
-			W_CachePatchName("M_CURSOR", PU_CACHE));
+			W_CachePatchName("M_CURSOR", PU_PATCH));
 		V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
 	}
 }
@@ -4485,7 +4530,7 @@ static void M_DrawGenericScrollMenu(void)
 
 	// DRAW THE SKULL CURSOR
 	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0,
-		W_CachePatchName("M_CURSOR", PU_CACHE));
+		W_CachePatchName("M_CURSOR", PU_PATCH));
 }
 
 static void M_DrawPauseMenu(void)
@@ -4606,10 +4651,10 @@ static void M_DrawPauseMenu(void)
 				continue;
 
 			if (emblem->collected)
-				V_DrawSmallMappedPatch(40, 44 + (i*8), 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_CACHE),
+				V_DrawSmallMappedPatch(40, 44 + (i*8), 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_PATCH),
 				                       R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
 			else
-				V_DrawSmallScaledPatch(40, 44 + (i*8), 0, W_CachePatchName("NEEDIT", PU_CACHE));
+				V_DrawSmallScaledPatch(40, 44 + (i*8), 0, W_CachePatchName("NEEDIT", PU_PATCH));
 
 			switch (emblem->type)
 			{
@@ -4655,13 +4700,13 @@ static void M_DrawCenteredMenu(void)
 					if (currentMenu->menuitems[i].status & IT_CENTER)
 					{
 						patch_t *p;
-						p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
+						p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_PATCH);
 						V_DrawScaledPatch((BASEVIDWIDTH - SHORT(p->width))/2, y, 0, p);
 					}
 					else
 					{
 						V_DrawScaledPatch(x, y, 0,
-							W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE));
+							W_CachePatchName(currentMenu->menuitems[i].patch, PU_PATCH));
 					}
 				}
 				/* FALLTHRU */
@@ -4736,7 +4781,7 @@ static void M_DrawCenteredMenu(void)
 			case IT_GRAYPATCH:
 				if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
 					V_DrawMappedPatch(x, y, 0,
-						W_CachePatchName(currentMenu->menuitems[i].patch,PU_CACHE), graymap);
+						W_CachePatchName(currentMenu->menuitems[i].patch,PU_PATCH), graymap);
 				y += LINEHEIGHT;
 				break;
 		}
@@ -4747,12 +4792,12 @@ static void M_DrawCenteredMenu(void)
 		|| ((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_NOTHING))
 	{
 		V_DrawScaledPatch(x + SKULLXOFF, cursory - 5, 0,
-			W_CachePatchName("M_CURSOR", PU_CACHE));
+			W_CachePatchName("M_CURSOR", PU_PATCH));
 	}
 	else
 	{
 		V_DrawScaledPatch(x - V_StringWidth(currentMenu->menuitems[itemOn].text, 0)/2 - 24, cursory, 0,
-			W_CachePatchName("M_CURSOR", PU_CACHE));
+			W_CachePatchName("M_CURSOR", PU_PATCH));
 		V_DrawCenteredString(x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
 	}
 }
@@ -4900,6 +4945,9 @@ static boolean M_CanShowLevelOnPlatter(INT32 mapnum, INT32 gt)
 			if (gt == GT_RACE && (mapheaderinfo[mapnum]->typeoflevel & TOL_RACE))
 				return true;
 
+			if (gt > 0 && gt < gametypecount && (mapheaderinfo[mapnum]->typeoflevel & gametypetol[gt]))
+				return true;
+
 			return false;
 
 		case LLM_LEVELSELECT:
@@ -4993,6 +5041,22 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
 	return rows;
 }
 
+//
+// M_CacheLevelPlatter
+//
+// Cache every patch used by the level platter.
+//
+static void M_CacheLevelPlatter(void)
+{
+	levselp[0][0] = W_CachePatchName("SLCT1LVL", PU_PATCH);
+	levselp[0][1] = W_CachePatchName("SLCT2LVL", PU_PATCH);
+	levselp[0][2] = W_CachePatchName("BLANKLVL", PU_PATCH);
+
+	levselp[1][0] = W_CachePatchName("SLCT1LVW", PU_PATCH);
+	levselp[1][1] = W_CachePatchName("SLCT2LVW", PU_PATCH);
+	levselp[1][2] = W_CachePatchName("BLANKLVW", PU_PATCH);
+}
+
 //
 // M_PrepareLevelPlatter
 //
@@ -5142,24 +5206,7 @@ static boolean M_PrepareLevelPlatter(INT32 gt, boolean nextmappick)
 	}
 #endif
 
-	if (levselp[0][0]) // never going to have some provided but not all, saves individually checking
-	{
-		W_UnlockCachedPatch(levselp[0][0]);
-		W_UnlockCachedPatch(levselp[0][1]);
-		W_UnlockCachedPatch(levselp[0][2]);
-
-		W_UnlockCachedPatch(levselp[1][0]);
-		W_UnlockCachedPatch(levselp[1][1]);
-		W_UnlockCachedPatch(levselp[1][2]);
-	}
-
-	levselp[0][0] = W_CachePatchName("SLCT1LVL", PU_STATIC);
-	levselp[0][1] = W_CachePatchName("SLCT2LVL", PU_STATIC);
-	levselp[0][2] = W_CachePatchName("BLANKLVL", PU_STATIC);
-
-	levselp[1][0] = W_CachePatchName("SLCT1LVW", PU_STATIC);
-	levselp[1][1] = W_CachePatchName("SLCT2LVW", PU_STATIC);
-	levselp[1][2] = W_CachePatchName("BLANKLVW", PU_STATIC);
+	M_CacheLevelPlatter();
 
 	return true;
 }
@@ -5380,6 +5427,9 @@ static void M_DrawLevelPlatterWideMap(UINT8 row, UINT8 col, INT32 x, INT32 y, bo
 	if (map <= 0)
 		return;
 
+	if (needpatchrecache)
+		M_CacheLevelPlatter();
+
 	//  A 564x100 image of the level as entry MAPxxW
 	if (!(levelselect.rows[row].mapavailable[col]))
 	{
@@ -5389,7 +5439,7 @@ static void M_DrawLevelPlatterWideMap(UINT8 row, UINT8 col, INT32 x, INT32 y, bo
 	else
 	{
 		if (W_CheckNumForName(va("%sW", G_BuildMapName(map))) != LUMPERROR)
-			patch = W_CachePatchName(va("%sW", G_BuildMapName(map)), PU_CACHE);
+			patch = W_CachePatchName(va("%sW", G_BuildMapName(map)), PU_PATCH);
 		else
 			patch = levselp[1][2]; // don't static to indicate that it's just a normal level
 
@@ -5411,6 +5461,9 @@ static void M_DrawLevelPlatterMap(UINT8 row, UINT8 col, INT32 x, INT32 y, boolea
 	if (map <= 0)
 		return;
 
+	if (needpatchrecache)
+		M_CacheLevelPlatter();
+
 	//  A 160x100 image of the level as entry MAPxxP
 	if (!(levelselect.rows[row].mapavailable[col]))
 	{
@@ -5420,7 +5473,7 @@ static void M_DrawLevelPlatterMap(UINT8 row, UINT8 col, INT32 x, INT32 y, boolea
 	else
 	{
 		if (W_CheckNumForName(va("%sP", G_BuildMapName(map))) != LUMPERROR)
-			patch = W_CachePatchName(va("%sP", G_BuildMapName(map)), PU_CACHE);
+			patch = W_CachePatchName(va("%sP", G_BuildMapName(map)), PU_PATCH);
 		else
 			patch = levselp[0][2]; // don't static to indicate that it's just a normal level
 
@@ -5480,8 +5533,8 @@ static void M_DrawLevelPlatterRow(UINT8 row, INT32 y)
 // new menus
 static void M_DrawRecordAttackForeground(void)
 {
-	patch_t *fg = W_CachePatchName("RECATKFG", PU_CACHE);
-	patch_t *clock = W_CachePatchName("RECCLOCK", PU_CACHE);
+	patch_t *fg = W_CachePatchName("RECATKFG", PU_PATCH);
+	patch_t *clock = W_CachePatchName("RECCLOCK", PU_PATCH);
 	angle_t fa;
 
 	INT32 i;
@@ -5519,7 +5572,7 @@ static void M_DrawNightsAttackMountains(void)
 {
 	static INT32 bgscrollx;
 	INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
-	patch_t *background = W_CachePatchName(curbgname, PU_CACHE);
+	patch_t *background = W_CachePatchName(curbgname, PU_PATCH);
 	INT32 x = FixedInt(bgscrollx) % SHORT(background->width);
 	INT32 y = BASEVIDHEIGHT - SHORT(background->height)*2;
 
@@ -5542,16 +5595,16 @@ static void M_DrawNightsAttackBackground(void)
 	INT32 i;
 
 	// top
-	patch_t *backtopfg = W_CachePatchName("NTSATKT1", PU_CACHE);
-	patch_t *fronttopfg = W_CachePatchName("NTSATKT2", PU_CACHE);
+	patch_t *backtopfg = W_CachePatchName("NTSATKT1", PU_PATCH);
+	patch_t *fronttopfg = W_CachePatchName("NTSATKT2", PU_PATCH);
 	INT32 backtopwidth = SHORT(backtopfg->width);
 	//INT32 backtopheight = SHORT(backtopfg->height);
 	INT32 fronttopwidth = SHORT(fronttopfg->width);
 	//INT32 fronttopheight = SHORT(fronttopfg->height);
 
 	// bottom
-	patch_t *backbottomfg = W_CachePatchName("NTSATKB1", PU_CACHE);
-	patch_t *frontbottomfg = W_CachePatchName("NTSATKB2", PU_CACHE);
+	patch_t *backbottomfg = W_CachePatchName("NTSATKB1", PU_PATCH);
+	patch_t *frontbottomfg = W_CachePatchName("NTSATKB2", PU_PATCH);
 	INT32 backbottomwidth = SHORT(backbottomfg->width);
 	INT32 backbottomheight = SHORT(backbottomfg->height);
 	INT32 frontbottomwidth = SHORT(frontbottomfg->width);
@@ -5695,7 +5748,7 @@ static void M_DrawLevelPlatterMenu(void)
 
 #if 0
 	if (levelselect.rows[lsrow].maplist[lscol] > 0)
-		V_DrawScaledPatch(lsbasex + cursorx-17, lsbasey+50+lsoffs[0], 0, W_CachePatchName("M_CURSOR", PU_CACHE));
+		V_DrawScaledPatch(lsbasex + cursorx-17, lsbasey+50+lsoffs[0], 0, W_CachePatchName("M_CURSOR", PU_PATCH));
 #endif
 
 	// handle movement of cursor box
@@ -5965,7 +6018,7 @@ static void M_DrawImageDef(void)
 		V_DrawScaledPic(0,0,0,W_GetNumForName(currentMenu->menuitems[itemOn].text));
 	else
 	{
-		patch_t *patch = W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_CACHE);
+		patch_t *patch = W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_PATCH);
 		if (patch->width <= BASEVIDWIDTH)
 			V_DrawScaledPatch(0,0,0,patch);
 		else
@@ -6024,6 +6077,27 @@ static void M_AddonsOptions(INT32 choice)
 #define LOCATIONSTRING1 "Visit \x83SRB2.ORG/MODS\x80 to get & make add-ons!"
 //#define LOCATIONSTRING2 "Visit \x88SRB2.ORG/MODS\x80 to get & make add-ons!"
 
+static void M_LoadAddonsPatches(void)
+{
+	addonsp[EXT_FOLDER] = W_CachePatchName("M_FFLDR", PU_PATCH);
+	addonsp[EXT_UP] = W_CachePatchName("M_FBACK", PU_PATCH);
+	addonsp[EXT_NORESULTS] = W_CachePatchName("M_FNOPE", PU_PATCH);
+	addonsp[EXT_TXT] = W_CachePatchName("M_FTXT", PU_PATCH);
+	addonsp[EXT_CFG] = W_CachePatchName("M_FCFG", PU_PATCH);
+	addonsp[EXT_WAD] = W_CachePatchName("M_FWAD", PU_PATCH);
+#ifdef USE_KART
+	addonsp[EXT_KART] = W_CachePatchName("M_FKART", PU_PATCH);
+#endif
+	addonsp[EXT_PK3] = W_CachePatchName("M_FPK3", PU_PATCH);
+	addonsp[EXT_SOC] = W_CachePatchName("M_FSOC", PU_PATCH);
+	addonsp[EXT_LUA] = W_CachePatchName("M_FLUA", PU_PATCH);
+	addonsp[NUM_EXT] = W_CachePatchName("M_FUNKN", PU_PATCH);
+	addonsp[NUM_EXT+1] = W_CachePatchName("M_FSEL", PU_PATCH);
+	addonsp[NUM_EXT+2] = W_CachePatchName("M_FLOAD", PU_PATCH);
+	addonsp[NUM_EXT+3] = W_CachePatchName("M_FSRCH", PU_PATCH);
+	addonsp[NUM_EXT+4] = W_CachePatchName("M_FSAVE", PU_PATCH);
+}
+
 static void M_Addons(INT32 choice)
 {
 	const char *pathname = ".";
@@ -6067,30 +6141,7 @@ static void M_Addons(INT32 choice)
 	else
 		dir_on[menudepthleft] = 0;
 
-	if (addonsp[0]) // never going to have some provided but not all, saves individually checking
-	{
-		size_t i;
-		for (i = 0; i < NUM_EXT+5; i++)
-			W_UnlockCachedPatch(addonsp[i]);
-	}
-
-	addonsp[EXT_FOLDER] = W_CachePatchName("M_FFLDR", PU_STATIC);
-	addonsp[EXT_UP] = W_CachePatchName("M_FBACK", PU_STATIC);
-	addonsp[EXT_NORESULTS] = W_CachePatchName("M_FNOPE", PU_STATIC);
-	addonsp[EXT_TXT] = W_CachePatchName("M_FTXT", PU_STATIC);
-	addonsp[EXT_CFG] = W_CachePatchName("M_FCFG", PU_STATIC);
-	addonsp[EXT_WAD] = W_CachePatchName("M_FWAD", PU_STATIC);
-#ifdef USE_KART
-	addonsp[EXT_KART] = W_CachePatchName("M_FKART", PU_STATIC);
-#endif
-	addonsp[EXT_PK3] = W_CachePatchName("M_FPK3", PU_STATIC);
-	addonsp[EXT_SOC] = W_CachePatchName("M_FSOC", PU_STATIC);
-	addonsp[EXT_LUA] = W_CachePatchName("M_FLUA", PU_STATIC);
-	addonsp[NUM_EXT] = W_CachePatchName("M_FUNKN", PU_STATIC);
-	addonsp[NUM_EXT+1] = W_CachePatchName("M_FSEL", PU_STATIC);
-	addonsp[NUM_EXT+2] = W_CachePatchName("M_FLOAD", PU_STATIC);
-	addonsp[NUM_EXT+3] = W_CachePatchName("M_FSRCH", PU_STATIC);
-	addonsp[NUM_EXT+4] = W_CachePatchName("M_FSAVE", PU_STATIC);
+	M_LoadAddonsPatches();
 
 	MISC_AddonsDef.prevMenu = currentMenu;
 	M_SetupNextMenu(&MISC_AddonsDef);
@@ -6230,6 +6281,10 @@ static void M_DrawAddons(void)
 		return;
 	}
 
+	// Lactozilla: Load addons menu patches.
+	if (needpatchrecache)
+		M_LoadAddonsPatches();
+
 	if (Playing())
 		V_DrawCenteredString(BASEVIDWIDTH/2, 5, warningflags, "Adding files mid-game may cause problems.");
 	else
@@ -7165,13 +7220,13 @@ static void M_DrawEmblemHints(void)
 		if (emblem->collected)
 		{
 			collected = V_GREENMAP;
-			V_DrawMappedPatch(12, 12+(28*j), 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_CACHE),
+			V_DrawMappedPatch(12, 12+(28*j), 0, W_CachePatchName(M_GetEmblemPatch(emblem, false), PU_PATCH),
 				R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
 		}
 		else
 		{
 			collected = 0;
-			V_DrawScaledPatch(12, 12+(28*j), 0, W_CachePatchName("NEEDIT", PU_CACHE));
+			V_DrawScaledPatch(12, 12+(28*j), 0, W_CachePatchName("NEEDIT", PU_PATCH));
 		}
 
 		if (emblem->hint[0])
@@ -7225,39 +7280,41 @@ static tic_t st_time = 0;
 static patch_t* st_radio[9];
 static patch_t* st_launchpad[4];
 
-static void M_SoundTest(INT32 choice)
+static void M_CacheSoundTest(void)
 {
-	INT32 ul = skyRoomMenuTranslations[choice-1];
 	UINT8 i;
 	char buf[8];
 
-	soundtestpage = (UINT8)(unlockables[ul].variable);
-	if (!soundtestpage)
-		soundtestpage = 1;
-
-	if (!S_PrepareSoundTest())
-	{
-		M_StartMessage(M_GetText("No selectable tracks found.\n"),NULL,MM_NOTHING);
-		return;
-	}
-
 	STRBUFCPY(buf, "M_RADIOn");
 	for (i = 0; i < 9; i++)
 	{
-		if (st_radio[i])
-			W_UnlockCachedPatch(st_radio[i]);
 		buf[7] = (char)('0'+i);
-		st_radio[i] = W_CachePatchName(buf, PU_STATIC);
+		st_radio[i] = W_CachePatchName(buf, PU_PATCH);
 	}
 
 	STRBUFCPY(buf, "M_LPADn");
 	for (i = 0; i < 4; i++)
 	{
-		if (st_launchpad[i])
-			W_UnlockCachedPatch(st_launchpad[i]);
 		buf[6] = (char)('0'+i);
-		st_launchpad[i] = W_CachePatchName(buf, PU_STATIC);
+		st_launchpad[i] = W_CachePatchName(buf, PU_PATCH);
 	}
+}
+
+static void M_SoundTest(INT32 choice)
+{
+	INT32 ul = skyRoomMenuTranslations[choice-1];
+
+	soundtestpage = (UINT8)(unlockables[ul].variable);
+	if (!soundtestpage)
+		soundtestpage = 1;
+
+	if (!S_PrepareSoundTest())
+	{
+		M_StartMessage(M_GetText("No selectable tracks found.\n"),NULL,MM_NOTHING);
+		return;
+	}
+
+	M_CacheSoundTest();
 
 	curplaying = NULL;
 	st_time = 0;
@@ -7276,6 +7333,9 @@ static void M_DrawSoundTest(void)
 	fixed_t hscale = FRACUNIT/2, vscale = FRACUNIT/2, bounce = 0;
 	UINT8 frame[4] = {0, 0, -1, SKINCOLOR_RUBY};
 
+	if (needpatchrecache)
+		M_CacheSoundTest();
+
 	// let's handle the ticker first. ideally we'd tick this somewhere else, BUT...
 	if (curplaying)
 	{
@@ -7848,6 +7908,17 @@ static INT32 saveSlotSelected = 1;
 static INT32 loadgamescroll = 0;
 static UINT8 loadgameoffset = 0;
 
+static void M_CacheLoadGameData(void)
+{
+	savselp[0] = W_CachePatchName("SAVEBACK", PU_PATCH);
+	savselp[1] = W_CachePatchName("SAVENONE", PU_PATCH);
+	savselp[2] = W_CachePatchName("ULTIMATE", PU_PATCH);
+
+	savselp[3] = W_CachePatchName("GAMEDONE", PU_PATCH);
+	savselp[4] = W_CachePatchName("BLACXLVL", PU_PATCH);
+	savselp[5] = W_CachePatchName("BLANKLVL", PU_PATCH);
+}
+
 static void M_DrawLoadGameData(void)
 {
 	INT32 i, savetodraw, x, y, hsep = 90;
@@ -7856,6 +7927,9 @@ static void M_DrawLoadGameData(void)
 	if (vid.width != BASEVIDWIDTH*vid.dupx)
 		hsep = (hsep*vid.width)/(BASEVIDWIDTH*vid.dupx);
 
+	if (needpatchrecache)
+		M_CacheLoadGameData();
+
 	for (i = -2; i <= 2; i++)
 	{
 		savetodraw = (saveSlotSelected + i + numsaves)%numsaves;
@@ -7964,7 +8038,7 @@ static void M_DrawLoadGameData(void)
 				{
 					lumpnum_t lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName((savegameinfo[savetodraw].gamemap) & 8191)));
 					if (lumpnum != LUMPERROR)
-						patch = W_CachePatchNum(lumpnum, PU_CACHE);
+						patch = W_CachePatchNum(lumpnum, PU_PATCH);
 					else
 						patch = savselp[5];
 				}
@@ -8020,7 +8094,7 @@ static void M_DrawLoadGameData(void)
 					goto skipbot;
 				colormap = R_GetTranslationColormap(savegameinfo[savetodraw].botskin, charbotskin->prefcolor, 0);
 				sprframe = &sprdef->spriteframes[0];
-				patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+				patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 
 				V_DrawFixedPatch(
 					tempx + (18<<FRACBITS),
@@ -8042,7 +8116,7 @@ skipbot:
 			if (!sprdef->numframes)
 				goto skipsign;
 			sprframe = &sprdef->spriteframes[0];
-			patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+			patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 
 			V_DrawFixedPatch(
 				tempx,
@@ -8066,7 +8140,7 @@ skipsign:
 			if (!sprdef->numframes)
 				goto skiplife;
 			sprframe = &sprdef->spriteframes[0];
-			patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+			patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 
 			V_DrawFixedPatch(
 				(tempx + 4)<<FRACBITS,
@@ -8077,7 +8151,7 @@ skiplife:
 			if (colormap)
 				Z_Free(colormap);
 
-			patch = W_CachePatchName("STLIVEX", PU_CACHE);
+			patch = W_CachePatchName("STLIVEX", PU_PATCH);
 
 			V_DrawScaledPatch(tempx + 9, y + 2, 0, patch);
 			tempx += 16;
@@ -8093,14 +8167,14 @@ skiplife:
 			// continues
 			if (savegameinfo[savetodraw].continues > 0)
 			{
-				V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTSAVE", PU_CACHE));
+				V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTSAVE", PU_PATCH));
 				V_DrawScaledPatch(tempx + 9, y + 2, 0, patch);
 				V_DrawString(tempx + 16, y, 0, va("%d", savegameinfo[savetodraw].continues));
 			}
 			else
 			{
-				V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTNONE", PU_CACHE));
-				V_DrawScaledPatch(tempx + 9, y + 2, 0, W_CachePatchName("STNONEX", PU_CACHE));
+				V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTNONE", PU_PATCH));
+				V_DrawScaledPatch(tempx + 9, y + 2, 0, W_CachePatchName("STNONEX", PU_PATCH));
 				V_DrawString(tempx + 16, y, V_GRAYMAP, "0");
 			}
 		}
@@ -8332,24 +8406,7 @@ static void M_ReadSaveStrings(void)
 		M_ReadSavegameInfo(i);
 	}
 
-	if (savselp[0]) // never going to have some provided but not all, saves individually checking
-	{
-		W_UnlockCachedPatch(savselp[0]);
-		W_UnlockCachedPatch(savselp[1]);
-		W_UnlockCachedPatch(savselp[2]);
-
-		W_UnlockCachedPatch(savselp[3]);
-		W_UnlockCachedPatch(savselp[4]);
-		W_UnlockCachedPatch(savselp[5]);
-	}
-
-	savselp[0] = W_CachePatchName("SAVEBACK", PU_STATIC);
-	savselp[1] = W_CachePatchName("SAVENONE", PU_STATIC);
-	savselp[2] = W_CachePatchName("ULTIMATE", PU_STATIC);
-
-	savselp[3] = W_CachePatchName("GAMEDONE", PU_STATIC);
-	savselp[4] = W_CachePatchName("BLACXLVL", PU_STATIC);
-	savselp[5] = W_CachePatchName("BLANKLVL", PU_STATIC);
+	M_CacheLoadGameData();
 }
 
 //
@@ -8529,6 +8586,43 @@ void M_ForceSaveSlotSelected(INT32 sslot)
 // CHARACTER SELECT
 // ================
 
+// lactozilla: sometimes the renderer changes and these patches don't exist anymore
+static void M_CacheCharacterSelectEntry(INT32 i, INT32 skinnum)
+{
+	if (!(description[i].picname[0]))
+	{
+		if (skins[skinnum].sprites[SPR2_XTRA].numframes > XTRA_CHARSEL)
+		{
+			spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
+			spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CHARSEL];
+			description[i].charpic = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
+		}
+		else
+			description[i].charpic = W_CachePatchName("MISSING", PU_PATCH);
+	}
+	else
+		description[i].charpic = W_CachePatchName(description[i].picname, PU_PATCH);
+
+	if (description[i].nametag[0])
+		description[i].namepic = W_CachePatchName(description[i].nametag, PU_PATCH);
+}
+
+static void M_CacheCharacterSelect(void)
+{
+	INT32 i, skinnum;
+
+	for (i = 0; i < 32; i++)
+	{
+		if (!description[i].used)
+			continue;
+
+		// Already set in M_SetupChoosePlayer
+		skinnum = description[i].skinnum[0];
+		if ((skinnum != -1) && (R_SkinUsable(-1, skinnum)))
+			M_CacheCharacterSelectEntry(i, skinnum);
+	}
+}
+
 static void M_SetupChoosePlayer(INT32 choice)
 {
 	INT32 skinnum;
@@ -8576,27 +8670,7 @@ static void M_SetupChoosePlayer(INT32 choice)
 					if (i == char_on)
 						allowed = true;
 
-					if (!(description[i].picname[0]))
-					{
-						if (skins[skinnum].sprites[SPR2_XTRA].numframes > XTRA_CHARSEL)
-						{
-							spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
-							spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CHARSEL];
-							description[i].charpic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
-						}
-						else
-							description[i].charpic = W_CachePatchName("MISSING", PU_CACHE);
-					}
-					else
-						description[i].charpic = W_CachePatchName(description[i].picname, PU_CACHE);
-
-					if (description[i].nametag[0])
-					{
-						const char *nametag = description[i].nametag;
-						description[i].namepic = NULL;
-						if (W_LumpExists(nametag))
-							description[i].namepic = W_CachePatchName(nametag, PU_CACHE);
-					}
+					M_CacheCharacterSelectEntry(i, skinnum);
 				}
 				// else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
 			}
@@ -8735,8 +8809,8 @@ static void M_DrawSetupChoosePlayerMenu(void)
 	UINT8 *colormap = NULL;
 	INT32 prev = -1, next = -1;
 
-	patch_t *charbg = W_CachePatchName("CHARBG", PU_CACHE);
-	patch_t *charfg = W_CachePatchName("CHARFG", PU_CACHE);
+	patch_t *charbg = W_CachePatchName("CHARBG", PU_PATCH);
+	patch_t *charfg = W_CachePatchName("CHARFG", PU_PATCH);
 	INT16 bgheight = SHORT(charbg->height);
 	INT16 fgheight = SHORT(charfg->height);
 	INT16 bgwidth = SHORT(charbg->width);
@@ -8744,6 +8818,10 @@ static void M_DrawSetupChoosePlayerMenu(void)
 	INT32 x, y;
 	INT32 w = (vid.width/vid.dupx);
 
+	// lactozilla: the renderer changed so recache patches
+	if (needpatchrecache)
+		M_CacheCharacterSelect();
+
 	if (abs(char_scroll) > FRACUNIT)
 		char_scroll -= (char_scroll>>2);
 	else // close enough.
@@ -8922,7 +9000,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
 	// Alternative menu header
 #ifdef CHOOSEPLAYER_DRAWHEADER
 	{
-		patch_t *header = W_CachePatchName("M_PICKP", PU_CACHE);
+		patch_t *header = W_CachePatchName("M_PICKP", PU_PATCH);
 		INT32 xtitle = 146;
 		INT32 ytitle = (35 - SHORT(header->height))/2;
 		V_DrawFixedPatch(xtitle<<FRACBITS, ytitle<<FRACBITS, FRACUNIT/2, 0, header, NULL);
@@ -9092,10 +9170,10 @@ static void M_DrawStatsMaps(int location)
 			exemblem = &extraemblems[i];
 
 			if (exemblem->collected)
-				V_DrawSmallMappedPatch(292, y, 0, W_CachePatchName(M_GetExtraEmblemPatch(exemblem, false), PU_CACHE),
+				V_DrawSmallMappedPatch(292, y, 0, W_CachePatchName(M_GetExtraEmblemPatch(exemblem, false), PU_PATCH),
 				                       R_GetTranslationColormap(TC_DEFAULT, M_GetExtraEmblemColor(exemblem), GTC_CACHE));
 			else
-				V_DrawSmallScaledPatch(292, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
+				V_DrawSmallScaledPatch(292, y, 0, W_CachePatchName("NEEDIT", PU_PATCH));
 
 			V_DrawString(20, y, V_YELLOWMAP|V_ALLOWLOWERCASE, va("%s", exemblem->description));
 		}
@@ -9171,7 +9249,7 @@ static void M_DrawLevelStats(void)
 		V_DrawString(20, 56, V_GREENMAP, "(complete)");
 
 	V_DrawString(36, 64, 0, va("x %d/%d", M_CountEmblems(), numemblems+numextraemblems));
-	V_DrawSmallScaledPatch(20, 64, 0, W_CachePatchName("EMBLICON", PU_STATIC));
+	V_DrawSmallScaledPatch(20, 64, 0, W_CachePatchName("EMBLICON", PU_PATCH));
 
 	sprintf(beststr, "%u", bestscore);
 	V_DrawString(BASEVIDWIDTH/2, 48, V_YELLOWMAP, "SCORE:");
@@ -9303,7 +9381,7 @@ void M_DrawTimeAttackMenu(void)
 	}
 
 	// DRAW THE SKULL CURSOR
-	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
+	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0, W_CachePatchName("M_CURSOR", PU_PATCH));
 	V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
 
 	// Character face!
@@ -9312,10 +9390,10 @@ void M_DrawTimeAttackMenu(void)
 		{
 			spritedef_t *sprdef = &skins[cv_chooseskin.value-1].sprites[SPR2_XTRA];
 			spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CHARSEL];
-			PictureOfUrFace = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+			PictureOfUrFace = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 		}
 		else
-			PictureOfUrFace = W_CachePatchName("MISSING", PU_CACHE);
+			PictureOfUrFace = W_CachePatchName("MISSING", PU_PATCH);
 
 		if (PictureOfUrFace->width >= 256)
 			V_DrawTinyScaledPatch(224, 120, 0, PictureOfUrFace);
@@ -9343,9 +9421,9 @@ void M_DrawTimeAttackMenu(void)
 		lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
 
 		if (lumpnum != LUMPERROR)
-			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_CACHE);
+			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_PATCH);
 		else
-			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
+			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_PATCH);
 
 		y = 32+lsheadingheight;
 		V_DrawSmallScaledPatch(216, y, 0, PictureOfLevel);
@@ -9390,7 +9468,7 @@ void M_DrawTimeAttackMenu(void)
 					goto skipThisOne;
 			}
 
-			empatch = W_CachePatchName(M_GetEmblemPatch(em, true), PU_CACHE);
+			empatch = W_CachePatchName(M_GetEmblemPatch(em, true), PU_PATCH);
 
 			empatx = SHORT(empatch->leftoffset)/2;
 			empaty = SHORT(empatch->topoffset)/2;
@@ -9399,7 +9477,7 @@ void M_DrawTimeAttackMenu(void)
 				V_DrawSmallMappedPatch(104+76+empatx, yHeight+lsheadingheight/2+empaty, 0, empatch,
 				                       R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_CACHE));
 			else
-				V_DrawSmallScaledPatch(104+76, yHeight+lsheadingheight/2, 0, W_CachePatchName("NEEDITL", PU_CACHE));
+				V_DrawSmallScaledPatch(104+76, yHeight+lsheadingheight/2, 0, W_CachePatchName("NEEDITL", PU_PATCH));
 
 			skipThisOne:
 			em = M_GetLevelEmblems(-1);
@@ -9579,7 +9657,7 @@ void M_DrawNightsAttackMenu(void)
 	}
 
 	// DRAW THE SKULL CURSOR
-	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
+	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0, W_CachePatchName("M_CURSOR", PU_PATCH));
 	V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
 
 	// Level record list
@@ -9603,9 +9681,9 @@ void M_DrawNightsAttackMenu(void)
 		lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
 
 		if (lumpnum != LUMPERROR)
-			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_CACHE);
+			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_PATCH);
 		else
-			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
+			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_PATCH);
 
 		y = 32+lsheadingheight;
 		V_DrawSmallScaledPatch(208, y, 0, PictureOfLevel);
@@ -9677,10 +9755,10 @@ void M_DrawNightsAttackMenu(void)
 				}
 
 				if (em->collected)
-					V_DrawSmallMappedPatch(xpos, yHeight+lsheadingheight/2, 0, W_CachePatchName(M_GetEmblemPatch(em, false), PU_CACHE),
+					V_DrawSmallMappedPatch(xpos, yHeight+lsheadingheight/2, 0, W_CachePatchName(M_GetEmblemPatch(em, false), PU_PATCH),
 																 R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_CACHE));
 				else
-					V_DrawSmallScaledPatch(xpos, yHeight+lsheadingheight/2, 0, W_CachePatchName("NEEDIT", PU_CACHE));
+					V_DrawSmallScaledPatch(xpos, yHeight+lsheadingheight/2, 0, W_CachePatchName("NEEDIT", PU_PATCH));
 
 				skipThisOne:
 				em = M_GetLevelEmblems(-1);
@@ -9716,8 +9794,8 @@ static void M_NightsAttack(INT32 choice)
 	// This is really just to make sure Sonic is the played character, just in case
 	M_PatchSkinNameTable();
 
-	ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_CACHE);
-	ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_CACHE);
+	ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
+	ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
 
 	G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
 	titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
@@ -10148,7 +10226,7 @@ static void M_DrawConnectMenu(void)
 		                     va("Ping: %u", (UINT32)LONG(serverlist[slindex].info.time)));
 
 		gt = "Unknown";
-		if (serverlist[slindex].info.gametype < NUMGAMETYPES)
+		if (serverlist[slindex].info.gametype < gametypecount)
 			gt = Gametype_Names[serverlist[slindex].info.gametype];
 
 		V_DrawSmallString(currentMenu->x+46,S_LINEY(i)+8, globalflags,
@@ -10439,9 +10517,9 @@ static void M_DrawServerMenu(void)
 		lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
 
 		if (lumpnum != LUMPERROR)
-			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_CACHE);
+			PictureOfLevel = W_CachePatchName(va("%sP", G_BuildMapName(cv_nextmap.value)), PU_PATCH);
 		else
-			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
+			PictureOfLevel = W_CachePatchName("BLANKLVL", PU_PATCH);
 
 		V_DrawSmallScaledPatch(319 - (currentMenu->x + (SHORT(PictureOfLevel->width)/2)), currentMenu->y + imgheight, 0, PictureOfLevel);
 	}
@@ -10758,7 +10836,7 @@ static void M_DrawSetupMultiPlayerMenu(void)
 		multi_frame = 0;
 
 	sprframe = &sprdef->spriteframes[multi_frame];
-	patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+	patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 	if (sprframe->flip & 1) // Only for first sprite
 		flags |= V_FLIP; // This sprite is left/right flipped!
 
@@ -10779,7 +10857,7 @@ faildraw:
 		return; // Can't render!
 
 	sprframe = &sprdef->spriteframes[0];
-	patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
+	patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 	if (sprframe->flip & 1) // Only for first sprite
 		flags |= V_FLIP; // This sprite is left/right flipped!
 
@@ -10850,7 +10928,7 @@ colordraw:
 		cursory = y;
 
 	V_DrawScaledPatch(x - 17, cursory, 0,
-		W_CachePatchName("M_CURSOR", PU_CACHE));
+		W_CachePatchName("M_CURSOR", PU_PATCH));
 }
 
 // Handle 1P/2P MP Setup
@@ -11176,7 +11254,7 @@ static void M_DrawJoystick(void)
 		if (i == itemOn)
 		{
 			V_DrawScaledPatch(currentMenu->x - 24, OP_JoystickSetDef.y+LINEHEIGHT*i-4, 0,
-				W_CachePatchName("M_CURSOR", PU_CACHE));
+				W_CachePatchName("M_CURSOR", PU_PATCH));
 		}
 	}
 }
@@ -11494,7 +11572,7 @@ static void M_DrawControl(void)
 	}
 
 	V_DrawScaledPatch(currentMenu->x - 20, cursory, 0,
-		W_CachePatchName("M_CURSOR", PU_CACHE));
+		W_CachePatchName("M_CURSOR", PU_PATCH));
 }
 
 #undef controlbuffer
@@ -11868,7 +11946,7 @@ static void M_DrawVideoMode(void)
 	j = OP_VideoModeDef.y + 14 + ((vidm_selected % vidm_column_size)*8);
 
 	V_DrawScaledPatch(i - 8, j, 0,
-		W_CachePatchName("M_CURSOR", PU_CACHE));
+		W_CachePatchName("M_CURSOR", PU_PATCH));
 }
 
 // Just M_DrawGenericScrollMenu but showing a backing behind the headers.
@@ -11996,7 +12074,7 @@ static void M_DrawColorMenu(void)
 
 	// DRAW THE SKULL CURSOR
 	V_DrawScaledPatch(currentMenu->x - 24, cursory, 0,
-		W_CachePatchName("M_CURSOR", PU_CACHE));
+		W_CachePatchName("M_CURSOR", PU_PATCH));
 }
 
 // special menuitem key handler for video mode list
@@ -12074,17 +12152,7 @@ static void M_HandleVideoMode(INT32 ch)
 
 static void M_DrawScreenshotMenu(void)
 {
-
 	M_DrawGenericScrollMenu();
-#ifdef HWRENDER
-	if ((rendermode == render_opengl) && (itemOn < 7)) // where it starts to go offscreen; change this number if you change the layout of the screenshot menu
-	{
-		INT32 y = currentMenu->y+currentMenu->menuitems[op_screenshot_colorprofile].alphaKey*2;
-		if (itemOn == 6)
-			y -= 10;
-		V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, y, V_REDMAP, "ON");
-	}
-#endif
 }
 
 // ===============
@@ -12169,7 +12237,7 @@ void M_QuitResponse(INT32 ch)
 		ptime = I_GetTime() + NEWTICRATE*2; // Shortened the quit time, used to be 2 seconds Tails 03-26-2001
 		while (ptime > I_GetTime())
 		{
-			V_DrawScaledPatch(0, 0, 0, W_CachePatchName("GAMEQUIT", PU_CACHE)); // Demo 3 Quit Screen Tails 06-16-2001
+			V_DrawScaledPatch(0, 0, 0, W_CachePatchName("GAMEQUIT", PU_PATCH)); // Demo 3 Quit Screen Tails 06-16-2001
 			I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001
 			I_Sleep();
 		}
diff --git a/src/m_menu.h b/src/m_menu.h
index 09bf371cbfd989e0cab83538a2f9070d2fcf716e..7730133ebd86d6fe5cc308e02e805ad3542effcf 100644
--- a/src/m_menu.h
+++ b/src/m_menu.h
@@ -373,6 +373,7 @@ typedef struct
 	UINT8 col[2];
 	char notes[441];
 } gtdesc_t;
+extern gtdesc_t gametypedesc[NUMGAMETYPES];
 
 // mode descriptions for video mode menu
 typedef struct
diff --git a/src/m_misc.c b/src/m_misc.c
index 0fe1b6087a26d1d1fe2bf4643f387656aa21e4cb..13607a66c6908b3274172e4242a7657a59ea8a29 100644
--- a/src/m_misc.c
+++ b/src/m_misc.c
@@ -1779,7 +1779,7 @@ char *M_GetToken(const char *inputString)
 			|| stringToUse[startPos] == '\r'
 			|| stringToUse[startPos] == '\n'
 			|| stringToUse[startPos] == '\0'
-			|| stringToUse[startPos] == '"' // we're treating this as whitespace because SLADE likes adding it for no good reason
+			|| stringToUse[startPos] == '=' || stringToUse[startPos] == ';' // UDMF TEXTMAP.
 			|| inComment != 0)
 			&& startPos < stringLength)
 	{
@@ -1837,6 +1837,23 @@ char *M_GetToken(const char *inputString)
 		texturesToken[1] = '\0';
 		return texturesToken;
 	}
+	// Return entire string within quotes, except without the quotes.
+	else if (stringToUse[startPos] == '"')
+	{
+		endPos = ++startPos;
+		while (stringToUse[endPos] != '"' && endPos < stringLength)
+			endPos++;
+
+		texturesTokenLength = endPos++ - startPos;
+		// Assign the memory. Don't forget an extra byte for the end of the string!
+		texturesToken = (char *)Z_Malloc((texturesTokenLength+1)*sizeof(char),PU_STATIC,NULL);
+		// Copy the string.
+		M_Memcpy(texturesToken, stringToUse+startPos, (size_t)texturesTokenLength);
+		// Make the final character NUL.
+		texturesToken[texturesTokenLength] = '\0';
+
+		return texturesToken;
+	}
 
 	// Now find the end of the token. This includes several additional characters that are okay to capture as one character, but not trailing at the end of another token.
 	endPos = startPos + 1;
@@ -1847,7 +1864,7 @@ char *M_GetToken(const char *inputString)
 			&& stringToUse[endPos] != ','
 			&& stringToUse[endPos] != '{'
 			&& stringToUse[endPos] != '}'
-			&& stringToUse[endPos] != '"' // see above
+			&& stringToUse[endPos] != '=' && stringToUse[endPos] != ';' // UDMF TEXTMAP.
 			&& inComment == 0)
 			&& endPos < stringLength)
 	{
diff --git a/src/p_enemy.c b/src/p_enemy.c
index 74a11fe6735027ad018f110a031ffdc82e274f0a..ce201844ff74c9b093b591d52b2a052686c4e586 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -181,11 +181,9 @@ void A_SpawnObjectAbsolute(mobj_t *actor);
 void A_SpawnObjectRelative(mobj_t *actor);
 void A_ChangeAngleRelative(mobj_t *actor);
 void A_ChangeAngleAbsolute(mobj_t *actor);
-#ifdef ROTSPRITE
 void A_RollAngle(mobj_t *actor);
 void A_ChangeRollAngleRelative(mobj_t *actor);
 void A_ChangeRollAngleAbsolute(mobj_t *actor);
-#endif // ROTSPRITE
 void A_PlaySound(mobj_t *actor);
 void A_FindTarget(mobj_t *actor);
 void A_FindTracer(mobj_t *actor);
@@ -2263,7 +2261,7 @@ void A_CrushclawLaunch(mobj_t *actor)
 		while (chain)
 		{
 			P_TeleportMove(chain, actor->target->x + idx, actor->target->y + idy, actor->target->z + idz);
-			chain->watertop = chain->z;
+			chain->movefactor = chain->z;
 			idx += dx;
 			idy += dy;
 			idz += dz;
@@ -4985,7 +4983,7 @@ void A_ThrownRing(mobj_t *actor)
 				continue;
 
 			// Don't home in on teammates.
-			if (gametype == GT_CTF
+			if ((gametyperules & GTR_TEAMFLAGS)
 				&& actor->target->player->ctfteam == player->ctfteam)
 				continue;
 		}
@@ -6591,7 +6589,7 @@ void A_OldRingExplode(mobj_t *actor) {
 
 		if (changecolor)
 		{
-			if (gametype != GT_CTF)
+			if (!(gametyperules & GTR_TEAMFLAGS))
 				mo->color = actor->target->color; //copy color
 			else if (actor->target->player->ctfteam == 2)
 				mo->color = skincolor_bluering;
@@ -6607,7 +6605,7 @@ void A_OldRingExplode(mobj_t *actor) {
 
 	if (changecolor)
 	{
-		if (gametype != GT_CTF)
+		if (!(gametyperules & GTR_TEAMFLAGS))
 			mo->color = actor->target->color; //copy color
 		else if (actor->target->player->ctfteam == 2)
 			mo->color = skincolor_bluering;
@@ -6622,7 +6620,7 @@ void A_OldRingExplode(mobj_t *actor) {
 
 	if (changecolor)
 	{
-		if (gametype != GT_CTF)
+		if (!(gametyperules & GTR_TEAMFLAGS))
 			mo->color = actor->target->color; //copy color
 		else if (actor->target->player->ctfteam == 2)
 			mo->color = skincolor_bluering;
@@ -8627,7 +8625,6 @@ void A_ChangeAngleAbsolute(mobj_t *actor)
 	actor->angle = FixedAngle(P_RandomRange(amin, amax));
 }
 
-#ifdef ROTSPRITE
 // Function: A_RollAngle
 //
 // Description: Changes the roll angle.
@@ -8663,16 +8660,10 @@ void A_RollAngle(mobj_t *actor)
 //
 void A_ChangeRollAngleRelative(mobj_t *actor)
 {
-	// Oh god, the old code /sucked/. Changed this and the absolute version to get a random range using amin and amax instead of
-	//  getting a random angle from the _entire_ spectrum and then clipping. While we're at it, do the angle conversion to the result
-	//  rather than the ranges, so <0 and >360 work as possible values. -Red
 	INT32 locvar1 = var1;
 	INT32 locvar2 = var2;
-	//angle_t angle = (P_RandomByte()+1)<<24;
 	const fixed_t amin = locvar1*FRACUNIT;
 	const fixed_t amax = locvar2*FRACUNIT;
-	//const angle_t amin = FixedAngle(locvar1*FRACUNIT);
-	//const angle_t amax = FixedAngle(locvar2*FRACUNIT);
 #ifdef HAVE_BLUA
 	if (LUA_CallAction("A_ChangeRollAngleRelative", actor))
 		return;
@@ -8682,11 +8673,6 @@ void A_ChangeRollAngleRelative(mobj_t *actor)
 	if (amin > amax)
 		I_Error("A_ChangeRollAngleRelative: var1 is greater than var2");
 #endif
-/*
-	if (angle < amin)
-		angle = amin;
-	if (angle > amax)
-		angle = amax;*/
 
 	actor->rollangle += FixedAngle(P_RandomRange(amin, amax));
 }
@@ -8702,11 +8688,8 @@ void A_ChangeRollAngleAbsolute(mobj_t *actor)
 {
 	INT32 locvar1 = var1;
 	INT32 locvar2 = var2;
-	//angle_t angle = (P_RandomByte()+1)<<24;
 	const fixed_t amin = locvar1*FRACUNIT;
 	const fixed_t amax = locvar2*FRACUNIT;
-	//const angle_t amin = FixedAngle(locvar1*FRACUNIT);
-	//const angle_t amax = FixedAngle(locvar2*FRACUNIT);
 #ifdef HAVE_BLUA
 	if (LUA_CallAction("A_ChangeRollAngleAbsolute", actor))
 		return;
@@ -8716,15 +8699,9 @@ void A_ChangeRollAngleAbsolute(mobj_t *actor)
 	if (amin > amax)
 		I_Error("A_ChangeRollAngleAbsolute: var1 is greater than var2");
 #endif
-/*
-	if (angle < amin)
-		angle = amin;
-	if (angle > amax)
-		angle = amax;*/
 
 	actor->rollangle = FixedAngle(P_RandomRange(amin, amax));
 }
-#endif // ROTSPRITE
 
 // Function: A_PlaySound
 //
@@ -13614,12 +13591,12 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing)
 		}
 		else
 		{ //Player on the top of the tornado.
+			P_ResetPlayer(player);
 			thing->z = dustdevil->z + dustdevil->height;
 			thrust = 20 * FRACUNIT;
 			player->powers[pw_nocontrol] = 0;
 			S_StartSound(thing, sfx_wdjump);
 			P_SetPlayerMobjState(thing, S_PLAY_FALL);
-			player->pflags &= ~PF_JUMPED;
 		}
 
 		thing->momz = thrust;
@@ -14248,7 +14225,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
 	fixed_t c = FINECOSINE(fa)*locvar2;
 	fixed_t s = FINESINE(fa)*locvar2;
 	mobj_t *door;
-	mobjflag2_t ambush = (actor->flags & MF2_AMBUSH);
+	mobjflag2_t ambush = (actor->flags2 & MF2_AMBUSH);
 
 #ifdef HAVE_BLUA
 	if (LUA_CallAction("A_SaloonDoorSpawn", actor))
@@ -14712,20 +14689,35 @@ void A_DragonWing(mobj_t *actor)
 void A_DragonSegment(mobj_t *actor)
 {
 	mobj_t *target = actor->target;
-	fixed_t dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
-	fixed_t radius = actor->radius + target->radius;
-	angle_t hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
-	angle_t zangle = R_PointToAngle2(0, target->z, dist, actor->z);
-	fixed_t hdist = P_ReturnThrustX(target, zangle, radius);
-	fixed_t xdist = P_ReturnThrustX(target, hangle, hdist);
-	fixed_t ydist = P_ReturnThrustY(target, hangle, hdist);
-	fixed_t zdist = P_ReturnThrustY(target, zangle, radius);
+	fixed_t dist;
+	fixed_t radius;
+	angle_t hangle;
+	angle_t zangle;
+	fixed_t hdist;
+	fixed_t xdist;
+	fixed_t ydist;
+	fixed_t zdist;
 
 	#ifdef HAVE_BLUA
 		if (LUA_CallAction("A_DragonSegment", actor))
 			return;
 	#endif
 
+	if (target == NULL || !target->health)
+	{
+		P_RemoveMobj(actor);
+		return;
+	}
+
+	dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
+	radius = actor->radius + target->radius;
+	hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
+	zangle = R_PointToAngle2(0, target->z, dist, actor->z);
+	hdist = P_ReturnThrustX(target, zangle, radius);
+	xdist = P_ReturnThrustX(target, hangle, hdist);
+	ydist = P_ReturnThrustY(target, hangle, hdist);
+	zdist = P_ReturnThrustY(target, zangle, radius);
+
 	actor->angle = hangle;
 	P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
 }
diff --git a/src/p_inter.c b/src/p_inter.c
index 1acbad085e44a0a91742648cfd9a4dd4876024be..f39415cd67f5cbe8ef0901ffb74ac538621cc814 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -625,7 +625,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 
 			P_AddPlayerScore(player, 1000);
 
-			if (gametype != GT_COOP || modeattacking) // score only?
+			if (!(gametyperules & GTR_SPECIALSTAGES) || modeattacking) // score only?
 			{
 				S_StartSound(toucher, sfx_chchng);
 				break;
@@ -1888,7 +1888,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 	char targetname[MAXPLAYERNAME+4];
 	char sourcename[MAXPLAYERNAME+4];
 
-	if (G_PlatformGametype())
+	if (!(gametyperules & (GTR_RINGSLINGER|GTR_HURTMESSAGES)))
 		return; // Not in coop, etc.
 
 	if (!player)
@@ -2093,7 +2093,7 @@ void P_CheckTimeLimit(void)
 	if (!(multiplayer || netgame))
 		return;
 
-	if (G_PlatformGametype())
+	if (!(gametyperules & GTR_TIMELIMIT))
 		return;
 
 	if (leveltime < timelimitintics)
@@ -2124,7 +2124,7 @@ void P_CheckTimeLimit(void)
 	}
 
 	//Optional tie-breaker for Match/CTF
-	else if (cv_overtime.value)
+	else if ((cv_overtime.value) && (gametyperules & GTR_OVERTIME))
 	{
 		INT32 playerarray[MAXPLAYERS];
 		INT32 tempplayer = 0;
@@ -2206,7 +2206,7 @@ void P_CheckPointLimit(void)
 	if (!(multiplayer || netgame))
 		return;
 
-	if (G_PlatformGametype())
+	if (!(gametyperules & GTR_POINTLIMIT))
 		return;
 
 	// pointlimit is nonzero, check if it's been reached by this player
@@ -2389,7 +2389,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 	{
 		if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
 			G_StopMetalRecording(true);
-		if (gametype == GT_MATCH // note, no team match suicide penalty
+		if ((gametyperules & GTR_DEATHPENALTY) // note, no team match suicide penalty
 			&& ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player)))
 		{ // Suicide penalty
 			if (target->player->score >= 50)
@@ -2481,9 +2481,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 
 					P_SetMobjState(scoremobj, scorestate);
 
-					// On ground? No chain starts.
-					if (source->player->powers[pw_invulnerability] || !P_IsObjectOnGround(source))
-						source->player->scoreadd = locscoreadd;
+					source->player->scoreadd = locscoreadd;
 				}
 			}
 
@@ -2978,7 +2976,7 @@ static void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
 		player->flyangle += 180; // Shuffle's BETTERNIGHTSMOVEMENT?
 		player->flyangle %= 360;
 
-		if (gametype == GT_RACE || gametype == GT_COMPETITION)
+		if (gametyperules & GTR_RACE)
 			player->drillmeter -= 5*20;
 		else
 		{
@@ -3005,9 +3003,7 @@ static void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
 		P_SetPlayerMobjState(target, S_PLAY_NIGHTS_STUN);
 		S_StartSound(target, sfx_nghurt);
 
-#ifdef ROTSPRITE
 		player->mo->rollangle = 0;
-#endif
 
 		if (oldnightstime > 10*TICRATE
 			&& player->nightstime < 10*TICRATE)
@@ -3042,7 +3038,7 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN
 		return false;
 
 	// Ignore IT players shooting each other, unless friendlyfire is on.
-	if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) &&
+	if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE) || (damagetype & DMG_CANHURTSELF)) &&
 		source && source->player && source->player->pflags & PF_TAGIT)))
 	{
 		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
@@ -3058,7 +3054,7 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN
 
 	// Don't allow players on the same team to hurt one another,
 	// unless cv_friendlyfire is on.
-	if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
+	if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE) || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
 	{
 		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
 		{
@@ -3143,7 +3139,7 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou
 			return false;
 
 		// In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on
-		if (!cv_friendlyfire.value && (G_PlatformGametype()))
+		if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) && (G_PlatformGametype()))
 		{
 			if (gametype == GT_COOP && inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) // co-op only
 			{
@@ -3166,7 +3162,7 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou
 	{
 		// Don't allow players on the same team to hurt one another,
 		// unless cv_friendlyfire is on.
-		if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam)
+		if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) && target->player->ctfteam == source->player->ctfteam)
 		{
 			if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
 			{
@@ -3224,7 +3220,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
 		player->mo->flags2 &= ~MF2_DONTDRAW;
 
 	P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
-	if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
+	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
 	{
 		P_PlayerFlagBurst(player, false);
 		if (source && source->player)
@@ -3349,7 +3345,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
 	else
 		S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
 
-	if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
+	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
 	{
 		P_PlayerFlagBurst(player, false);
 		if (source && source->player)
@@ -3383,7 +3379,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
 			P_AddPlayerScore(source->player, 50);
 	}
 
-	if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
+	if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
 	{
 		P_PlayerFlagBurst(player, false);
 		if (source && source->player)
@@ -3426,6 +3422,24 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source)
 	if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super])
 		return;
 
+	if (!cv_friendlyfire.value)
+	{
+		if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
+		{
+			if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
+			{
+				P_SwitchShield(player, SH_PINK);
+				S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound);
+			}
+		}
+
+		if (source->player->ctfteam == player->ctfteam)
+			return;
+	}
+
+	if (inflictor->type == MT_LHRT)
+		return;
+
 	if (player->powers[pw_shield] || player->bot)  //If One-Hit Shield
 	{
 		P_RemoveShield(player);
@@ -3442,7 +3456,7 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source)
 
 	P_DoPlayerPain(player, inflictor, source);
 
-	if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
+	if ((gametyperules & GTR_TEAMFLAGS) && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
 		P_PlayerFlagBurst(player, false);
 
 	if (oldnightstime > 10*TICRATE
@@ -3593,7 +3607,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			{
 				if (source == target)
 					return false; // Don't hit yourself with your own paraloop, baka
-				if (source && source->player && !cv_friendlyfire.value
+				if (source && source->player && !(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE))
 				&& (gametype == GT_COOP
 				|| (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam)))
 					return false; // Don't run eachother over in special stages and team games and such
@@ -3688,7 +3702,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 		// 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)
+			&& (cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)))
 		{
 			damage = 0;
 			P_ShieldDamage(player, inflictor, source, damage, damagetype);
diff --git a/src/p_map.c b/src/p_map.c
index b6519ffca0c7acff5c07ab41ee35e4d272aaa341..0c78f7fb8a1b2aa4486dd81a574369e04303d021 100644
--- a/src/p_map.c
+++ b/src/p_map.c
@@ -615,7 +615,7 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
 	// Why block opposing teams from tailsflying each other?
 	// Sneaking into the hands of a flying tails player in Race might be a viable strategy, who knows.
 	/*
-	if (gametype == GT_RACE || gametype == GT_COMPETITION
+	if ((gametyperules & GTR_RACE)
 		|| (netgame && (tails->spectator || sonic->spectator))
 		|| (G_TagGametype() && (!(tails->pflags & PF_TAGIT) != !(sonic->pflags & PF_TAGIT)))
 		|| (gametype == GT_MATCH)
@@ -829,13 +829,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
 			for (iter = thing->subsector->sector->thinglist; iter; iter = iter->snext)
 				if (iter->type == thing->type && iter->health > 0 && iter->flags & MF_SOLID && (iter == thing || P_AproxDistance(P_AproxDistance(thing->x - iter->x, thing->y - iter->y), thing->z - iter->z) < 56*thing->scale))//FixedMul(56*FRACUNIT, thing->scale))
 					P_KillMobj(iter, tmthing, tmthing, 0);
+			return true;
 		}
 		else
 		{
-			thing->health = 0;
-			P_KillMobj(thing, tmthing, tmthing, 0);
+			if (P_DamageMobj(thing, tmthing, tmthing, 1, 0))
+				return true;
 		}
-		return true;
 	}
 
 	// vectorise metal - done in a special case as at this point neither has the right flags for touching
@@ -995,7 +995,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
 	if (thing->type == MT_SALOONDOOR && tmthing->player)
 	{
 		mobj_t *ref = (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)) ? tmthing->tracer : tmthing;
-		if ((thing->flags & MF2_AMBUSH) || ref != tmthing)
+		if ((thing->flags2 & MF2_AMBUSH) || ref != tmthing)
 		{
 			fixed_t dm = min(FixedHypot(ref->momx, ref->momy), 16*FRACUNIT);
 			angle_t ang = R_PointToAngle2(0, 0, ref->momx, ref->momy) - thing->angle;
@@ -1008,7 +1008,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
 
 	if (thing->type == MT_SALOONDOORCENTER && tmthing->player)
 	{
-		if ((thing->flags & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
+		if ((thing->flags2 & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
 			return true;
 	}
 
diff --git a/src/p_mobj.c b/src/p_mobj.c
index dea4a7a4d2528217d12b62f44cd5726ad2506bfd..5c0ed12923cb6bebe494e401c532a80a76157f31 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -7143,2903 +7143,3047 @@ static void P_PyreFlyBurn(mobj_t *mobj, fixed_t hoffs, INT16 vrange, mobjtype_t
 	particle->momz = momz;
 }
 
-//
-// P_MobjThinker
-//
-void P_MobjThinker(mobj_t *mobj)
+static void P_MobjScaleThink(mobj_t *mobj)
 {
-	I_Assert(mobj != NULL);
-	I_Assert(!P_MobjWasRemoved(mobj));
-
-	if (mobj->flags & MF_NOTHINK)
-		return;
-
-	if ((mobj->flags & MF_BOSS) && mobj->spawnpoint && (bossdisabled & (1<<mobj->spawnpoint->extrainfo)))
-		return;
+	fixed_t oldheight = mobj->height;
+	UINT8 correctionType = 0; // Don't correct Z position, just gain height
 
-	// Remove dead target/tracer.
-	if (mobj->target && P_MobjWasRemoved(mobj->target))
-		P_SetTarget(&mobj->target, NULL);
-	if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
-		P_SetTarget(&mobj->tracer, NULL);
-	if (mobj->hnext && P_MobjWasRemoved(mobj->hnext))
-		P_SetTarget(&mobj->hnext, NULL);
-	if (mobj->hprev && P_MobjWasRemoved(mobj->hprev))
-		P_SetTarget(&mobj->hprev, NULL);
+	if ((mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz))
+		&& mobj->type != MT_EGGMOBILE_FIRE)
+		correctionType = 1; // Correct Z position by centering
+	else if (mobj->eflags & MFE_VERTICALFLIP)
+		correctionType = 2; // Correct Z position by moving down
+
+	if (abs(mobj->scale - mobj->destscale) < mobj->scalespeed)
+		P_SetScale(mobj, mobj->destscale);
+	else if (mobj->scale < mobj->destscale)
+		P_SetScale(mobj, mobj->scale + mobj->scalespeed);
+	else if (mobj->scale > mobj->destscale)
+		P_SetScale(mobj, mobj->scale - mobj->scalespeed);
+
+	if (correctionType == 1)
+		mobj->z -= (mobj->height - oldheight)/2;
+	else if (correctionType == 2)
+		mobj->z -= mobj->height - oldheight;
+
+	if (mobj->scale == mobj->destscale)
+		/// \todo Lua hook for "reached destscale"?
+		switch (mobj->type)
+		{
+		case MT_EGGMOBILE_FIRE:
+			mobj->destscale = FRACUNIT;
+			mobj->scalespeed = FRACUNIT>>4;
+			break;
+		default:
+			break;
+		}
+}
 
-	mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
+static void P_MaceSceneryThink(mobj_t *mobj)
+{
+	angle_t oldmovedir = mobj->movedir;
 
-	tmfloorthing = tmhitthing = NULL;
+	// Always update movedir to prevent desyncing (in the traditional sense, not the netplay sense).
+	mobj->movedir = (mobj->movedir + mobj->lastlook) & FINEMASK;
 
-	// 970 allows ANY mobj to trigger a linedef exec
-	if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
+	// If too far away and not deliberately spitting in the face of optimisation, don't think!
+	if (!(mobj->flags2 & MF2_BOSSNOTRAP))
 	{
-		sector_t *sec2;
-
-		sec2 = P_ThingOnSpecial3DFloor(mobj);
-		if (sec2 && GETSECSPECIAL(sec2->special, 2) == 1)
-			P_LinedefExecute(sec2->tag, mobj, sec2);
-	}
+		UINT8 i;
+		// Quick! Look through players! Don't move unless a player is relatively close by.
+		// The below is selected based on CEZ2's first room. I promise you it is a coincidence that it looks like the weed number.
+		for (i = 0; i < MAXPLAYERS; ++i)
+			if (playeringame[i] && players[i].mo
+				&& P_AproxDistance(P_AproxDistance(mobj->x - players[i].mo->x, mobj->y - players[i].mo->y), mobj->z - players[i].mo->z) < (4200 << FRACBITS))
+				break; // Stop looking.
+		if (i == MAXPLAYERS)
+		{
+			if (!(mobj->flags2 & MF2_BEYONDTHEGRAVE))
+			{
+				mobj_t *ref = mobj;
 
-	// Slowly scale up/down to reach your destscale.
-	if (mobj->scale != mobj->destscale)
-	{
-		fixed_t oldheight = mobj->height;
-		UINT8 correctionType = 0; // Don't correct Z position, just gain height
+				// stop/hide all your babies
+				while ((ref = ref->hnext))
+				{
+					ref->eflags = (((ref->flags & MF_NOTHINK) ? 0 : 1)
+						| ((ref->flags & MF_NOCLIPTHING) ? 0 : 2)
+						| ((ref->flags2 & MF2_DONTDRAW) ? 0 : 4)); // oh my god this is nasty.
+					ref->flags |= MF_NOTHINK|MF_NOCLIPTHING;
+					ref->flags2 |= MF2_DONTDRAW;
+					ref->momx = ref->momy = ref->momz = 0;
+				}
 
-		if ((mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz))
-		&& mobj->type != MT_EGGMOBILE_FIRE)
-			correctionType = 1; // Correct Z position by centering
-		else if (mobj->eflags & MFE_VERTICALFLIP)
-			correctionType = 2; // Correct Z position by moving down
-
-		if (abs(mobj->scale - mobj->destscale) < mobj->scalespeed)
-			P_SetScale(mobj, mobj->destscale);
-		else if (mobj->scale < mobj->destscale)
-			P_SetScale(mobj, mobj->scale + mobj->scalespeed);
-		else if (mobj->scale > mobj->destscale)
-			P_SetScale(mobj, mobj->scale - mobj->scalespeed);
-
-		if (correctionType == 1)
-			mobj->z -= (mobj->height - oldheight)/2;
-		else if (correctionType == 2)
-			mobj->z -= mobj->height - oldheight;
+				mobj->flags2 |= MF2_BEYONDTHEGRAVE;
+			}
+			return; // don't make bubble!
+		}
+		else if (mobj->flags2 & MF2_BEYONDTHEGRAVE)
+		{
+			mobj_t *ref = mobj;
 
-		if (mobj->scale == mobj->destscale)
-			/// \todo Lua hook for "reached destscale"?
-			switch(mobj->type)
+			// start/show all your babies
+			while ((ref = ref->hnext))
 			{
-			case MT_EGGMOBILE_FIRE:
-				mobj->destscale = FRACUNIT;
-				mobj->scalespeed = FRACUNIT>>4;
-				break;
-			default:
-				break;
+				if (ref->eflags & 1)
+					ref->flags &= ~MF_NOTHINK;
+				if (ref->eflags & 2)
+					ref->flags &= ~MF_NOCLIPTHING;
+				if (ref->eflags & 4)
+					ref->flags2 &= ~MF2_DONTDRAW;
+				ref->eflags = 0; // le sign
 			}
-	}
 
-	if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
-	{
-		if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag
-		{
-			if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3)
-				// fade out when nearing the end of fuse...
-				mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSHIFT);
-		}
-		else
-		{
-			if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
-				// fade out when nearing the end of fuse...
-				mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
+			mobj->flags2 &= ~MF2_BEYONDTHEGRAVE;
 		}
 	}
 
-	// Special thinker for scenery objects
-	if (mobj->flags & MF_SCENERY)
-	{
-#ifdef HAVE_BLUA
-		if (LUAh_MobjThinker(mobj))
-			return;
-		if (P_MobjWasRemoved(mobj))
-			return;
-#endif
+	// Okay, time to MOVE
+	P_MaceRotate(mobj, mobj->movedir, oldmovedir);
+}
 
-		if (mobj->flags2 & MF2_SHIELD)
-			if (!P_AddShield(mobj))
-				return;
+static boolean P_DrownNumbersSceneryThink(mobj_t *mobj)
+{
+	if (!mobj->target)
+	{
+		P_RemoveMobj(mobj);
+		return false;
+	}
+	if (!mobj->target->player || !(mobj->target->player->powers[pw_underwater] || mobj->target->player->powers[pw_spacetime]))
+	{
+		P_RemoveMobj(mobj);
+		return false;
+	}
+	mobj->x = mobj->target->x;
+	mobj->y = mobj->target->y;
 
-		switch (mobj->type)
-		{
-			case MT_BOSSJUNK:
-				mobj->flags2 ^= MF2_DONTDRAW;
-				break;
-			case MT_MACEPOINT:
-			case MT_CHAINMACEPOINT:
-			case MT_SPRINGBALLPOINT:
-			case MT_CHAINPOINT:
-			case MT_FIREBARPOINT:
-			case MT_CUSTOMMACEPOINT:
-			case MT_HIDDEN_SLING:
-				{
-					angle_t oldmovedir = mobj->movedir;
+	mobj->destscale = mobj->target->destscale;
+	P_SetScale(mobj, mobj->target->scale);
 
-					// Always update movedir to prevent desyncing (in the traditional sense, not the netplay sense).
-					mobj->movedir = (mobj->movedir + mobj->lastlook) & FINEMASK;
+	if (mobj->target->eflags & MFE_VERTICALFLIP)
+	{
+		mobj->z = mobj->target->z - FixedMul(16*FRACUNIT, mobj->target->scale) - mobj->height;
+		if (mobj->target->player->pflags & PF_FLIPCAM)
+			mobj->eflags |= MFE_VERTICALFLIP;
+	}
+	else
+		mobj->z = mobj->target->z + (mobj->target->height) + FixedMul(8*FRACUNIT, mobj->target->scale); // Adjust height for height changes
 
-					// If too far away and not deliberately spitting in the face of optimisation, don't think!
-					if (!(mobj->flags2 & MF2_BOSSNOTRAP))
-					{
-						UINT8 i;
-						// Quick! Look through players! Don't move unless a player is relatively close by.
-						// The below is selected based on CEZ2's first room. I promise you it is a coincidence that it looks like the weed number.
-						for (i = 0; i < MAXPLAYERS; ++i)
-							if (playeringame[i] && players[i].mo
-							 && P_AproxDistance(P_AproxDistance(mobj->x - players[i].mo->x, mobj->y - players[i].mo->y), mobj->z - players[i].mo->z) < (4200<<FRACBITS))
-								break; // Stop looking.
-						if (i == MAXPLAYERS)
-						{
-							if (!(mobj->flags2 & MF2_BEYONDTHEGRAVE))
-							{
-								mobj_t *ref = mobj;
+	if (mobj->threshold <= 35)
+		mobj->flags2 |= MF2_DONTDRAW;
+	else
+		mobj->flags2 &= ~MF2_DONTDRAW;
+	if (mobj->threshold <= 30)
+		mobj->threshold = 40;
+	mobj->threshold--;
+	return true;
+}
 
-								// stop/hide all your babies
-								while ((ref = ref->hnext))
-								{
-									ref->eflags = (((ref->flags & MF_NOTHINK) ? 0 : 1)
-										| ((ref->flags & MF_NOCLIPTHING) ? 0 : 2)
-										| ((ref->flags2 & MF2_DONTDRAW) ? 0 : 4)); // oh my god this is nasty.
-									ref->flags |= MF_NOTHINK|MF_NOCLIPTHING;
-									ref->flags2 |= MF2_DONTDRAW;
-									ref->momx = ref->momy = ref->momz = 0;
-								}
+static void P_FlameJetSceneryThink(mobj_t *mobj)
+{
+	mobj_t *flame;
+	fixed_t strength;
 
-								mobj->flags2 |= MF2_BEYONDTHEGRAVE;
-							}
+	if (!(mobj->flags2 & MF2_FIRING))
+		return;
 
-							break; // don't make bubble!
-						}
-						else if (mobj->flags2 & MF2_BEYONDTHEGRAVE)
-						{
-							mobj_t *ref = mobj;
+	if ((leveltime & 3) == 0)
+		return;
 
-							// start/show all your babies
-							while ((ref = ref->hnext))
-							{
-								if (ref->eflags & 1)
-									ref->flags &= ~MF_NOTHINK;
-								if (ref->eflags & 2)
-									ref->flags &= ~MF_NOCLIPTHING;
-								if (ref->eflags & 4)
-									ref->flags2 &= ~MF2_DONTDRAW;
-								ref->eflags = 0; // le sign
-							}
+	// Wave the flames back and forth. Reactiontime determines which direction it's going.
+	if (mobj->fuse <= -16)
+		mobj->reactiontime = 1;
+	else if (mobj->fuse >= 16)
+		mobj->reactiontime = 0;
 
-							mobj->flags2 &= ~MF2_BEYONDTHEGRAVE;
-						}
-					}
+	if (mobj->reactiontime)
+		mobj->fuse += 2;
+	else
+		mobj->fuse -= 2;
 
-					// Okay, time to MOVE
-					P_MaceRotate(mobj, mobj->movedir, oldmovedir);
-				}
-				break;
-			case MT_HOOP:
-				if (mobj->fuse > 1)
-					P_MoveHoop(mobj);
-				else if (mobj->fuse == 1)
-					mobj->movecount = 1;
+	flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
+	P_SetMobjState(flame, S_FLAMEJETFLAME4);
 
-				if (mobj->movecount)
-				{
-					mobj->fuse++;
+	flame->angle = mobj->angle;
 
-					if (mobj->fuse > 32)
-					{
-						// Don't kill the hoop center. For the sake of respawning.
-						//if (mobj->target)
-						//	P_RemoveMobj(mobj->target);
+	if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
+		flame->momz = mobj->fuse << (FRACBITS - 2);
+	else
+		flame->angle += FixedAngle(mobj->fuse<<FRACBITS);
 
-						P_RemoveMobj(mobj);
-					}
-				}
-				else
-					mobj->fuse--;
-				return;
-			case MT_NIGHTSPARKLE:
-				if (mobj->tics != -1)
-				{
-					mobj->tics--;
+	strength = 20*FRACUNIT;
+	strength -= ((20*FRACUNIT)/16)*mobj->movedir;
 
-					// you can cycle through multiple states in a tic
-					if (!mobj->tics)
-						if (!P_SetMobjState(mobj, mobj->state->nextstate))
-							return; // freed itself
-				}
+	P_InstaThrust(flame, flame->angle, strength);
+	S_StartSound(flame, sfx_fire);
+}
 
-				P_UnsetThingPosition(mobj);
-				mobj->x += mobj->momx;
-				mobj->y += mobj->momy;
-				mobj->z += mobj->momz;
-				P_SetThingPosition(mobj);
-				return;
-			case MT_NIGHTSLOOPHELPER:
-				if (--mobj->tics <= 0)
-					P_RemoveMobj(mobj);
+static void P_VerticalFlameJetSceneryThink(mobj_t *mobj)
+{
+	mobj_t *flame;
+	fixed_t strength;
 
-				// Don't touch my fuse!
-				return;
-			case MT_OVERLAY:
-				if (!mobj->target)
-				{
-					P_RemoveMobj(mobj);
-					return;
-				}
-				else
-					P_AddOverlay(mobj);
-				break;
-			case MT_PITY_ORB:
-			case MT_WHIRLWIND_ORB:
-			case MT_ARMAGEDDON_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				break;
-			case MT_ATTRACT_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if (/*(mobj->target) -- the following is implicit by P_AddShield
-				&& (mobj->target->player)
-				&& */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY))
-				{
-					P_SetMobjState(mobj, mobj->info->painstate);
-					mobj->tics++;
-				}
-				break;
-			case MT_ELEMENTAL_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if (mobj->tracer
-				/* && mobj->target -- the following is implicit by P_AddShield
-				&& mobj->target->player
-				&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL */
-				&& mobj->target->player->pflags & PF_SHIELDABILITY
-				&& ((statenum_t)(mobj->tracer->state-states) < mobj->info->raisestate
-					|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
-				{
-					P_SetMobjState(mobj, mobj->info->painstate);
-					mobj->tics++;
-					P_SetMobjState(mobj->tracer, mobj->info->raisestate);
-					mobj->tracer->tics++;
-				}
-				break;
-			case MT_FORCE_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if (/*
-				&& mobj->target -- the following is implicit by P_AddShield
-				&& mobj->target->player
-				&& (mobj->target->player->powers[pw_shield] & SH_FORCE)
-				&& */ (mobj->target->player->pflags & PF_SHIELDABILITY))
-				{
-					mobj_t *whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct
-					P_SetMobjState(whoosh, mobj->info->raisestate);
-					whoosh->destscale = whoosh->scale<<1;
-					whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale);
-					whoosh->height = 38*whoosh->scale;
-					whoosh->fuse = 10;
-					whoosh->flags |= MF_NOCLIPHEIGHT;
-					whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
-					mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
-				}
-				/* FALLTHRU */
-			case MT_FLAMEAURA_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if ((statenum_t)(mobj->state-states) < mobj->info->painstate)
-					mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
-				if (mobj->tracer
-				/* && mobj->target -- the following is implicit by P_AddShield
-				&& mobj->target->player
-				&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_FLAMEAURA */
-				&& mobj->target->player->pflags & PF_SHIELDABILITY
-				&& ((statenum_t)(mobj->tracer->state-states) < mobj->info->raisestate
-					|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
-				{
-					P_SetMobjState(mobj, mobj->info->painstate);
-					mobj->tics++;
-					P_SetMobjState(mobj->tracer, mobj->info->raisestate);
-					mobj->tracer->tics++;
-				}
-				break;
-			case MT_BUBBLEWRAP_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if (mobj->tracer
-				/* && mobj->target -- the following is implicit by P_AddShield
-				&& mobj->target->player
-				&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP */
-				)
-				{
-					if (mobj->target->player->pflags & PF_SHIELDABILITY
-					&& ((statenum_t)(mobj->state-states) < mobj->info->painstate
-						|| (mobj->state->nextstate < mobj->info->painstate && mobj->tics == 1)))
-					{
-						P_SetMobjState(mobj, mobj->info->painstate);
-						mobj->tics++;
-						P_SetMobjState(mobj->tracer, mobj->info->raisestate);
-						mobj->tracer->tics++;
-					}
-					else if (mobj->target->eflags & MFE_JUSTHITFLOOR
-					&& (statenum_t)(mobj->state-states) == mobj->info->painstate)
-					{
-						P_SetMobjState(mobj, mobj->info->painstate+1);
-						mobj->tics++;
-						P_SetMobjState(mobj->tracer, mobj->info->raisestate+1);
-						mobj->tracer->tics++;
-					}
-				}
-				break;
-			case MT_THUNDERCOIN_ORB:
-				if (!(mobj->flags2 & MF2_SHIELD))
-					return;
-				if (mobj->tracer
-				/* && mobj->target -- the following is implicit by P_AddShield
-				&& mobj->target->player
-				&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_THUNDERCOIN */
-				&& (mobj->target->player->pflags & PF_SHIELDABILITY))
-				{
-					P_SetMobjState(mobj, mobj->info->painstate);
-					mobj->tics++;
-					P_SetMobjState(mobj->tracer, mobj->info->raisestate);
-					mobj->tracer->tics++;
-					mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal spark
-				}
-				break;
-			case MT_WATERDROP:
-				P_SceneryCheckWater(mobj);
-				if ((mobj->z <= mobj->floorz || mobj->z <= mobj->watertop)
-					&& mobj->health > 0)
-				{
-					mobj->health = 0;
-					P_SetMobjState(mobj, mobj->info->deathstate);
-					S_StartSound(mobj, mobj->info->deathsound+P_RandomKey(mobj->info->mass));
-					return;
-				}
-				break;
-			case MT_BUBBLES:
-				P_SceneryCheckWater(mobj);
-				break;
-			case MT_SMALLBUBBLE:
-			case MT_MEDIUMBUBBLE:
-			case MT_EXTRALARGEBUBBLE:	// start bubble dissipate
-				P_SceneryCheckWater(mobj);
-				if (P_MobjWasRemoved(mobj)) // bubble was removed by not being in water
-					return;
-				if (!(mobj->eflags & MFE_UNDERWATER)
-					|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz)
-					|| (mobj->eflags & MFE_VERTICALFLIP && mobj->z <= mobj->floorz)
-					|| (P_CheckDeathPitCollide(mobj))
-					|| --mobj->fuse <= 0) // Bubbles eventually dissipate if they can't reach the surface.
-				{
-					// no playing sound: no point; the object is being removed
-					P_RemoveMobj(mobj);
-					return;
-				}
-				break;
-			case MT_LOCKON:
-				if (!mobj->target)
-				{
-					P_RemoveMobj(mobj);
-					return;
-				}
+	if (!(mobj->flags2 & MF2_FIRING))
+		return;
 
-				mobj->flags2 &= ~MF2_DONTDRAW;
+	if ((leveltime & 3) == 0)
+		return;
 
-				mobj->x = mobj->target->x;
-				mobj->y = mobj->target->y;
+	// Wave the flames back and forth. Reactiontime determines which direction it's going.
+	if (mobj->fuse <= -16)
+		mobj->reactiontime = 1;
+	else if (mobj->fuse >= 16)
+		mobj->reactiontime = 0;
 
-				mobj->eflags |= (mobj->target->eflags & MFE_VERTICALFLIP);
+	if (mobj->reactiontime)
+		mobj->fuse++;
+	else
+		mobj->fuse--;
 
-				mobj->destscale = mobj->target->destscale;
-				P_SetScale(mobj, mobj->target->scale);
+	flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
 
-				if (!(mobj->eflags & MFE_VERTICALFLIP))
-					mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale);
-				else
-					mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height;
-				break;
-			case MT_LOCKONINF:
-				if (!(mobj->flags2 & MF2_STRONGBOX))
-				{
-					mobj->threshold = mobj->z;
-					mobj->flags2 |= MF2_STRONGBOX;
-				}
-				if (!(mobj->eflags & MFE_VERTICALFLIP))
-					mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
-				else
-					mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
-				break;
-			case MT_DROWNNUMBERS:
-				if (!mobj->target)
-				{
-					P_RemoveMobj(mobj);
-					return;
-				}
-				if (!mobj->target->player || !(mobj->target->player->powers[pw_underwater] || mobj->target->player->powers[pw_spacetime]))
-				{
-					P_RemoveMobj(mobj);
-					return;
-				}
-				mobj->x = mobj->target->x;
-				mobj->y = mobj->target->y;
+	strength = 20*FRACUNIT;
+	strength -= ((20*FRACUNIT)/16)*mobj->movedir;
 
-				mobj->destscale = mobj->target->destscale;
-				P_SetScale(mobj, mobj->target->scale);
+	// If deaf'd, the object spawns on the ceiling.
+	if (mobj->flags2 & MF2_AMBUSH)
+	{
+		mobj->z = mobj->ceilingz - mobj->height;
+		flame->momz = -strength;
+	}
+	else
+	{
+		flame->momz = strength;
+		P_SetMobjState(flame, S_FLAMEJETFLAME7);
+	}
+	P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT, 3*FRACUNIT));
+	S_StartSound(flame, sfx_fire);
+}
 
-				if (mobj->target->eflags & MFE_VERTICALFLIP)
-				{
-					mobj->z = mobj->target->z - FixedMul(16*FRACUNIT, mobj->target->scale) - mobj->height;
-					if (mobj->target->player->pflags & PF_FLIPCAM)
-						mobj->eflags |= MFE_VERTICALFLIP;
-				}
-				else
-					mobj->z = mobj->target->z + (mobj->target->height) + FixedMul(8*FRACUNIT, mobj->target->scale); // Adjust height for height changes
+static boolean P_ParticleGenSceneryThink(mobj_t *mobj)
+{
+	if (!mobj->lastlook)
+		return false;
 
-				if (mobj->threshold <= 35)
-					mobj->flags2 |= MF2_DONTDRAW;
-				else
-					mobj->flags2 &= ~MF2_DONTDRAW;
-				if (mobj->threshold <= 30)
-					mobj->threshold = 40;
-				mobj->threshold--;
-				break;
-			case MT_FLAMEJET:
-				if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0)
-				{
-					mobj_t *flame;
-					fixed_t strength;
+	if (!mobj->threshold)
+		return false;
 
-					// Wave the flames back and forth. Reactiontime determines which direction it's going.
-					if (mobj->fuse <= -16)
-						mobj->reactiontime = 1;
-					else if (mobj->fuse >= 16)
-						mobj->reactiontime = 0;
+	if (--mobj->fuse <= 0)
+	{
+		INT32 i = 0;
+		mobj_t *spawn;
+		fixed_t bottomheight, topheight;
+		INT32 type = mobj->threshold, line = mobj->cvmem;
 
-					if (mobj->reactiontime)
-						mobj->fuse += 2;
-					else
-						mobj->fuse -= 2;
+		mobj->fuse = (tic_t)mobj->reactiontime;
 
-					flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
-					P_SetMobjState(flame, S_FLAMEJETFLAME4);
+		bottomheight = lines[line].frontsector->floorheight;
+		topheight = lines[line].frontsector->ceilingheight - mobjinfo[(mobjtype_t)type].height;
 
-					flame->angle = mobj->angle;
+		if (mobj->waterbottom != bottomheight || mobj->watertop != topheight)
+		{
+			if (mobj->movefactor && (topheight > bottomheight))
+				mobj->health = (tic_t)(FixedDiv((topheight - bottomheight), abs(mobj->movefactor)) >> FRACBITS);
+			else
+				mobj->health = 0;
 
-					if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
-						flame->momz = mobj->fuse << (FRACBITS-2);
-					else
-						flame->angle += FixedAngle(mobj->fuse*FRACUNIT);
+			mobj->z = ((mobj->flags2 & MF2_OBJECTFLIP) ? topheight : bottomheight);
+		}
 
-					strength = 20*FRACUNIT;
-					strength -= ((20*FRACUNIT)/16)*mobj->movedir;
+		if (!mobj->health)
+			return false;
 
-					P_InstaThrust(flame, flame->angle, strength);
-					S_StartSound(flame, sfx_fire);
-				}
-				break;
-			case MT_VERTICALFLAMEJET:
-				if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0)
-				{
-					mobj_t *flame;
-					fixed_t strength;
+		for (i = 0; i < mobj->lastlook; i++)
+		{
+			spawn = P_SpawnMobj(
+				mobj->x + FixedMul(FixedMul(mobj->friction, mobj->scale), FINECOSINE(mobj->angle >> ANGLETOFINESHIFT)),
+				mobj->y + FixedMul(FixedMul(mobj->friction, mobj->scale), FINESINE(mobj->angle >> ANGLETOFINESHIFT)),
+				mobj->z,
+				(mobjtype_t)mobj->threshold);
+			P_SetScale(spawn, mobj->scale);
+			spawn->momz = FixedMul(mobj->movefactor, spawn->scale);
+			spawn->destscale = spawn->scale/100;
+			spawn->scalespeed = spawn->scale/mobj->health;
+			spawn->tics = (tic_t)mobj->health;
+			spawn->flags2 |= (mobj->flags2 & MF2_OBJECTFLIP);
+			spawn->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones
 
-					// Wave the flames back and forth. Reactiontime determines which direction it's going.
-					if (mobj->fuse <= -16)
-						mobj->reactiontime = 1;
-					else if (mobj->fuse >= 16)
-						mobj->reactiontime = 0;
+			mobj->angle += mobj->movedir;
+		}
 
-					if (mobj->reactiontime)
-						mobj->fuse++;
-					else
-						mobj->fuse--;
+		mobj->angle += (angle_t)mobj->movecount;
+	}
 
-					flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
+	return true;
+}
 
-					strength = 20*FRACUNIT;
-					strength -= ((20*FRACUNIT)/16)*mobj->movedir;
+static void P_RosySceneryThink(mobj_t *mobj)
+{
+	UINT8 i;
+	fixed_t pdist = 1700*mobj->scale, work, actualwork;
+	player_t *player = NULL;
+	statenum_t stat = (mobj->state - states);
+	for (i = 0; i < MAXPLAYERS; i++)
+	{
+		if (!playeringame[i])
+			continue;
+		if (!players[i].mo)
+			continue;
+		if (players[i].bot)
+			continue;
+		if (!players[i].mo->health)
+			continue;
+		actualwork = work = FixedHypot(mobj->x - players[i].mo->x, mobj->y - players[i].mo->y);
+		if (player)
+		{
+			if (players[i].skin == 0 || players[i].skin == 5)
+				work = (2*work)/3;
+			if (work >= pdist)
+				continue;
+		}
+		pdist = actualwork;
+		player = &players[i];
+	}
 
-					// If deaf'd, the object spawns on the ceiling.
-					if (mobj->flags2 & MF2_AMBUSH)
-					{
-						mobj->z = mobj->ceilingz-mobj->height;
-						flame->momz = -strength;
-					}
-					else
-					{
-						flame->momz = strength;
-						P_SetMobjState(flame, S_FLAMEJETFLAME7);
-					}
-					P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT,3*FRACUNIT));
-					S_StartSound(flame, sfx_fire);
-				}
-				break;
-			case MT_FLICKY_01_CENTER:
-			case MT_FLICKY_02_CENTER:
-			case MT_FLICKY_03_CENTER:
-			case MT_FLICKY_04_CENTER:
-			case MT_FLICKY_05_CENTER:
-			case MT_FLICKY_06_CENTER:
-			case MT_FLICKY_07_CENTER:
-			case MT_FLICKY_08_CENTER:
-			case MT_FLICKY_09_CENTER:
-			case MT_FLICKY_10_CENTER:
-			case MT_FLICKY_11_CENTER:
-			case MT_FLICKY_12_CENTER:
-			case MT_FLICKY_13_CENTER:
-			case MT_FLICKY_14_CENTER:
-			case MT_FLICKY_15_CENTER:
-			case MT_FLICKY_16_CENTER:
-			case MT_SECRETFLICKY_01_CENTER:
-			case MT_SECRETFLICKY_02_CENTER:
-				if (mobj->tracer && (mobj->flags & MF_NOCLIPTHING)
-					&& (mobj->flags & MF_GRENADEBOUNCE))
-					// for now: only do this bounce routine if flicky is in-place. \todo allow in all movements
-				{
-					if (!(mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z <= mobj->tracer->floorz)
-						mobj->tracer->momz = 7*FRACUNIT;
-					else if ((mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z >= mobj->tracer->ceilingz - mobj->tracer->height)
-						mobj->tracer->momz = -7*FRACUNIT;
-				}
-				break;
-			case MT_SEED:
-				if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
-					mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
-				break;
-			case MT_ROCKCRUMBLE1:
-			case MT_ROCKCRUMBLE2:
-			case MT_ROCKCRUMBLE3:
-			case MT_ROCKCRUMBLE4:
-			case MT_ROCKCRUMBLE5:
-			case MT_ROCKCRUMBLE6:
-			case MT_ROCKCRUMBLE7:
-			case MT_ROCKCRUMBLE8:
-			case MT_ROCKCRUMBLE9:
-			case MT_ROCKCRUMBLE10:
-			case MT_ROCKCRUMBLE11:
-			case MT_ROCKCRUMBLE12:
-			case MT_ROCKCRUMBLE13:
-			case MT_ROCKCRUMBLE14:
-			case MT_ROCKCRUMBLE15:
-			case MT_ROCKCRUMBLE16:
-			case MT_WOODDEBRIS:
-			case MT_BRICKDEBRIS:
-			case MT_BROKENROBOT:
-				if (mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height)
-					&& mobj->state != &states[mobj->info->deathstate])
-				{
-					P_SetMobjState(mobj, mobj->info->deathstate);
-					return;
-				}
-				break;
-			case MT_PARTICLEGEN:
-				if (!mobj->lastlook)
-					return;
-
-				if (!mobj->threshold)
-					return;
-
-				if (--mobj->fuse <= 0)
-				{
-					INT32 i = 0;
-					mobj_t *spawn;
-					fixed_t bottomheight, topheight;
-					INT32 type = mobj->threshold, line = mobj->cvmem;
-
-					mobj->fuse = (tic_t)mobj->reactiontime;
-
-					bottomheight = lines[line].frontsector->floorheight;
-					topheight = lines[line].frontsector->ceilingheight - mobjinfo[(mobjtype_t)type].height;
-
-					if (mobj->waterbottom != bottomheight || mobj->watertop != topheight)
-					{
-						if (mobj->movefactor && (topheight > bottomheight))
-							mobj->health = (tic_t)(FixedDiv((topheight - bottomheight), abs(mobj->movefactor)) >> FRACBITS);
-						else
-							mobj->health = 0;
-
-						mobj->z = ((mobj->flags2 & MF2_OBJECTFLIP) ? topheight : bottomheight);
-					}
-
-					if (!mobj->health)
-						return;
-
-					for (i = 0; i < mobj->lastlook; i++)
-					{
-						spawn = P_SpawnMobj(
-							mobj->x + FixedMul(FixedMul(mobj->friction, mobj->scale), FINECOSINE(mobj->angle>>ANGLETOFINESHIFT)),
-							mobj->y + FixedMul(FixedMul(mobj->friction, mobj->scale), FINESINE(mobj->angle>>ANGLETOFINESHIFT)),
-							mobj->z,
-							(mobjtype_t)mobj->threshold);
-						P_SetScale(spawn, mobj->scale);
-						spawn->momz = FixedMul(mobj->movefactor, spawn->scale);
-						spawn->destscale = spawn->scale/100;
-						spawn->scalespeed = spawn->scale/mobj->health;
-						spawn->tics = (tic_t)mobj->health;
-						spawn->flags2 |= (mobj->flags2 & MF2_OBJECTFLIP);
-						spawn->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones
-
-						mobj->angle += mobj->movedir;
-					}
-
-					mobj->angle += (angle_t)mobj->movecount;
-				}
-				break;
-			case MT_FSGNA:
-				if (mobj->movedir)
-					mobj->angle += mobj->movedir;
-				break;
-			case MT_ROSY:
-				{
-					UINT8 i;
-					fixed_t pdist = 1700*mobj->scale, work, actualwork;
-					player_t *player = NULL;
-					statenum_t stat = (mobj->state-states);
-					for (i = 0; i < MAXPLAYERS; i++)
-					{
-						if (!playeringame[i])
-							continue;
-						if (!players[i].mo)
-							continue;
-						if (players[i].bot)
-							continue;
-						if (!players[i].mo->health)
-							continue;
-						actualwork = work = FixedHypot(mobj->x-players[i].mo->x, mobj->y-players[i].mo->y);
-						if (player)
-						{
-							if (players[i].skin == 0 || players[i].skin == 5)
-								work = (2*work)/3;
-							if (work >= pdist)
-								continue;
-						}
-						pdist = actualwork;
-						player = &players[i];
-					}
-
-					if (stat == S_ROSY_JUMP || stat == S_ROSY_PAIN)
-					{
-						if (P_IsObjectOnGround(mobj))
-						{
-							mobj->momx = mobj->momy = 0;
-							if (player && mobj->cvmem < (-2*TICRATE))
-								stat = S_ROSY_UNHAPPY;
-							else
-								stat = S_ROSY_WALK;
-							P_SetMobjState(mobj, stat);
-						}
-						else if (P_MobjFlip(mobj)*mobj->momz < 0)
-							mobj->frame = mobj->state->frame+mobj->state->var1;
-					}
-
-					if (!player)
-					{
-						if ((stat < S_ROSY_IDLE1 || stat > S_ROSY_IDLE4) && stat != S_ROSY_JUMP)
-						{
-							mobj->momx = mobj->momy = 0;
-							P_SetMobjState(mobj, S_ROSY_IDLE1);
-						}
-					}
-					else
-					{
-						boolean dojump = false, targonground, love, makeheart = false;
-						if (mobj->target != player->mo)
-							P_SetTarget(&mobj->target, player->mo);
-						targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN));
-						love = (player->skin == 0 || player->skin == 5);
-
-						switch (stat)
-						{
-							case S_ROSY_IDLE1:
-							case S_ROSY_IDLE2:
-							case S_ROSY_IDLE3:
-							case S_ROSY_IDLE4:
-								dojump = true;
-								break;
-							case S_ROSY_JUMP:
-							case S_ROSY_PAIN:
-								// handled above
-								break;
-							case S_ROSY_WALK:
-								{
-									fixed_t x = mobj->x, y = mobj->y, z = mobj->z;
-									angle_t angletoplayer = R_PointToAngle2(x, y, mobj->target->x, mobj->target->y);
-									boolean allowed = P_TryMove(mobj, mobj->target->x, mobj->target->y, false);
-
-									P_UnsetThingPosition(mobj);
-									mobj->x = x;
-									mobj->y = y;
-									mobj->z = z;
-									P_SetThingPosition(mobj);
-
-									if (allowed)
-									{
-										fixed_t mom, max;
-										P_Thrust(mobj, angletoplayer, (3*FRACUNIT)>>1);
-										mom = FixedHypot(mobj->momx, mobj->momy);
-										max = pdist;
-										if ((--mobj->extravalue1) <= 0)
-										{
-											if (++mobj->frame > mobj->state->frame+mobj->state->var1)
-												mobj->frame = mobj->state->frame;
-											if (mom > 12*mobj->scale)
-												mobj->extravalue1 = 2;
-											else if (mom > 6*mobj->scale)
-												mobj->extravalue1 = 3;
-											else
-												mobj->extravalue1 = 4;
-										}
-										if (max < (mobj->radius + mobj->target->radius))
-										{
-											mobj->momx = mobj->target->player->cmomx;
-											mobj->momy = mobj->target->player->cmomy;
-											if ((mobj->cvmem > TICRATE && !player->exiting) || !targonground)
-												P_SetMobjState(mobj, (stat = S_ROSY_STND));
-											else
-											{
-												mobj->target->momx = mobj->momx;
-												mobj->target->momy = mobj->momy;
-												P_SetMobjState(mobj, (stat = S_ROSY_HUG));
-												S_StartSound(mobj, sfx_cdpcm6);
-												mobj->angle = angletoplayer;
-											}
-										}
-										else
-										{
-											max /= 3;
-											if (max > 30*mobj->scale)
-												max = 30*mobj->scale;
-											if (mom > max && max > mobj->scale)
-											{
-												max = FixedDiv(max, mom);
-												mobj->momx = FixedMul(mobj->momx, max);
-												mobj->momy = FixedMul(mobj->momy, max);
-											}
-											if (abs(mobj->momx) > mobj->scale || abs(mobj->momy) > mobj->scale)
-												mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
-										}
-									}
-									else
-										dojump = true;
-								}
-								break;
-							case S_ROSY_HUG:
-								if (targonground)
-								{
-									player->pflags |= PF_STASIS;
-									if (mobj->cvmem < 5*TICRATE)
-										mobj->cvmem++;
-									if (love && !(leveltime & 7))
-										makeheart = true;
-								}
-								else
-								{
-									if (mobj->cvmem < (love ? 5*TICRATE : 0))
-									{
-										P_SetMobjState(mobj, (stat = S_ROSY_PAIN));
-										S_StartSound(mobj, sfx_cdpcm7);
-									}
-									else
-										P_SetMobjState(mobj, (stat = S_ROSY_JUMP));
-									var1 = var2 = 0;
-									A_DoNPCPain(mobj);
-									mobj->cvmem -= TICRATE;
-								}
-								break;
-							case S_ROSY_STND:
-								if ((pdist > (mobj->radius + mobj->target->radius + 3*(mobj->scale + mobj->target->scale))))
-									P_SetMobjState(mobj, (stat = S_ROSY_WALK));
-								else if (!targonground)
-									;
-								else
-								{
-									if (love && !(leveltime & 15))
-										makeheart = true;
-									if (player->exiting || --mobj->cvmem < TICRATE)
-									{
-										P_SetMobjState(mobj, (stat = S_ROSY_HUG));
-										S_StartSound(mobj, sfx_cdpcm6);
-										mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-										mobj->target->momx = mobj->momx;
-										mobj->target->momy = mobj->momy;
-									}
-								}
-								break;
-							case S_ROSY_UNHAPPY:
-							default:
-								break;
-						}
-
-						if (stat == S_ROSY_HUG)
-						{
-							if (player->panim != PA_IDLE)
-								P_SetPlayerMobjState(mobj->target, S_PLAY_STND);
-							player->pflags |= PF_STASIS;
-						}
-
-						if (dojump)
-						{
-							P_SetMobjState(mobj, S_ROSY_JUMP);
-							mobj->z += P_MobjFlip(mobj);
-							mobj->momx = mobj->momy = 0;
-							P_SetObjectMomZ(mobj, 6<<FRACBITS, false);
-							S_StartSound(mobj, sfx_cdfm02);
-						}
-
-						if (makeheart)
-						{
-							mobj_t *cdlhrt = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_CDLHRT);
-							cdlhrt->destscale = (5*mobj->scale)>>4;
-							P_SetScale(cdlhrt, cdlhrt->destscale);
-							cdlhrt->fuse = (5*TICRATE)>>1;
-							cdlhrt->momz = mobj->scale;
-							P_SetTarget(&cdlhrt->target, mobj);
-							cdlhrt->extravalue1 = mobj->x;
-							cdlhrt->extravalue2 = mobj->y;
-						}
-					}
-				}
-				break;
-			case MT_CDLHRT:
-				{
-					if (mobj->cvmem < 24)
-						mobj->cvmem++;
-					mobj->movedir += ANG10;
-					P_UnsetThingPosition(mobj);
-					mobj->x = mobj->extravalue1 + P_ReturnThrustX(mobj, mobj->movedir, mobj->cvmem*mobj->scale);
-					mobj->y = mobj->extravalue2 + P_ReturnThrustY(mobj, mobj->movedir, mobj->cvmem*mobj->scale);
-					P_SetThingPosition(mobj);
-					if ((--mobj->fuse) < 6)
-					{
-						if (!mobj->fuse)
-						{
-							P_RemoveMobj(mobj);
-							return;
-						}
-						mobj->frame = (mobj->frame & ~FF_TRANSMASK)|((10-(mobj->fuse*2))<<(FF_TRANSSHIFT));
-					}
-				}
-				break;
-			case MT_VWREF:
-			case MT_VWREB:
-				{
-					INT32 strength;
-					++mobj->movedir;
-					mobj->frame &= ~FF_TRANSMASK;
-					strength = min(mobj->fuse, (INT32)mobj->movedir)*3;
-					if (strength < 10)
-						mobj->frame |= ((10-strength)<<(FF_TRANSSHIFT));
-				}
-				/* FALLTHRU */
-			default:
-				if (mobj->fuse)
-				{ // Scenery object fuse! Very basic!
-					mobj->fuse--;
-					if (!mobj->fuse)
-					{
-#ifdef HAVE_BLUA
-						if (!LUAh_MobjFuse(mobj))
-#endif
-						P_RemoveMobj(mobj);
-						return;
-					}
-				}
-				break;
+	if (stat == S_ROSY_JUMP || stat == S_ROSY_PAIN)
+	{
+		if (P_IsObjectOnGround(mobj))
+		{
+			mobj->momx = mobj->momy = 0;
+			if (player && mobj->cvmem < (-2*TICRATE))
+				stat = S_ROSY_UNHAPPY;
+			else
+				stat = S_ROSY_WALK;
+			P_SetMobjState(mobj, stat);
 		}
-
-		P_SceneryThinker(mobj);
-		return;
+		else if (P_MobjFlip(mobj)*mobj->momz < 0)
+			mobj->frame = mobj->state->frame + mobj->state->var1;
 	}
 
-#ifdef HAVE_BLUA
-	// Check for a Lua thinker first
-	if (!mobj->player)
-	{
-		if (LUAh_MobjThinker(mobj) || P_MobjWasRemoved(mobj))
-			return;
-	}
-	else if (!mobj->player->spectator)
-	{
-		// You cannot short-circuit the player thinker like you can other thinkers.
-		LUAh_MobjThinker(mobj);
-		if (P_MobjWasRemoved(mobj))
-			return;
-	}
-#endif
-	// if it's pushable, or if it would be pushable other than temporary disablement, use the
-	// separate thinker
-	if (mobj->flags & MF_PUSHABLE || (mobj->info->flags & MF_PUSHABLE && mobj->fuse))
+	if (!player)
 	{
-		P_MobjCheckWater(mobj);
-		P_PushableThinker(mobj);
-
-		// Extinguish fire objects in water. (Yes, it's extraordinarily rare to have a pushable flame object, but Brak uses such a case.)
-		if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
-			&& (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
+		if ((stat < S_ROSY_IDLE1 || stat > S_ROSY_IDLE4) && stat != S_ROSY_JUMP)
 		{
-			P_KillMobj(mobj, NULL, NULL, 0);
-			return;
+			mobj->momx = mobj->momy = 0;
+			P_SetMobjState(mobj, S_ROSY_IDLE1);
 		}
 	}
-	else if (mobj->flags & MF_BOSS)
+	else
 	{
-#ifdef HAVE_BLUA
-		if (LUAh_BossThinker(mobj))
+		boolean dojump = false, targonground, love, makeheart = false;
+		if (mobj->target != player->mo)
+			P_SetTarget(&mobj->target, player->mo);
+		// Tatsuru: Don't try to hug them if they're above or below you!
+		targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN) && player->mo->z == mobj->z);
+		love = (player->skin == 0 || player->skin == 5);
+
+		switch (stat)
 		{
-			if (P_MobjWasRemoved(mobj))
-				return;
-		}
-		else if (P_MobjWasRemoved(mobj))
-			return;
-		else
-#endif
-		switch (mobj->type)
+		case S_ROSY_IDLE1:
+		case S_ROSY_IDLE2:
+		case S_ROSY_IDLE3:
+		case S_ROSY_IDLE4:
+			dojump = true;
+			break;
+		case S_ROSY_JUMP:
+		case S_ROSY_PAIN:
+			// handled above
+			break;
+		case S_ROSY_WALK:
 		{
-			case MT_EGGMOBILE:
-				if (mobj->health < mobj->info->damage+1 && leveltime & 2)
-				{
-					fixed_t rad = mobj->radius>>FRACBITS;
-					fixed_t hei = mobj->height>>FRACBITS;
-					mobj_t *particle = P_SpawnMobjFromMobj(mobj,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(hei/2, hei)<<FRACBITS,
-						MT_SMOKE);
-					P_SetObjectMomZ(particle, 2<<FRACBITS, false);
-					particle->momz += mobj->momz;
-				}
-				if (mobj->flags2 & MF2_SKULLFLY)
-#if 1
-					P_SpawnGhostMobj(mobj);
-#else // all the way back from final demo... MT_THOK isn't even the same size anymore!
-				{
-					mobj_t *spawnmobj;
-					spawnmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->painchance);
-					P_SetTarget(&spawnmobj->target, mobj);
-					spawnmobj->color = SKINCOLOR_GREY;
-				}
-#endif
-				P_Boss1Thinker(mobj);
-				break;
-			case MT_EGGMOBILE2:
-				if (mobj->health < mobj->info->damage+1 && leveltime & 2)
-				{
-					fixed_t rad = mobj->radius>>FRACBITS;
-					fixed_t hei = mobj->height>>FRACBITS;
-					mobj_t *particle = P_SpawnMobjFromMobj(mobj,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(hei/2, hei)<<FRACBITS,
-						MT_SMOKE);
-					P_SetObjectMomZ(particle, 2<<FRACBITS, false);
-					particle->momz += mobj->momz;
-				}
-				P_Boss2Thinker(mobj);
-				break;
-			case MT_EGGMOBILE3:
-				if (mobj->health < mobj->info->damage+1 && leveltime & 2)
+			fixed_t x = mobj->x, y = mobj->y, z = mobj->z;
+			angle_t angletoplayer = R_PointToAngle2(x, y, mobj->target->x, mobj->target->y);
+			boolean allowed = P_TryMove(mobj, mobj->target->x, mobj->target->y, false);
+
+			P_UnsetThingPosition(mobj);
+			mobj->x = x;
+			mobj->y = y;
+			mobj->z = z;
+			P_SetThingPosition(mobj);
+
+			if (allowed)
+			{
+				fixed_t mom, max;
+				P_Thrust(mobj, angletoplayer, (3*FRACUNIT) >> 1);
+				mom = FixedHypot(mobj->momx, mobj->momy);
+				max = pdist;
+				if ((--mobj->extravalue1) <= 0)
 				{
-					fixed_t rad = mobj->radius>>FRACBITS;
-					fixed_t hei = mobj->height>>FRACBITS;
-					mobj_t *particle = P_SpawnMobjFromMobj(mobj,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(hei/2, hei)<<FRACBITS,
-						MT_SMOKE);
-					P_SetObjectMomZ(particle, 2<<FRACBITS, false);
-					particle->momz += mobj->momz;
+					if (++mobj->frame > mobj->state->frame + mobj->state->var1)
+						mobj->frame = mobj->state->frame;
+					if (mom > 12*mobj->scale)
+						mobj->extravalue1 = 2;
+					else if (mom > 6*mobj->scale)
+						mobj->extravalue1 = 3;
+					else
+						mobj->extravalue1 = 4;
 				}
-				P_Boss3Thinker(mobj);
-				break;
-			case MT_EGGMOBILE4:
-				if (mobj->health < mobj->info->damage+1 && leveltime & 2)
+				if (max < (mobj->radius + mobj->target->radius))
 				{
-					fixed_t rad = mobj->radius>>FRACBITS;
-					fixed_t hei = mobj->height>>FRACBITS;
-					mobj_t *particle = P_SpawnMobjFromMobj(mobj,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(rad, -rad)<<FRACBITS,
-						P_RandomRange(hei/2, hei)<<FRACBITS,
-						MT_SMOKE);
-					P_SetObjectMomZ(particle, 2<<FRACBITS, false);
-					particle->momz += mobj->momz;
+					mobj->momx = mobj->target->player->cmomx;
+					mobj->momy = mobj->target->player->cmomy;
+					if ((mobj->cvmem > TICRATE && !player->exiting) || !targonground)
+						P_SetMobjState(mobj, (stat = S_ROSY_STND));
+					else
+					{
+						mobj->target->momx = mobj->momx;
+						mobj->target->momy = mobj->momy;
+						P_SetMobjState(mobj, (stat = S_ROSY_HUG));
+						S_StartSound(mobj, sfx_cdpcm6);
+						mobj->angle = angletoplayer;
+					}
 				}
-				P_Boss4Thinker(mobj);
-				break;
-			case MT_FANG:
-				P_Boss5Thinker(mobj);
-				break;
-			case MT_BLACKEGGMAN:
-				P_Boss7Thinker(mobj);
-				break;
-			case MT_METALSONIC_BATTLE:
-				P_Boss9Thinker(mobj);
-				break;
-			default: // Generic SOC-made boss
-				if (mobj->flags2 & MF2_SKULLFLY)
-					P_SpawnGhostMobj(mobj);
-				P_GenericBossThinker(mobj);
-				break;
-		}
-		if (mobj->flags2 & MF2_BOSSFLEE)
-		{
-			if (mobj->extravalue1)
-			{
-				if (!(--mobj->extravalue1))
+				else
 				{
-					if (mobj->target)
+					max /= 3;
+					if (max > 30*mobj->scale)
+						max = 30*mobj->scale;
+					if (mom > max && max > mobj->scale)
 					{
-						mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, P_AproxDistance(mobj->x-mobj->target->x,mobj->y-mobj->target->y)), mobj->scale<<1);
-						mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+						max = FixedDiv(max, mom);
+						mobj->momx = FixedMul(mobj->momx, max);
+						mobj->momy = FixedMul(mobj->momy, max);
 					}
-					else
-						mobj->momz = 8*mobj->scale;
+					if (abs(mobj->momx) > mobj->scale || abs(mobj->momy) > mobj->scale)
+						mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
 				}
-				else
-					mobj->angle += mobj->movedir;
-			}
-			else if (mobj->target)
-				P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale));
-		}
-		if (mobj->type == MT_CYBRAKDEMON && !mobj->health)
-		{
-			if (!(mobj->tics & 1))
-			{
-				var1 = 2;
-				var2 = 0;
-				A_BossScream(mobj);
-			}
-			if (P_CheckDeathPitCollide(mobj))
-			{
-				P_RemoveMobj(mobj);
-				return;
-			}
-			if (mobj->momz && mobj->z+mobj->momz <= mobj->floorz)
-			{
-				S_StartSound(mobj, sfx_befall);
-				if (mobj->state != states+S_CYBRAKDEMON_DIE8)
-					P_SetMobjState(mobj, S_CYBRAKDEMON_DIE8);
 			}
+			else
+				dojump = true;
 		}
-	}
-	else if (mobj->health <= 0) // Dead things think differently than the living.
-		switch (mobj->type)
-		{
-		case MT_BLUESPHERE:
-			if ((mobj->tics>>2)+1 > 0 && (mobj->tics>>2)+1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame
-				mobj->frame = (NUMTRANSMAPS-((mobj->tics>>2)+1))<<FF_TRANSSHIFT;
-			else // tr_trans60 otherwise
-				mobj->frame = tr_trans60<<FF_TRANSSHIFT;
-			break;
-		case MT_EGGCAPSULE:
-			if (mobj->z <= mobj->floorz)
+		break;
+		case S_ROSY_HUG:
+			if (targonground)
 			{
-				P_RemoveMobj(mobj);
-				return;
+				player->pflags |= PF_STASIS;
+				if (mobj->cvmem < 5*TICRATE)
+					mobj->cvmem++;
+				if (love && !(leveltime & 7))
+					makeheart = true;
 			}
-			break;
-		case MT_FAKEMOBILE:
-			if (mobj->scale == mobj->destscale)
+			else
 			{
-				if (!mobj->fuse)
+				if (mobj->cvmem < (love ? 5*TICRATE : 0))
 				{
-					S_StartSound(mobj, sfx_s3k77);
-					mobj->flags2 |= MF2_DONTDRAW;
-					mobj->fuse = TICRATE;
+					P_SetMobjState(mobj, (stat = S_ROSY_PAIN));
+					S_StartSound(mobj, sfx_cdpcm7);
 				}
-				return;
-			}
-			if (!mobj->reactiontime)
-			{
-				if (P_RandomChance(FRACUNIT/2))
-					mobj->movefactor = FRACUNIT;
-				else
-					mobj->movefactor = -FRACUNIT;
-				if (P_RandomChance(FRACUNIT/2))
-					mobj->movedir = ANG20;
 				else
-					mobj->movedir = -ANG20;
-				mobj->reactiontime = 5;
-			}
-			mobj->momz += mobj->movefactor;
-			mobj->angle += mobj->movedir;
-			P_InstaThrust(mobj, mobj->angle, -mobj->info->speed);
-			mobj->reactiontime--;
-			break;
-		case MT_EGGSHIELD:
-			mobj->flags2 ^= MF2_DONTDRAW;
-			break;
-		case MT_EGGTRAP: // Egg Capsule animal release
-			if (mobj->fuse > 0)// && mobj->fuse < TICRATE-(TICRATE/7))
-			{
-				INT32 i;
-				fixed_t x,y,z;
-				fixed_t ns;
-				mobj_t *mo2;
-				mobj_t *flicky;
-
-				z = mobj->subsector->sector->floorheight + FRACUNIT + (P_RandomKey(64)<<FRACBITS);
-				for (i = 0; i < 3; i++)
-				{
-					const angle_t fa = P_RandomKey(FINEANGLES) & FINEMASK;
-					ns = 64 * FRACUNIT;
-					x = mobj->x + FixedMul(FINESINE(fa),ns);
-					y = mobj->y + FixedMul(FINECOSINE(fa),ns);
-
-					mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
-					P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP); // so the flickies don't lose their target if they spawn
-					ns = 4 * FRACUNIT;
-					mo2->momx = FixedMul(FINESINE(fa),ns);
-					mo2->momy = FixedMul(FINECOSINE(fa),ns);
-					mo2->angle = fa << ANGLETOFINESHIFT;
-
-					if (!i && !(mobj->fuse & 2))
-						S_StartSound(mo2, mobj->info->deathsound);
-
-					flicky = P_InternalFlickySpawn(mo2, 0, 8*FRACUNIT, false, -1);
-					if (!flicky)
-						break;
-
-					P_SetTarget(&flicky->target, mo2);
-					flicky->momx = mo2->momx;
-					flicky->momy = mo2->momy;
-				}
-
-				mobj->fuse--;
+					P_SetMobjState(mobj, (stat = S_ROSY_JUMP));
+				var1 = var2 = 0;
+				A_DoNPCPain(mobj);
+				mobj->cvmem -= TICRATE;
 			}
 			break;
-		case MT_PLAYER:
-			/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
-			if (!mobj->fuse)
-			{ // Go away.
-			  /// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it.
-				mobj->momz = 0;
-				if (mobj->player)
-					mobj->flags2 |= MF2_DONTDRAW;
-				else // safe to remove, nobody's going to complain!
-				{
-					P_RemoveMobj(mobj);
-					return;
-				}
-			}
-			else // Apply gravity to fall downwards.
+		case S_ROSY_STND:
+			if ((pdist > (mobj->radius + mobj->target->radius + 3*(mobj->scale + mobj->target->scale))))
+				P_SetMobjState(mobj, (stat = S_ROSY_WALK));
+			else if (!targonground)
+				;
+			else
 			{
-				if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
+				if (love && !(leveltime & 15))
+					makeheart = true;
+				if (player->exiting || --mobj->cvmem < TICRATE)
 				{
-					fixed_t r = mobj->radius >> FRACBITS;
-					mobj_t *explosion = P_SpawnMobj(
-						mobj->x + (P_RandomRange(r, -r) << FRACBITS),
-						mobj->y + (P_RandomRange(r, -r) << FRACBITS),
-						mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
-						MT_SONIC3KBOSSEXPLODE);
-					S_StartSound(explosion, sfx_s3kb4);
+					P_SetMobjState(mobj, (stat = S_ROSY_HUG));
+					S_StartSound(mobj, sfx_cdpcm6);
+					mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+					mobj->target->momx = mobj->momx;
+					mobj->target->momy = mobj->momy;
 				}
-				if (mobj->movedir == DMG_DROWNED)
-					P_SetObjectMomZ(mobj, -FRACUNIT / 2, true); // slower fall from drowning
-				else
-					P_SetObjectMomZ(mobj, -2 * FRACUNIT / 3, true);
 			}
 			break;
-		case MT_METALSONIC_RACE:
-			{
-				if (!(mobj->fuse % 8))
-				{
-					fixed_t r = mobj->radius >> FRACBITS;
-					mobj_t *explosion = P_SpawnMobj(
-						mobj->x + (P_RandomRange(r, -r) << FRACBITS),
-						mobj->y + (P_RandomRange(r, -r) << FRACBITS),
-						mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
-						MT_SONIC3KBOSSEXPLODE);
-					S_StartSound(explosion, sfx_s3kb4);
-				}
-				P_SetObjectMomZ(mobj, -2 * FRACUNIT / 3, true);
-			}
+		case S_ROSY_UNHAPPY:
 		default:
 			break;
 		}
-	else
-	{
-		if ((mobj->flags & MF_ENEMY) && (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1))
-			mobj->flags2 &= ~MF2_FRET;
 
-		// Angle-to-tracer to trigger a linedef exec
-		// See Linedef Exec 457 (Track mobj angle to point)
-		if ((mobj->eflags & MFE_TRACERANGLE) && mobj->tracer && mobj->extravalue2)
+		if (stat == S_ROSY_HUG)
 		{
-			// mobj->lastlook - Don't disable behavior after first failure
-			// mobj->extravalue1 - Angle tolerance
-			// mobj->extravalue2 - Exec tag upon failure
-			// mobj->cvval - Allowable failure delay
-			// mobj->cvmem - Failure timer
-
-			angle_t ang = mobj->angle - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
-
-			// \todo account for distance between mobj and tracer
-			// Because closer mobjs can be facing beyond the angle tolerance
-			// yet tracer is still in the camera view
-
-			// failure state: mobj is not facing tracer
-			// Reasaonable defaults: ANGLE_67h, ANGLE_292h
-			if (ang >= (angle_t)mobj->extravalue1 && ang <= ANGLE_MAX - (angle_t)mobj->extravalue1)
-			{
-				if (mobj->cvmem)
-					mobj->cvmem--;
-				else
-				{
-					INT32 exectag = mobj->extravalue2; // remember this before we erase the values
-
-					if (mobj->lastlook)
-						mobj->cvmem = mobj->cusval; // reset timer for next failure
-					else
-					{
-						// disable after first failure
-						mobj->eflags &= ~MFE_TRACERANGLE;
-						mobj->lastlook = mobj->extravalue1 = mobj->extravalue2 = mobj->cvmem = mobj->cusval = 0;
-					}
+			if (player->panim != PA_IDLE)
+				P_SetPlayerMobjState(mobj->target, S_PLAY_STND);
+			player->pflags |= PF_STASIS;
+		}
 
-					P_LinedefExecute(exectag, mobj, NULL);
-				}
-			}
-			else
-				mobj->cvmem = mobj->cusval; // reset failure timer
+		if (dojump)
+		{
+			P_SetMobjState(mobj, S_ROSY_JUMP);
+			mobj->z += P_MobjFlip(mobj);
+			mobj->momx = mobj->momy = 0;
+			P_SetObjectMomZ(mobj, 6 << FRACBITS, false);
+			S_StartSound(mobj, sfx_cdfm02);
 		}
 
-		switch (mobj->type)
+		if (makeheart)
 		{
-			case MT_WALLSPIKEBASE:
-				if (!mobj->target) {
-					P_RemoveMobj(mobj);
-					return;
-				}
-				mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
-#if 0
-				if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
-				{
-					mobj_t *target = mobj->target; // shortcut
-					const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
-					P_UnsetThingPosition(mobj);
-					mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
-					mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
-					P_SetThingPosition(mobj);
-					mobj->angle = target->angle + ANGLE_90;
-				}
+			mobj_t *cdlhrt = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_CDLHRT);
+			cdlhrt->destscale = (5*mobj->scale) >> 4;
+			P_SetScale(cdlhrt, cdlhrt->destscale);
+			cdlhrt->fuse = (5*TICRATE) >> 1;
+			cdlhrt->momz = mobj->scale;
+			P_SetTarget(&cdlhrt->target, mobj);
+			cdlhrt->extravalue1 = mobj->x;
+			cdlhrt->extravalue2 = mobj->y;
+		}
+	}
+}
+
+static void P_MobjSceneryThink(mobj_t *mobj)
+{
+#ifdef HAVE_BLUA
+	if (LUAh_MobjThinker(mobj))
+		return;
+	if (P_MobjWasRemoved(mobj))
+		return;
+#endif
+
+	if ((mobj->flags2 & MF2_SHIELD) && !P_AddShield(mobj))
+		return;
+
+	switch (mobj->type)
+	{
+	case MT_BOSSJUNK:
+		mobj->flags2 ^= MF2_DONTDRAW;
+		break;
+	case MT_MACEPOINT:
+	case MT_CHAINMACEPOINT:
+	case MT_SPRINGBALLPOINT:
+	case MT_CHAINPOINT:
+	case MT_FIREBARPOINT:
+	case MT_CUSTOMMACEPOINT:
+	case MT_HIDDEN_SLING:
+		P_MaceSceneryThink(mobj);
+		break;
+	case MT_HOOP:
+		if (mobj->fuse > 1)
+			P_MoveHoop(mobj);
+		else if (mobj->fuse == 1)
+			mobj->movecount = 1;
+
+		if (mobj->movecount)
+		{
+			mobj->fuse++;
+
+			if (mobj->fuse > 32)
+			{
+				// Don't kill the hoop center. For the sake of respawning.
+				//if (mobj->target)
+				//	P_RemoveMobj(mobj->target);
+
+				P_RemoveMobj(mobj);
+			}
+		}
+		else
+			mobj->fuse--;
+		return;
+	case MT_NIGHTSPARKLE:
+		if (mobj->tics != -1)
+		{
+			mobj->tics--;
+
+			// you can cycle through multiple states in a tic
+			if (!mobj->tics)
+				if (!P_SetMobjState(mobj, mobj->state->nextstate))
+					return; // freed itself
+		}
+
+		P_UnsetThingPosition(mobj);
+		mobj->x += mobj->momx;
+		mobj->y += mobj->momy;
+		mobj->z += mobj->momz;
+		P_SetThingPosition(mobj);
+		return;
+	case MT_NIGHTSLOOPHELPER:
+		if (--mobj->tics <= 0)
+			P_RemoveMobj(mobj);
+
+		// Don't touch my fuse!
+		return;
+	case MT_OVERLAY:
+		if (!mobj->target)
+		{
+			P_RemoveMobj(mobj);
+			return;
+		}
+		else
+			P_AddOverlay(mobj);
+		break;
+	case MT_PITY_ORB:
+	case MT_WHIRLWIND_ORB:
+	case MT_ARMAGEDDON_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		break;
+	case MT_ATTRACT_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if (/*(mobj->target) -- the following is implicit by P_AddShield
+		&& (mobj->target->player)
+		&& */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY))
+		{
+			P_SetMobjState(mobj, mobj->info->painstate);
+			mobj->tics++;
+		}
+		break;
+	case MT_ELEMENTAL_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if (mobj->tracer
+			/* && mobj->target -- the following is implicit by P_AddShield
+			&& mobj->target->player
+			&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL */
+			&& mobj->target->player->pflags & PF_SHIELDABILITY
+			&& ((statenum_t)(mobj->tracer->state - states) < mobj->info->raisestate
+				|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
+		{
+			P_SetMobjState(mobj, mobj->info->painstate);
+			mobj->tics++;
+			P_SetMobjState(mobj->tracer, mobj->info->raisestate);
+			mobj->tracer->tics++;
+		}
+		break;
+	case MT_FORCE_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if (/*
+		&& mobj->target -- the following is implicit by P_AddShield
+		&& mobj->target->player
+		&& (mobj->target->player->powers[pw_shield] & SH_FORCE)
+		&& */ (mobj->target->player->pflags & PF_SHIELDABILITY))
+		{
+			mobj_t *whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct
+			P_SetMobjState(whoosh, mobj->info->raisestate);
+			whoosh->destscale = whoosh->scale << 1;
+			whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale);
+			whoosh->height = 38*whoosh->scale;
+			whoosh->fuse = 10;
+			whoosh->flags |= MF_NOCLIPHEIGHT;
+			whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
+			mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
+		}
+		/* FALLTHRU */
+	case MT_FLAMEAURA_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if ((statenum_t)(mobj->state - states) < mobj->info->painstate)
+			mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
+		if (mobj->tracer
+			/* && mobj->target -- the following is implicit by P_AddShield
+			&& mobj->target->player
+			&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_FLAMEAURA */
+			&& mobj->target->player->pflags & PF_SHIELDABILITY
+			&& ((statenum_t)(mobj->tracer->state - states) < mobj->info->raisestate
+				|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
+		{
+			P_SetMobjState(mobj, mobj->info->painstate);
+			mobj->tics++;
+			P_SetMobjState(mobj->tracer, mobj->info->raisestate);
+			mobj->tracer->tics++;
+		}
+		break;
+	case MT_BUBBLEWRAP_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if (mobj->tracer
+			/* && mobj->target -- the following is implicit by P_AddShield
+			&& mobj->target->player
+			&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP */
+			)
+		{
+			if (mobj->target->player->pflags & PF_SHIELDABILITY
+				&& ((statenum_t)(mobj->state - states) < mobj->info->painstate
+					|| (mobj->state->nextstate < mobj->info->painstate && mobj->tics == 1)))
+			{
+				P_SetMobjState(mobj, mobj->info->painstate);
+				mobj->tics++;
+				P_SetMobjState(mobj->tracer, mobj->info->raisestate);
+				mobj->tracer->tics++;
+			}
+			else if (mobj->target->eflags & MFE_JUSTHITFLOOR
+				&& (statenum_t)(mobj->state - states) == mobj->info->painstate)
+			{
+				P_SetMobjState(mobj, mobj->info->painstate + 1);
+				mobj->tics++;
+				P_SetMobjState(mobj->tracer, mobj->info->raisestate + 1);
+				mobj->tracer->tics++;
+			}
+		}
+		break;
+	case MT_THUNDERCOIN_ORB:
+		if (!(mobj->flags2 & MF2_SHIELD))
+			return;
+		if (mobj->tracer
+			/* && mobj->target -- the following is implicit by P_AddShield
+			&& mobj->target->player
+			&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_THUNDERCOIN */
+			&& (mobj->target->player->pflags & PF_SHIELDABILITY))
+		{
+			P_SetMobjState(mobj, mobj->info->painstate);
+			mobj->tics++;
+			P_SetMobjState(mobj->tracer, mobj->info->raisestate);
+			mobj->tracer->tics++;
+			mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal spark
+		}
+		break;
+	case MT_WATERDROP:
+		P_SceneryCheckWater(mobj);
+		if ((mobj->z <= mobj->floorz || mobj->z <= mobj->watertop)
+			&& mobj->health > 0)
+		{
+			mobj->health = 0;
+			P_SetMobjState(mobj, mobj->info->deathstate);
+			S_StartSound(mobj, mobj->info->deathsound + P_RandomKey(mobj->info->mass));
+			return;
+		}
+		break;
+	case MT_BUBBLES:
+		P_SceneryCheckWater(mobj);
+		break;
+	case MT_SMALLBUBBLE:
+	case MT_MEDIUMBUBBLE:
+	case MT_EXTRALARGEBUBBLE:	// start bubble dissipate
+		P_SceneryCheckWater(mobj);
+		if (P_MobjWasRemoved(mobj)) // bubble was removed by not being in water
+			return;
+		if (!(mobj->eflags & MFE_UNDERWATER)
+			|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz)
+			|| (mobj->eflags & MFE_VERTICALFLIP && mobj->z <= mobj->floorz)
+			|| (P_CheckDeathPitCollide(mobj))
+			|| --mobj->fuse <= 0) // Bubbles eventually dissipate if they can't reach the surface.
+		{
+			// no playing sound: no point; the object is being removed
+			P_RemoveMobj(mobj);
+			return;
+		}
+		break;
+	case MT_LOCKON:
+		if (!mobj->target)
+		{
+			P_RemoveMobj(mobj);
+			return;
+		}
+
+		mobj->flags2 &= ~MF2_DONTDRAW;
+
+		mobj->x = mobj->target->x;
+		mobj->y = mobj->target->y;
+
+		mobj->eflags |= (mobj->target->eflags & MFE_VERTICALFLIP);
+
+		mobj->destscale = mobj->target->destscale;
+		P_SetScale(mobj, mobj->target->scale);
+
+		if (!(mobj->eflags & MFE_VERTICALFLIP))
+			mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale);
+		else
+			mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height;
+		break;
+	case MT_LOCKONINF:
+		if (!(mobj->flags2 & MF2_STRONGBOX))
+		{
+			mobj->threshold = mobj->z;
+			mobj->flags2 |= MF2_STRONGBOX;
+		}
+		if (!(mobj->eflags & MFE_VERTICALFLIP))
+			mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
+		else
+			mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
+		break;
+	case MT_DROWNNUMBERS:
+		if (!P_DrownNumbersSceneryThink(mobj))
+			return;
+		break;
+	case MT_FLAMEJET:
+		P_FlameJetSceneryThink(mobj);
+		break;
+	case MT_VERTICALFLAMEJET:
+		P_VerticalFlameJetSceneryThink(mobj);
+		break;
+	case MT_FLICKY_01_CENTER:
+	case MT_FLICKY_02_CENTER:
+	case MT_FLICKY_03_CENTER:
+	case MT_FLICKY_04_CENTER:
+	case MT_FLICKY_05_CENTER:
+	case MT_FLICKY_06_CENTER:
+	case MT_FLICKY_07_CENTER:
+	case MT_FLICKY_08_CENTER:
+	case MT_FLICKY_09_CENTER:
+	case MT_FLICKY_10_CENTER:
+	case MT_FLICKY_11_CENTER:
+	case MT_FLICKY_12_CENTER:
+	case MT_FLICKY_13_CENTER:
+	case MT_FLICKY_14_CENTER:
+	case MT_FLICKY_15_CENTER:
+	case MT_FLICKY_16_CENTER:
+	case MT_SECRETFLICKY_01_CENTER:
+	case MT_SECRETFLICKY_02_CENTER:
+		if (mobj->tracer && (mobj->flags & MF_NOCLIPTHING)
+			&& (mobj->flags & MF_GRENADEBOUNCE))
+			// for now: only do this bounce routine if flicky is in-place. \todo allow in all movements
+		{
+			if (!(mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z <= mobj->tracer->floorz)
+				mobj->tracer->momz = 7*FRACUNIT;
+			else if ((mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z >= mobj->tracer->ceilingz - mobj->tracer->height)
+				mobj->tracer->momz = -7*FRACUNIT;
+		}
+		break;
+	case MT_SEED:
+		if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
+			mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
+		break;
+	case MT_ROCKCRUMBLE1:
+	case MT_ROCKCRUMBLE2:
+	case MT_ROCKCRUMBLE3:
+	case MT_ROCKCRUMBLE4:
+	case MT_ROCKCRUMBLE5:
+	case MT_ROCKCRUMBLE6:
+	case MT_ROCKCRUMBLE7:
+	case MT_ROCKCRUMBLE8:
+	case MT_ROCKCRUMBLE9:
+	case MT_ROCKCRUMBLE10:
+	case MT_ROCKCRUMBLE11:
+	case MT_ROCKCRUMBLE12:
+	case MT_ROCKCRUMBLE13:
+	case MT_ROCKCRUMBLE14:
+	case MT_ROCKCRUMBLE15:
+	case MT_ROCKCRUMBLE16:
+	case MT_WOODDEBRIS:
+	case MT_BRICKDEBRIS:
+	case MT_BROKENROBOT:
+		if (mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height)
+			&& mobj->state != &states[mobj->info->deathstate])
+		{
+			P_SetMobjState(mobj, mobj->info->deathstate);
+			return;
+		}
+		break;
+	case MT_PARTICLEGEN:
+		if (!P_ParticleGenSceneryThink(mobj))
+			return;
+		break;
+	case MT_FSGNA:
+		if (mobj->movedir)
+			mobj->angle += mobj->movedir;
+		break;
+	case MT_ROSY:
+		P_RosySceneryThink(mobj);
+		break;
+	case MT_CDLHRT:
+	{
+		if (mobj->cvmem < 24)
+			mobj->cvmem++;
+		mobj->movedir += ANG10;
+		P_UnsetThingPosition(mobj);
+		mobj->x = mobj->extravalue1 + P_ReturnThrustX(mobj, mobj->movedir, mobj->cvmem*mobj->scale);
+		mobj->y = mobj->extravalue2 + P_ReturnThrustY(mobj, mobj->movedir, mobj->cvmem*mobj->scale);
+		P_SetThingPosition(mobj);
+		if ((--mobj->fuse) < 6)
+		{
+			if (!mobj->fuse)
+			{
+				P_RemoveMobj(mobj);
+				return;
+			}
+			mobj->frame = (mobj->frame & ~FF_TRANSMASK) | ((10 - (mobj->fuse*2)) << (FF_TRANSSHIFT));
+		}
+	}
+	break;
+	case MT_VWREF:
+	case MT_VWREB:
+	{
+		INT32 strength;
+		++mobj->movedir;
+		mobj->frame &= ~FF_TRANSMASK;
+		strength = min(mobj->fuse, (INT32)mobj->movedir)*3;
+		if (strength < 10)
+			mobj->frame |= ((10 - strength) << (FF_TRANSSHIFT));
+	}
+	/* FALLTHRU */
+	default:
+		if (mobj->fuse)
+		{ // Scenery object fuse! Very basic!
+			mobj->fuse--;
+			if (!mobj->fuse)
+			{
+#ifdef HAVE_BLUA
+				if (!LUAh_MobjFuse(mobj))
 #endif
-				break;
-			case MT_FALLINGROCK:
-				// Despawn rocks here in case zmovement code can't do so (blame slopes)
-				if (!mobj->momx && !mobj->momy && !mobj->momz
-				&& ((mobj->eflags & MFE_VERTICALFLIP) ?
-					  mobj->z + mobj->height >= mobj->ceilingz
-					: mobj->z <= mobj->floorz))
-				{
 					P_RemoveMobj(mobj);
-					return;
-				}
-				P_MobjCheckWater(mobj);
-				break;
-			case MT_ARROW:
-				if (mobj->flags & MF_MISSILE)
-				{
-					// Calculate the angle of movement.
-					/*
-						   momz
-						 / |
-					   /   |
-					 /     |
-					0------dist(momx,momy)
-					*/
-
-					fixed_t dist = P_AproxDistance(mobj->momx, mobj->momy);
-					angle_t angle = R_PointToAngle2(0, 0, dist, mobj->momz);
-
-					if (angle > ANG20 && angle <= ANGLE_180)
-						mobj->frame = 2;
-					else if (angle < ANG340 && angle > ANGLE_180)
-						mobj->frame = 0;
-					else
-						mobj->frame = 1;
+				return;
+			}
+		}
+		break;
+	}
 
-					if (!(mobj->extravalue1) && (mobj->momz < 0))
-					{
-						mobj->extravalue1 = 1;
-						S_StartSound(mobj, mobj->info->activesound);
-					}
-					if (leveltime & 1)
-					{
-						mobj_t *dust = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_PARTICLE);
-						dust->tics = 18;
-						dust->scalespeed = 4096;
-						dust->destscale = FRACUNIT/32;
-					}
+	P_SceneryThinker(mobj);
+}
+
+static boolean P_MobjPushableThink(mobj_t *mobj)
+{
+	P_MobjCheckWater(mobj);
+	P_PushableThinker(mobj);
+
+	// Extinguish fire objects in water. (Yes, it's extraordinarily rare to have a pushable flame object, but Brak uses such a case.)
+	if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
+		&& (mobj->eflags & (MFE_UNDERWATER | MFE_TOUCHWATER)))
+	{
+		P_KillMobj(mobj, NULL, NULL, 0);
+		return false;
+	}
+
+	return true;
+}
+
+static boolean P_MobjBossThink(mobj_t *mobj)
+{
+#ifdef HAVE_BLUA
+	if (LUAh_BossThinker(mobj))
+	{
+		if (P_MobjWasRemoved(mobj))
+			return false;
+	}
+	else if (P_MobjWasRemoved(mobj))
+		return false;
+	else
+#endif
+		switch (mobj->type)
+		{
+		case MT_EGGMOBILE:
+			if (mobj->health < mobj->info->damage + 1 && leveltime & 2)
+			{
+				fixed_t rad = mobj->radius >> FRACBITS;
+				fixed_t hei = mobj->height >> FRACBITS;
+				mobj_t *particle = P_SpawnMobjFromMobj(mobj,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(hei / 2, hei) << FRACBITS,
+					MT_SMOKE);
+				P_SetObjectMomZ(particle, 2 << FRACBITS, false);
+				particle->momz += mobj->momz;
+			}
+			if (mobj->flags2 & MF2_SKULLFLY)
+#if 1
+				P_SpawnGhostMobj(mobj);
+#else // all the way back from final demo... MT_THOK isn't even the same size anymore!
+			{
+				mobj_t *spawnmobj;
+				spawnmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->painchance);
+				P_SetTarget(&spawnmobj->target, mobj);
+				spawnmobj->color = SKINCOLOR_GREY;
+			}
+#endif
+			P_Boss1Thinker(mobj);
+			break;
+		case MT_EGGMOBILE2:
+			if (mobj->health < mobj->info->damage + 1 && leveltime & 2)
+			{
+				fixed_t rad = mobj->radius >> FRACBITS;
+				fixed_t hei = mobj->height >> FRACBITS;
+				mobj_t *particle = P_SpawnMobjFromMobj(mobj,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(hei/2, hei) << FRACBITS,
+					MT_SMOKE);
+				P_SetObjectMomZ(particle, 2 << FRACBITS, false);
+				particle->momz += mobj->momz;
+			}
+			P_Boss2Thinker(mobj);
+			break;
+		case MT_EGGMOBILE3:
+			if (mobj->health < mobj->info->damage + 1 && leveltime & 2)
+			{
+				fixed_t rad = mobj->radius >> FRACBITS;
+				fixed_t hei = mobj->height >> FRACBITS;
+				mobj_t *particle = P_SpawnMobjFromMobj(mobj,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(hei/2, hei) << FRACBITS,
+					MT_SMOKE);
+				P_SetObjectMomZ(particle, 2 << FRACBITS, false);
+				particle->momz += mobj->momz;
+			}
+			P_Boss3Thinker(mobj);
+			break;
+		case MT_EGGMOBILE4:
+			if (mobj->health < mobj->info->damage + 1 && leveltime & 2)
+			{
+				fixed_t rad = mobj->radius >> FRACBITS;
+				fixed_t hei = mobj->height >> FRACBITS;
+				mobj_t* particle = P_SpawnMobjFromMobj(mobj,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(rad, -rad) << FRACBITS,
+					P_RandomRange(hei/2, hei) << FRACBITS,
+					MT_SMOKE);
+				P_SetObjectMomZ(particle, 2 << FRACBITS, false);
+				particle->momz += mobj->momz;
+			}
+			P_Boss4Thinker(mobj);
+			break;
+		case MT_FANG:
+			P_Boss5Thinker(mobj);
+			break;
+		case MT_BLACKEGGMAN:
+			P_Boss7Thinker(mobj);
+			break;
+		case MT_METALSONIC_BATTLE:
+			P_Boss9Thinker(mobj);
+			break;
+		default: // Generic SOC-made boss
+			if (mobj->flags2 & MF2_SKULLFLY)
+				P_SpawnGhostMobj(mobj);
+			P_GenericBossThinker(mobj);
+			break;
+		}
+	if (mobj->flags2 & MF2_BOSSFLEE)
+	{
+		if (mobj->extravalue1)
+		{
+			if (!(--mobj->extravalue1))
+			{
+				if (mobj->target)
+				{
+					mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y)), mobj->scale << 1);
+					mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
 				}
 				else
-					mobj->flags2 ^= MF2_DONTDRAW;
-				break;
-			case MT_EMERALDSPAWN:
-				if (mobj->threshold)
-				{
-					mobj->threshold--;
+					mobj->momz = 8*mobj->scale;
+			}
+			else
+				mobj->angle += mobj->movedir;
+		}
+		else if (mobj->target)
+			P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale));
+	}
+	if (mobj->type == MT_CYBRAKDEMON && !mobj->health)
+	{
+		if (!(mobj->tics & 1))
+		{
+			var1 = 2;
+			var2 = 0;
+			A_BossScream(mobj);
+		}
+		if (P_CheckDeathPitCollide(mobj))
+		{
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		if (mobj->momz && mobj->z + mobj->momz <= mobj->floorz)
+		{
+			S_StartSound(mobj, sfx_befall);
+			if (mobj->state != states + S_CYBRAKDEMON_DIE8)
+				P_SetMobjState(mobj, S_CYBRAKDEMON_DIE8);
+		}
+	}
+	return true;
+}
 
-					if (!mobj->threshold && !mobj->target && mobj->reactiontime)
-					{
-						mobj_t *emerald = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->reactiontime);
-						emerald->threshold = 42;
-						P_SetTarget(&mobj->target, emerald);
-						P_SetTarget(&emerald->target, mobj);
-					}
-				}
-				break;
-			case MT_BUGGLE:
-				mobj->eflags |= MFE_UNDERWATER; //P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
-				{
-					if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
-						&& P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius * 16)
-					{
-						// Home in on the target.
-						P_HomingAttack(mobj, mobj->tracer);
+static boolean P_MobjDeadThink(mobj_t *mobj)
+{
+	switch (mobj->type)
+	{
+	case MT_BLUESPHERE:
+		if ((mobj->tics >> 2) + 1 > 0 && (mobj->tics >> 2) + 1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame
+			mobj->frame = (NUMTRANSMAPS - ((mobj->tics >> 2) + 1)) << FF_TRANSSHIFT;
+		else // tr_trans60 otherwise
+			mobj->frame = tr_trans60 << FF_TRANSSHIFT;
+		break;
+	case MT_EGGCAPSULE:
+		if (mobj->z <= mobj->floorz)
+		{
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		break;
+	case MT_FAKEMOBILE:
+		if (mobj->scale == mobj->destscale)
+		{
+			if (!mobj->fuse)
+			{
+				S_StartSound(mobj, sfx_s3k77);
+				mobj->flags2 |= MF2_DONTDRAW;
+				mobj->fuse = TICRATE;
+			}
+			return false;
+		}
+		if (!mobj->reactiontime)
+		{
+			if (P_RandomChance(FRACUNIT/2))
+				mobj->movefactor = FRACUNIT;
+			else
+				mobj->movefactor = -FRACUNIT;
+			if (P_RandomChance(FRACUNIT/2))
+				mobj->movedir = ANG20;
+			else
+				mobj->movedir = -ANG20;
+			mobj->reactiontime = 5;
+		}
+		mobj->momz += mobj->movefactor;
+		mobj->angle += mobj->movedir;
+		P_InstaThrust(mobj, mobj->angle, -mobj->info->speed);
+		mobj->reactiontime--;
+		break;
+	case MT_EGGSHIELD:
+		mobj->flags2 ^= MF2_DONTDRAW;
+		break;
+	case MT_EGGTRAP: // Egg Capsule animal release
+		if (mobj->fuse > 0)// && mobj->fuse < TICRATE-(TICRATE/7))
+		{
+			INT32 i;
+			fixed_t x, y, z;
+			fixed_t ns;
+			mobj_t* mo2;
+			mobj_t* flicky;
 
-						if (mobj->z < mobj->floorz)
-							mobj->z = mobj->floorz;
+			z = mobj->subsector->sector->floorheight + FRACUNIT + (P_RandomKey(64) << FRACBITS);
+			for (i = 0; i < 3; i++)
+			{
+				const angle_t fa = P_RandomKey(FINEANGLES) & FINEMASK;
+				ns = 64*FRACUNIT;
+				x = mobj->x + FixedMul(FINESINE(fa), ns);
+				y = mobj->y + FixedMul(FINECOSINE(fa), ns);
 
-						if (leveltime % mobj->info->painchance == 0)
-							S_StartSound(mobj, mobj->info->activesound);
+				mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
+				P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP); // so the flickies don't lose their target if they spawn
+				ns = 4*FRACUNIT;
+				mo2->momx = FixedMul(FINESINE(fa), ns);
+				mo2->momy = FixedMul(FINECOSINE(fa), ns);
+				mo2->angle = fa << ANGLETOFINESHIFT;
 
-						if ((statenum_t)(mobj->state-states) != mobj->info->seestate)
-							P_SetMobjState(mobj, mobj->info->seestate);
-					}
-					else
-					{
-						// Try to find a player
-						P_LookForPlayers(mobj, true, true, mobj->radius * 16);
-						mobj->momx >>= 1;
-						mobj->momy >>= 1;
-						mobj->momz >>= 1;
-						if ((statenum_t)(mobj->state-states) != mobj->info->spawnstate)
-							P_SetMobjState(mobj, mobj->info->spawnstate);
-					}
+				if (!i && !(mobj->fuse & 2))
+					S_StartSound(mo2, mobj->info->deathsound);
+
+				flicky = P_InternalFlickySpawn(mo2, 0, 8*FRACUNIT, false, -1);
+				if (!flicky)
+					break;
+
+				P_SetTarget(&flicky->target, mo2);
+				flicky->momx = mo2->momx;
+				flicky->momy = mo2->momy;
+			}
+
+			mobj->fuse--;
+		}
+		break;
+	case MT_PLAYER:
+		/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
+		if (!mobj->fuse)
+		{ // Go away.
+		  /// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it.
+			mobj->momz = 0;
+			if (mobj->player)
+				mobj->flags2 |= MF2_DONTDRAW;
+			else // safe to remove, nobody's going to complain!
+			{
+				P_RemoveMobj(mobj);
+				return false;
+			}
+		}
+		else // Apply gravity to fall downwards.
+		{
+			if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
+			{
+				fixed_t r = mobj->radius >> FRACBITS;
+				mobj_t *explosion = P_SpawnMobj(
+					mobj->x + (P_RandomRange(r, -r) << FRACBITS),
+					mobj->y + (P_RandomRange(r, -r) << FRACBITS),
+					mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
+					MT_SONIC3KBOSSEXPLODE);
+				S_StartSound(explosion, sfx_s3kb4);
+			}
+			if (mobj->movedir == DMG_DROWNED)
+				P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning
+			else
+				P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
+		}
+		break;
+	case MT_METALSONIC_RACE:
+	{
+		if (!(mobj->fuse % 8))
+		{
+			fixed_t r = mobj->radius >> FRACBITS;
+			mobj_t *explosion = P_SpawnMobj(
+				mobj->x + (P_RandomRange(r, -r) << FRACBITS),
+				mobj->y + (P_RandomRange(r, -r) << FRACBITS),
+				mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
+				MT_SONIC3KBOSSEXPLODE);
+			S_StartSound(explosion, sfx_s3kb4);
+		}
+		P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
+	}
+	break;
+	default:
+		break;
+	}
+	return true;
+}
+
+// Angle-to-tracer to trigger a linedef exec
+// See Linedef Exec 457 (Track mobj angle to point)
+static void P_TracerAngleThink(mobj_t *mobj)
+{
+	angle_t ang;
+
+	if (!mobj->tracer)
+		return;
+
+	if (!mobj->extravalue2)
+		return;
+
+	// mobj->lastlook - Don't disable behavior after first failure
+	// mobj->extravalue1 - Angle tolerance
+	// mobj->extravalue2 - Exec tag upon failure
+	// mobj->cvval - Allowable failure delay
+	// mobj->cvmem - Failure timer
+
+	ang = mobj->angle - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
+
+	// \todo account for distance between mobj and tracer
+	// Because closer mobjs can be facing beyond the angle tolerance
+	// yet tracer is still in the camera view
+
+	// failure state: mobj is not facing tracer
+	// Reasaonable defaults: ANGLE_67h, ANGLE_292h
+	if (ang >= (angle_t)mobj->extravalue1 && ang <= ANGLE_MAX - (angle_t)mobj->extravalue1)
+	{
+		if (mobj->cvmem)
+			mobj->cvmem--;
+		else
+		{
+			INT32 exectag = mobj->extravalue2; // remember this before we erase the values
+
+			if (mobj->lastlook)
+				mobj->cvmem = mobj->cusval; // reset timer for next failure
+			else
+			{
+				// disable after first failure
+				mobj->eflags &= ~MFE_TRACERANGLE;
+				mobj->lastlook = mobj->extravalue1 = mobj->extravalue2 = mobj->cvmem = mobj->cusval = 0;
+			}
+
+			P_LinedefExecute(exectag, mobj, NULL);
+		}
+	}
+	else
+		mobj->cvmem = mobj->cusval; // reset failure timer
+}
+
+static void P_ArrowThink(mobj_t *mobj)
+{
+	if (mobj->flags & MF_MISSILE)
+	{
+		// Calculate the angle of movement.
+		/*
+			   momz
+			 / |
+		   /   |
+		 /     |
+		0------dist(momx,momy)
+		*/
+
+		fixed_t dist = P_AproxDistance(mobj->momx, mobj->momy);
+		angle_t angle = R_PointToAngle2(0, 0, dist, mobj->momz);
+
+		if (angle > ANG20 && angle <= ANGLE_180)
+			mobj->frame = 2;
+		else if (angle < ANG340 && angle > ANGLE_180)
+			mobj->frame = 0;
+		else
+			mobj->frame = 1;
+
+		if (!(mobj->extravalue1) && (mobj->momz < 0))
+		{
+			mobj->extravalue1 = 1;
+			S_StartSound(mobj, mobj->info->activesound);
+		}
+		if (leveltime & 1)
+		{
+			mobj_t *dust = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_PARTICLE);
+			dust->tics = 18;
+			dust->scalespeed = 4096;
+			dust->destscale = FRACUNIT/32;
+		}
+	}
+	else
+		mobj->flags2 ^= MF2_DONTDRAW;
+}
+
+static void P_BumbleboreThink(mobj_t *mobj)
+{
+	statenum_t st = mobj->state - states;
+	if (st == S_BUMBLEBORE_FLY1 || st == S_BUMBLEBORE_FLY2)
+	{
+		if (!mobj->target)
+			P_SetMobjState(mobj, mobj->info->spawnstate);
+		else if (P_MobjFlip(mobj)*((mobj->z + (mobj->height >> 1)) - (mobj->target->z + (mobj->target->height >> 1))) > 0
+			&& R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) <= 32*FRACUNIT)
+		{
+			mobj->momx >>= 1;
+			mobj->momy >>= 1;
+			if (++mobj->movefactor == 4)
+			{
+				S_StartSound(mobj, mobj->info->seesound);
+				mobj->momx = mobj->momy = mobj->momz = 0;
+				mobj->flags = (mobj->flags|MF_PAIN) & ~MF_NOGRAVITY;
+				P_SetMobjState(mobj, mobj->info->meleestate);
+			}
+		}
+		else
+			mobj->movefactor = 0;
+	}
+	else if (st == S_BUMBLEBORE_RAISE || st == S_BUMBLEBORE_FALL2) // no _FALL1 because it's an 0-tic
+	{
+		if (P_IsObjectOnGround(mobj))
+		{
+			S_StopSound(mobj);
+			S_StartSound(mobj, mobj->info->attacksound);
+			mobj->flags = (mobj->flags | MF_NOGRAVITY) & ~MF_PAIN;
+			mobj->momx = mobj->momy = mobj->momz = 0;
+			P_SetMobjState(mobj, mobj->info->painstate);
+		}
+		else
+		{
+			mobj->angle += ANGLE_22h;
+			mobj->frame = mobj->state->frame + ((mobj->tics & 2) >> 1);
+		}
+	}
+	else if (st == S_BUMBLEBORE_STUCK2 && mobj->tics < TICRATE)
+		mobj->frame = mobj->state->frame + ((mobj->tics & 2) >> 1);
+}
+
+static boolean P_HangsterThink(mobj_t *mobj)
+{
+	statenum_t st = mobj->state - states;
+	//ghost image trail when flying down
+	if (st == S_HANGSTER_SWOOP1 || st == S_HANGSTER_SWOOP2)
+	{
+		P_SpawnGhostMobj(mobj);
+		//curve when in line with target, otherwise curve to avoid crashing into floor
+		if ((mobj->z - mobj->floorz <= 80*FRACUNIT) || (mobj->target && (mobj->z - mobj->target->z <= 80*FRACUNIT)))
+			P_SetMobjState(mobj, (st = S_HANGSTER_ARC1));
+	}
+
+	//swoop arc movement stuff
+	if (st == S_HANGSTER_ARC1)
+	{
+		A_FaceTarget(mobj);
+		P_Thrust(mobj, mobj->angle, 1*FRACUNIT);
+	}
+	else if (st == S_HANGSTER_ARC2)
+		P_Thrust(mobj, mobj->angle, 2*FRACUNIT);
+	else if (st == S_HANGSTER_ARC3)
+		P_Thrust(mobj, mobj->angle, 4*FRACUNIT);
+	//if movement has stopped while flying (like hitting a wall), fly up immediately
+	else if (st == S_HANGSTER_FLY1 && !mobj->momx && !mobj->momy)
+	{
+		mobj->extravalue1 = 0;
+		P_SetMobjState(mobj, S_HANGSTER_ARCUP1);
+	}
+	//after swooping back up, check for ceiling
+	else if ((st == S_HANGSTER_RETURN1 || st == S_HANGSTER_RETURN2) && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height))
+		P_SetMobjState(mobj, (st = S_HANGSTER_RETURN3));
+
+	//should you roost on a ceiling with F_SKY1 as its flat, disappear forever
+	if (st == S_HANGSTER_RETURN3 && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height)
+		&& mobj->subsector->sector->ceilingpic == skyflatnum
+		&& mobj->subsector->sector->ceilingheight == mobj->ceilingz)
+	{
+		P_RemoveMobj(mobj);
+		return false;
+	}
+
+	return true;
+}
+
+static boolean P_JetFume1Think(mobj_t *mobj)
+{
+	fixed_t jetx, jety;
+
+	if (!mobj->target // if you have no target
+		|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
+	{ // then remove yourself as well!
+		P_RemoveMobj(mobj);
+		return false;
+	}
+
+	jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
+	jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
+
+	if (mobj->fuse == 56) // First one
+	{
+		P_UnsetThingPosition(mobj);
+		mobj->x = jetx;
+		mobj->y = jety;
+		if (mobj->target->eflags & MFE_VERTICALFLIP)
+			mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(38*FRACUNIT, mobj->target->scale);
+		else
+			mobj->z = mobj->target->z + FixedMul(38*FRACUNIT, mobj->target->scale);
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+	}
+	else if (mobj->fuse == 57)
+	{
+		P_UnsetThingPosition(mobj);
+		mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle - ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
+		mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle - ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
+		if (mobj->target->eflags & MFE_VERTICALFLIP)
+			mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
+		else
+			mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+	}
+	else if (mobj->fuse == 58)
+	{
+		P_UnsetThingPosition(mobj);
+		mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle + ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
+		mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle + ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
+		if (mobj->target->eflags & MFE_VERTICALFLIP)
+			mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
+		else
+			mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+	}
+	else if (mobj->fuse == 59)
+	{
+		boolean dashmod = ((mobj->target->flags & MF_PAIN) && (mobj->target->health <= mobj->target->info->damage));
+		jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, -mobj->target->radius);
+		jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, -mobj->target->radius);
+		P_UnsetThingPosition(mobj);
+		mobj->x = jetx;
+		mobj->y = jety;
+		mobj->destscale = mobj->target->scale;
+		if (!(dashmod && mobj->target->state == states + S_METALSONIC_BOUNCE))
+		{
+			mobj->destscale = (mobj->destscale + FixedDiv(R_PointToDist2(0, 0, mobj->target->momx, mobj->target->momy), 36*mobj->target->scale))/3;
+		}
+		if (mobj->target->eflags & MFE_VERTICALFLIP)
+			mobj->z = mobj->target->z + mobj->target->height/2 + mobj->height/2;
+		else
+			mobj->z = mobj->target->z + mobj->target->height/2 - mobj->height/2;
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+		if (dashmod)
+		{
+			mobj->color = SKINCOLOR_SUNSET;
+			if (mobj->target->movecount == 3 && !mobj->target->reactiontime && (mobj->target->movedir == 0 || mobj->target->movedir == 2))
+				P_SpawnGhostMobj(mobj);
+		}
+		else
+			mobj->color = SKINCOLOR_ICY;
+	}
+	mobj->fuse++;
+	return true;
+}
+
+static boolean P_EggRobo1Think(mobj_t *mobj)
+{
+#define SPECTATORRADIUS (96*mobj->scale)
+	if (!(mobj->flags2 & MF2_STRONGBOX))
+	{
+		mobj->cusval = mobj->x; // eat my SOCs, p_mobj.h warning, we have lua now
+		mobj->cvmem = mobj->y; // ditto
+		mobj->movedir = mobj->angle;
+		mobj->threshold = P_MobjFlip(mobj)*10*mobj->scale;
+		if (mobj->threshold < 0)
+			mobj->threshold += (mobj->ceilingz - mobj->height);
+		else
+			mobj->threshold += mobj->floorz;
+		var1 = 4;
+		A_BossJetFume(mobj);
+		mobj->flags2 |= MF2_STRONGBOX;
+	}
+
+	if (mobj->state == &states[mobj->info->deathstate]) // todo: make map actually set health to 0 for these
+	{
+		if (mobj->movecount)
+		{
+			if (!(--mobj->movecount))
+				S_StartSound(mobj, mobj->info->deathsound);
+		}
+		else
+		{
+			mobj->momz += P_MobjFlip(mobj)*mobj->scale;
+			if (mobj->momz > 0)
+			{
+				if (mobj->z + mobj->momz > mobj->ceilingz + (1000 << FRACBITS))
+				{
+					P_RemoveMobj(mobj);
+					return false;
 				}
-				break;
-			case MT_BUMBLEBORE:
+			}
+			else if (mobj->z + mobj->height + mobj->momz < mobj->floorz - (1000 << FRACBITS))
+			{
+				P_RemoveMobj(mobj);
+				return false;
+			}
+		}
+	}
+	else
+	{
+		fixed_t basex = mobj->cusval, basey = mobj->cvmem;
+
+		if (mobj->spawnpoint && mobj->spawnpoint->options & (MTF_AMBUSH|MTF_OBJECTSPECIAL))
+		{
+			angle_t sideang = mobj->movedir + ((mobj->spawnpoint->options & MTF_AMBUSH) ? ANGLE_90 : -ANGLE_90);
+			fixed_t oscillate = FixedMul(FINESINE(((leveltime * ANG1) >> (ANGLETOFINESHIFT + 2)) & FINEMASK), 250*mobj->scale);
+			basex += P_ReturnThrustX(mobj, sideang, oscillate);
+			basey += P_ReturnThrustY(mobj, sideang, oscillate);
+		}
+
+		mobj->z = mobj->threshold + FixedMul(FINESINE(((leveltime + mobj->movecount)*ANG2 >> (ANGLETOFINESHIFT - 2)) & FINEMASK), 8*mobj->scale);
+		if (mobj->state != &states[mobj->info->meleestate])
+		{
+			boolean didmove = false;
+
+			if (mobj->state == &states[mobj->info->spawnstate])
+			{
+				UINT8 i;
+				fixed_t dist = INT32_MAX;
+
+				for (i = 0; i < MAXPLAYERS; i++)
 				{
-					statenum_t st = mobj->state-states;
-					if (st == S_BUMBLEBORE_FLY1 || st == S_BUMBLEBORE_FLY2)
-					{
-						if (!mobj->target)
-							P_SetMobjState(mobj, mobj->info->spawnstate);
-						else if (P_MobjFlip(mobj)*((mobj->z + (mobj->height>>1)) - (mobj->target->z + (mobj->target->height>>1))) > 0
-							&& R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) <= 32*FRACUNIT)
-						{
-							mobj->momx >>= 1;
-							mobj->momy >>= 1;
-							if (++mobj->movefactor == 4)
-							{
-								S_StartSound(mobj, mobj->info->seesound);
-								mobj->momx = mobj->momy = mobj->momz = 0;
-								mobj->flags = (mobj->flags|MF_PAIN) & ~MF_NOGRAVITY;
-								P_SetMobjState(mobj, mobj->info->meleestate);
-							}
-						}
-						else
-							mobj->movefactor = 0;
-					}
-					else if (st == S_BUMBLEBORE_RAISE || st == S_BUMBLEBORE_FALL2) // no _FALL1 because it's an 0-tic
-					{
-						if (P_IsObjectOnGround(mobj))
-						{
-							S_StopSound(mobj);
-							S_StartSound(mobj, mobj->info->attacksound);
-							mobj->flags = (mobj->flags|MF_NOGRAVITY) & ~MF_PAIN;
-							mobj->momx = mobj->momy = mobj->momz = 0;
-							P_SetMobjState(mobj, mobj->info->painstate);
-						}
-						else
-						{
-							mobj->angle += ANGLE_22h;
-							mobj->frame = mobj->state->frame + ((mobj->tics & 2)>>1);
-						}
-					}
-					else if (st == S_BUMBLEBORE_STUCK2 && mobj->tics < TICRATE)
-						mobj->frame = mobj->state->frame + ((mobj->tics & 2)>>1);
+					fixed_t compdist;
+					if (!playeringame[i])
+						continue;
+					if (players[i].spectator)
+						continue;
+					if (!players[i].mo)
+						continue;
+					if (!players[i].mo->health)
+						continue;
+					if (P_PlayerInPain(&players[i]))
+						continue;
+					if (players[i].mo->z > mobj->z + mobj->height + 8*mobj->scale)
+						continue;
+					if (players[i].mo->z + players[i].mo->height < mobj->z - 8*mobj->scale)
+						continue;
+					compdist = P_AproxDistance(
+						players[i].mo->x + players[i].mo->momx - basex,
+						players[i].mo->y + players[i].mo->momy - basey);
+					if (compdist >= dist)
+						continue;
+					dist = compdist;
+					P_SetTarget(&mobj->target, players[i].mo);
 				}
-				break;
-			case MT_BIGMINE:
-				mobj->extravalue1 += 3;
-				mobj->extravalue1 %= 360;
-				P_UnsetThingPosition(mobj);
-				mobj->z += FINESINE(mobj->extravalue1*(FINEMASK+1)/360);
-				P_SetThingPosition(mobj);
-				break;
-			case MT_FLAME:
-				if (mobj->flags2 & MF2_BOSSNOTRAP)
+
+				if (dist < (SPECTATORRADIUS << 1))
 				{
-					if (!mobj->target || P_MobjWasRemoved(mobj->target))
-					{
-						if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer))
-							P_RemoveMobj(mobj->tracer);
-						P_RemoveMobj(mobj);
-						return;
-					}
-					mobj->z = mobj->target->z + mobj->target->momz;
-					if (!(mobj->eflags & MFE_VERTICALFLIP))
-						mobj->z += mobj->target->height;
+					didmove = true;
+					mobj->frame = 3 + ((leveltime & 2) >> 1);
+					mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+
+					if (P_AproxDistance(
+						mobj->x - basex,
+						mobj->y - basey)
+						< mobj->scale)
+						S_StartSound(mobj, mobj->info->seesound);
+
+					P_TeleportMove(mobj,
+						(15*(mobj->x >> 4)) + (basex >> 4) + P_ReturnThrustX(mobj, mobj->angle, SPECTATORRADIUS >> 4),
+						(15*(mobj->y >> 4)) + (basey >> 4) + P_ReturnThrustY(mobj, mobj->angle, SPECTATORRADIUS >> 4),
+						mobj->z);
 				}
-				if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer))
+				else
 				{
-					mobj->tracer->z = mobj->z + P_MobjFlip(mobj)*20*mobj->scale;
-					if (mobj->eflags & MFE_VERTICALFLIP)
-						mobj->tracer->z += mobj->height;
+					angle_t diff = (mobj->movedir - mobj->angle);
+					if (diff > ANGLE_180)
+						diff = InvAngle(InvAngle(diff)/8);
+					else
+						diff /= 8;
+					mobj->angle += diff;
+
+					dist = FINECOSINE(((leveltime + mobj->movecount)*ANG2 >> (ANGLETOFINESHIFT - 2)) & FINEMASK);
+
+					if (abs(dist) < FRACUNIT/2)
+						mobj->frame = 0;
+					else
+						mobj->frame = (dist > 0) ? 1 : 2;
 				}
-				break;
-			case MT_WAVINGFLAG1:
-			case MT_WAVINGFLAG2:
+			}
+
+			if (!didmove)
+			{
+				if (P_AproxDistance(mobj->x - basex, mobj->y - basey) < mobj->scale)
+					P_TeleportMove(mobj, basex, basey, mobj->z);
+				else
+					P_TeleportMove(mobj,
+					(15*(mobj->x >> 4)) + (basex >> 4),
+						(15*(mobj->y >> 4)) + (basey >> 4),
+						mobj->z);
+			}
+		}
+	}
+	return true;
+#undef SPECTATORRADIUS
+}
+
+static void P_NiGHTSDroneThink(mobj_t *mobj)
+{
+	{
+		// variable setup
+		mobj_t *goalpost = NULL;
+		mobj_t *sparkle = NULL;
+		mobj_t *droneman = NULL;
+
+		boolean flip = mobj->flags2 & MF2_OBJECTFLIP;
+		boolean topaligned = (mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE);
+		boolean middlealigned = (mobj->flags & MF_GRENADEBOUNCE) && !(mobj->flags & MF_SLIDEME);
+		boolean bottomoffsetted = !(mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE);
+		boolean flipchanged = false;
+
+		fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff;
+
+		if (mobj->target && mobj->target->type == MT_NIGHTSDRONE_GOAL)
+		{
+			goalpost = mobj->target;
+			if (goalpost->target && goalpost->target->type == MT_NIGHTSDRONE_SPARKLING)
+				sparkle = goalpost->target;
+			if (goalpost->tracer && goalpost->tracer->type == MT_NIGHTSDRONE_MAN)
+				droneman = goalpost->tracer;
+		}
+
+		if (!goalpost || !sparkle || !droneman)
+			return;
+
+		// did NIGHTSDRONE position, scale, flip, or flags change? all elements need to be synced
+		droneboxmandiff = max(mobj->height - droneman->height, 0);
+		dronemangoaldiff = max(droneman->height - goalpost->height, 0);
+
+		if (!(goalpost->flags2 & MF2_OBJECTFLIP) && (mobj->flags2 & MF2_OBJECTFLIP))
+		{
+			goalpost->eflags |= MFE_VERTICALFLIP;
+			goalpost->flags2 |= MF2_OBJECTFLIP;
+			sparkle->eflags |= MFE_VERTICALFLIP;
+			sparkle->flags2 |= MF2_OBJECTFLIP;
+			droneman->eflags |= MFE_VERTICALFLIP;
+			droneman->flags2 |= MF2_OBJECTFLIP;
+			flipchanged = true;
+		}
+		else if ((goalpost->flags2 & MF2_OBJECTFLIP) && !(mobj->flags2 & MF2_OBJECTFLIP))
+		{
+			goalpost->eflags &= ~MFE_VERTICALFLIP;
+			goalpost->flags2 &= ~MF2_OBJECTFLIP;
+			sparkle->eflags &= ~MFE_VERTICALFLIP;
+			sparkle->flags2 &= ~MF2_OBJECTFLIP;
+			droneman->eflags &= ~MFE_VERTICALFLIP;
+			droneman->flags2 &= ~MF2_OBJECTFLIP;
+			flipchanged = true;
+		}
+
+		if (goalpost->destscale != mobj->destscale
+			|| goalpost->movefactor != mobj->z
+			|| goalpost->friction != mobj->height
+			|| flipchanged
+			|| goalpost->threshold != (INT32)(mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE)))
+		{
+			goalpost->destscale = sparkle->destscale = droneman->destscale = mobj->destscale;
+
+			// straight copy-pasta from P_SpawnMapThing, case MT_NIGHTSDRONE
+			if (!flip)
+			{
+				if (topaligned) // Align droneman to top of hitbox
 				{
-					fixed_t base = (leveltime<<(FRACBITS+1));
-					mobj_t *seg = mobj->tracer, *prev = mobj;
-					mobj->movedir = mobj->angle
-						+ ((((FINESINE((FixedAngle(base<<1)>>ANGLETOFINESHIFT) & FINEMASK)
-							+ FINESINE((FixedAngle(base<<4)>>ANGLETOFINESHIFT) & FINEMASK))>>1)
-						+ FINESINE((FixedAngle(base*9)>>ANGLETOFINESHIFT) & FINEMASK)
-						+ FINECOSINE(((FixedAngle(base*9))>>ANGLETOFINESHIFT) & FINEMASK))<<12); //*2^12
-					while (seg)
-					{
-						seg->movedir = seg->angle;
-						seg->angle = prev->movedir;
-						P_UnsetThingPosition(seg);
-						seg->x = prev->x + P_ReturnThrustX(prev, prev->angle, prev->radius);
-						seg->y = prev->y + P_ReturnThrustY(prev, prev->angle, prev->radius);
-						seg->z = prev->z + prev->height - (seg->scale>>1);
-						P_SetThingPosition(seg);
-						prev = seg;
-						seg = seg->tracer;
-					}
+					dronemanoffset = droneboxmandiff;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				break;
-			case MT_SPINCUSHION:
-				if (mobj->target && mobj->state-states >= S_SPINCUSHION_AIM1 && mobj->state-states <= S_SPINCUSHION_AIM5)
-					mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-				break;
-			case MT_CRUSHCLAW:
-				if (mobj->state-states == S_CRUSHCLAW_STAY && mobj->target)
+				else if (middlealigned) // Align droneman to center of hitbox
 				{
-					mobj_t *chain = mobj->target->target;
-					SINT8 sign = ((mobj->tics & 1) ? mobj->tics : -(SINT8)(mobj->tics));
-					while (chain)
-					{
-						chain->z = chain->watertop + sign*mobj->scale;
-						sign = -sign;
-						chain = chain->target;
-					}
+					dronemanoffset = droneboxmandiff/2;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				break;
-			case MT_SMASHINGSPIKEBALL:
-				mobj->momx = mobj->momy = 0;
-				if (mobj->state-states == S_SMASHSPIKE_FALL && P_IsObjectOnGround(mobj))
+				else if (bottomoffsetted)
 				{
-					P_SetMobjState(mobj, S_SMASHSPIKE_STOMP1);
-					S_StartSound(mobj, sfx_spsmsh);
+					dronemanoffset = 24*FRACUNIT;
+					goaloffset = dronemangoaldiff + dronemanoffset;
 				}
-				else if (mobj->state-states == S_SMASHSPIKE_RISE2 && P_MobjFlip(mobj)*(mobj->z - mobj->movecount) >= 0)
+				else
 				{
-					mobj->momz = 0;
-					P_SetMobjState(mobj, S_SMASHSPIKE_FLOAT);
+					dronemanoffset = 0;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				break;
-			case MT_HANGSTER:
-				{
-					statenum_t st =  mobj->state-states;
-					//ghost image trail when flying down
-					if (st == S_HANGSTER_SWOOP1 || st == S_HANGSTER_SWOOP2)
-					{
-						P_SpawnGhostMobj(mobj);
-						//curve when in line with target, otherwise curve to avoid crashing into floor
-						if ((mobj->z - mobj->floorz <= 80*FRACUNIT) || (mobj->target && (mobj->z - mobj->target->z <= 80*FRACUNIT)))
-							P_SetMobjState(mobj, (st = S_HANGSTER_ARC1));
-					}
 
-					//swoop arc movement stuff
-					if (st == S_HANGSTER_ARC1)
-					{
-						A_FaceTarget(mobj);
-						P_Thrust(mobj, mobj->angle, 1*FRACUNIT);
-					}
-					else if (st == S_HANGSTER_ARC2)
-						P_Thrust(mobj, mobj->angle, 2*FRACUNIT);
-					else if (st == S_HANGSTER_ARC3)
-						P_Thrust(mobj, mobj->angle, 4*FRACUNIT);
-					//if movement has stopped while flying (like hitting a wall), fly up immediately
-					else if (st == S_HANGSTER_FLY1 && !mobj->momx && !mobj->momy)
-					{
-						mobj->extravalue1 = 0;
-						P_SetMobjState(mobj, S_HANGSTER_ARCUP1);
-					}
-					//after swooping back up, check for ceiling
-					else if ((st == S_HANGSTER_RETURN1 || st == S_HANGSTER_RETURN2) && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height))
-						P_SetMobjState(mobj, (st = S_HANGSTER_RETURN3));
-
-					//should you roost on a ceiling with F_SKY1 as its flat, disappear forever
-					if (st == S_HANGSTER_RETURN3 && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height)
-					&& mobj->subsector->sector->ceilingpic == skyflatnum
-					&& mobj->subsector->sector->ceilingheight == mobj->ceilingz)
-					{
-						P_RemoveMobj(mobj);
-						return;
-					}
-				}
-				break;
-			case MT_LHRT:
-				mobj->momx = FixedMul(mobj->momx, mobj->extravalue2);
-				mobj->momy = FixedMul(mobj->momy, mobj->extravalue2);
-				break;
-			case MT_EGGCAPSULE:
-				if (!mobj->reactiontime)
+				sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale);
+			}
+			else
+			{
+				if (topaligned) // Align droneman to top of hitbox
 				{
-					// Target nearest player on your mare.
-					// (You can make it float up/down by adding MF_FLOAT,
-					//  but beware level design pitfalls.)
-					fixed_t shortest = 1024*FRACUNIT;
-					INT32 i;
-					P_SetTarget(&mobj->target, NULL);
-					for (i = 0; i < MAXPLAYERS; i++)
-						if (playeringame[i] && players[i].mo
-						&& players[i].mare == mobj->threshold && players[i].spheres > 0)
-						{
-							fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y);
-							if (dist < shortest)
-							{
-								P_SetTarget(&mobj->target, players[i].mo);
-								shortest = dist;
-							}
-						}
+					dronemanoffset = 0;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				break;
-			case MT_EGGMOBILE2_POGO:
-				if (!mobj->target
-				|| !mobj->target->health
-				|| mobj->target->state == &states[mobj->target->info->spawnstate]
-				|| mobj->target->state == &states[mobj->target->info->raisestate])
+				else if (middlealigned) // Align droneman to center of hitbox
 				{
-					P_RemoveMobj(mobj);
-					return;
+					dronemanoffset = droneboxmandiff/2;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height);
-				break;
-			case MT_HAMMER:
-				if (mobj->z <= mobj->floorz)
+				else if (bottomoffsetted)
 				{
-					P_RemoveMobj(mobj);
-					return;
+					dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
+					goaloffset = dronemangoaldiff + dronemanoffset;
 				}
-				break;
-			case MT_KOOPA:
-				P_KoopaThinker(mobj);
-				break;
-			case MT_FIREBALL:
-				if (P_AproxDistance(mobj->momx, mobj->momy) <= 16*FRACUNIT) // Once fireballs lose enough speed, kill them
+				else
 				{
-					P_KillMobj(mobj, NULL, NULL, 0);
-					return;
+					dronemanoffset = droneboxmandiff;
+					goaloffset = dronemangoaldiff/2 + dronemanoffset;
 				}
-				break;
-			case MT_REDRING:
-				if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
-					&& mobj->flags & MF_MISSILE)
+
+				sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale);
+			}
+
+			P_TeleportMove(goalpost, mobj->x, mobj->y, mobj->z + goaloffset);
+			P_TeleportMove(sparkle, mobj->x, mobj->y, mobj->z + sparkleoffset);
+			if (goalpost->movefactor != mobj->z || goalpost->friction != mobj->height)
+			{
+				P_TeleportMove(droneman, mobj->x, mobj->y, mobj->z + dronemanoffset);
+				goalpost->movefactor = mobj->z;
+				goalpost->friction = mobj->height;
+			}
+			goalpost->threshold = mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE);
+		}
+		else
+		{
+			if (goalpost->x != mobj->x || goalpost->y != mobj->y)
+			{
+				P_TeleportMove(goalpost, mobj->x, mobj->y, goalpost->z);
+				P_TeleportMove(sparkle, mobj->x, mobj->y, sparkle->z);
+			}
+
+			if (droneman->x != mobj->x || droneman->y != mobj->y)
+				P_TeleportMove(droneman, mobj->x, mobj->y,
+					droneman->z >= mobj->floorz && droneman->z <= mobj->ceilingz ? droneman->z : mobj->z);
+		}
+
+		// now toggle states!
+		// GOAL mode?
+		if (sparkle->state >= &states[S_NIGHTSDRONE_SPARKLING1] && sparkle->state <= &states[S_NIGHTSDRONE_SPARKLING16])
+		{
+			INT32 i;
+			boolean bonustime = false;
+
+			for (i = 0; i < MAXPLAYERS; i++)
+				if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE)
 				{
-					P_ExplodeMissile(mobj);
-					return;
+					bonustime = true;
+					break;
 				}
-				break;
-			case MT_BOSSFLYPOINT:
-				return;
-			case MT_NIGHTSCORE:
-				mobj->color = (UINT8)(leveltime % SKINCOLOR_WHITE);
-				break;
-			case MT_JETFUME1:
-				{
-					fixed_t jetx, jety;
 
-					if (!mobj->target // if you have no target
-					|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
-					{ // then remove yourself as well!
-						P_RemoveMobj(mobj);
-						return;
-					}
+			if (!bonustime)
+			{
+				CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n");
+				if (goalpost && goalpost->state != &states[S_INVISIBLE])
+					P_SetMobjState(goalpost, S_INVISIBLE);
+				if (sparkle && sparkle->state != &states[S_INVISIBLE])
+					P_SetMobjState(sparkle, S_INVISIBLE);
+			}
+		}
+		// Invisible/bouncing mode.
+		else
+		{
+			INT32 i;
+			boolean bonustime = false;
+			fixed_t zcomp;
 
-					jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
-					jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
+			// Bouncy bouncy!
+			if (!flip)
+			{
+				if (topaligned)
+					zcomp = droneboxmandiff + mobj->z;
+				else if (middlealigned)
+					zcomp = (droneboxmandiff/2) + mobj->z;
+				else if (bottomoffsetted)
+					zcomp = mobj->z + FixedMul(24*FRACUNIT, mobj->scale);
+				else
+					zcomp = mobj->z;
+			}
+			else
+			{
+				if (topaligned)
+					zcomp = mobj->z;
+				else if (middlealigned)
+					zcomp = (droneboxmandiff/2) + mobj->z;
+				else if (bottomoffsetted)
+					zcomp = mobj->z + droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
+				else
+					zcomp = mobj->z + droneboxmandiff;
+			}
 
-					if (mobj->fuse == 56) // First one
-					{
-						P_UnsetThingPosition(mobj);
-						mobj->x = jetx;
-						mobj->y = jety;
-						if (mobj->target->eflags & MFE_VERTICALFLIP)
-							mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(38*FRACUNIT, mobj->target->scale);
-						else
-							mobj->z = mobj->target->z + FixedMul(38*FRACUNIT, mobj->target->scale);
-						mobj->floorz = mobj->z;
-						mobj->ceilingz = mobj->z+mobj->height;
-						P_SetThingPosition(mobj);
-					}
-					else if (mobj->fuse == 57)
-					{
-						P_UnsetThingPosition(mobj);
-						mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
-						mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
-						if (mobj->target->eflags & MFE_VERTICALFLIP)
-							mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
-						else
-							mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
-						mobj->floorz = mobj->z;
-						mobj->ceilingz = mobj->z+mobj->height;
-						P_SetThingPosition(mobj);
-					}
-					else if (mobj->fuse == 58)
-					{
-						P_UnsetThingPosition(mobj);
-						mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
-						mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
-						if (mobj->target->eflags & MFE_VERTICALFLIP)
-							mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
-						else
-							mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
-						mobj->floorz = mobj->z;
-						mobj->ceilingz = mobj->z+mobj->height;
-						P_SetThingPosition(mobj);
-					}
-					else if (mobj->fuse == 59)
-					{
-						boolean dashmod = ((mobj->target->flags & MF_PAIN) && (mobj->target->health <= mobj->target->info->damage));
-						jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, -mobj->target->radius);
-						jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, -mobj->target->radius);
-						P_UnsetThingPosition(mobj);
-						mobj->x = jetx;
-						mobj->y = jety;
-						mobj->destscale = mobj->target->scale;
-						if (!(dashmod && mobj->target->state == states+S_METALSONIC_BOUNCE))
-						{
-							mobj->destscale = (mobj->destscale + FixedDiv(R_PointToDist2(0, 0, mobj->target->momx, mobj->target->momy), 36*mobj->target->scale))/3;
-						}
-						if (mobj->target->eflags & MFE_VERTICALFLIP)
-							mobj->z = mobj->target->z + mobj->target->height/2 + mobj->height/2;
-						else
-							mobj->z = mobj->target->z + mobj->target->height/2 - mobj->height/2;
-						mobj->floorz = mobj->z;
-						mobj->ceilingz = mobj->z+mobj->height;
-						P_SetThingPosition(mobj);
-						if (dashmod)
-						{
-							mobj->color = SKINCOLOR_SUNSET;
-							if (mobj->target->movecount == 3 && !mobj->target->reactiontime && (mobj->target->movedir == 0 || mobj->target->movedir == 2))
-								P_SpawnGhostMobj(mobj);
-						}
-						else
-							mobj->color = SKINCOLOR_ICY;
-					}
-					mobj->fuse++;
-				}
-				break;
-			case MT_JETFLAME:
-				{
-					if (!mobj->target // if you have no target
-					|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
-					{ // then remove yourself as well!
-						P_RemoveMobj(mobj);
-						return;
-					}
+			droneman->angle += ANG10;
+			if (!flip && droneman->z <= zcomp)
+				droneman->momz = FixedMul(5*FRACUNIT, droneman->scale);
+			else if (flip && droneman->z >= zcomp)
+				droneman->momz = FixedMul(-5*FRACUNIT, droneman->scale);
 
-					P_UnsetThingPosition(mobj);
-					mobj->x = mobj->target->x;
-					mobj->y = mobj->target->y;
-					mobj->z = mobj->target->z - 50*mobj->target->scale;
-					mobj->floorz = mobj->z;
-					mobj->ceilingz = mobj->z+mobj->height;
-					P_SetThingPosition(mobj);
-				}
-				break;
-			case MT_EGGROBO1:
-#define SPECTATORRADIUS (96*mobj->scale)
+			// state switching logic
+			for (i = 0; i < MAXPLAYERS; i++)
+				if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE)
 				{
-					if (!(mobj->flags2 & MF2_STRONGBOX))
-					{
-						mobj->cusval = mobj->x; // eat my SOCs, p_mobj.h warning, we have lua now
-						mobj->cvmem = mobj->y; // ditto
-						mobj->movedir = mobj->angle;
-						mobj->threshold = P_MobjFlip(mobj)*10*mobj->scale;
-						if (mobj->threshold < 0)
-							mobj->threshold += (mobj->ceilingz - mobj->height);
-						else
-							mobj->threshold += mobj->floorz;
-						var1 = 4;
-						A_BossJetFume(mobj);
-						mobj->flags2 |= MF2_STRONGBOX;
-					}
+					bonustime = true;
+					break;
+				}
 
-					if (mobj->state == &states[mobj->info->deathstate]) // todo: make map actually set health to 0 for these
+			if (bonustime)
+			{
+				CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n");
+				if (!(droneman->flags2 & MF2_DONTDRAW))
+					droneman->flags2 |= MF2_DONTDRAW;
+				if (goalpost->state == &states[S_INVISIBLE])
+					P_SetMobjState(goalpost, mobjinfo[goalpost->type].meleestate);
+				if (sparkle->state == &states[S_INVISIBLE])
+					P_SetMobjState(sparkle, mobjinfo[sparkle->type].meleestate);
+			}
+			else if (!G_IsSpecialStage(gamemap))
+			{
+				for (i = 0; i < MAXPLAYERS; i++)
+					if (playeringame[i] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
 					{
-						if (mobj->movecount)
-						{
-							if (!(--mobj->movecount))
-								S_StartSound(mobj, mobj->info->deathsound);
-						}
-						else
-						{
-							mobj->momz += P_MobjFlip(mobj)*mobj->scale;
-							if (mobj->momz > 0)
-							{
-								if (mobj->z + mobj->momz > mobj->ceilingz + (1000<<FRACBITS))
-								{
-									P_RemoveMobj(mobj);
-									return;
-								}
-							}
-							else if (mobj->z + mobj->height + mobj->momz < mobj->floorz - (1000<<FRACBITS))
-							{
-								P_RemoveMobj(mobj);
-								return;
-							}
-						}
+						bonustime = true; // variable reuse
+						break;
 					}
-					else
-					{
 
-						fixed_t basex = mobj->cusval, basey = mobj->cvmem;
-
-						if (mobj->spawnpoint && mobj->spawnpoint->options & (MTF_AMBUSH|MTF_OBJECTSPECIAL))
-						{
-							angle_t sideang = mobj->movedir + ((mobj->spawnpoint->options & MTF_AMBUSH) ? ANGLE_90 : -ANGLE_90);
-							fixed_t oscillate = FixedMul(FINESINE(((leveltime*ANG1)>>(ANGLETOFINESHIFT+2)) & FINEMASK), 250*mobj->scale);
-							basex += P_ReturnThrustX(mobj, sideang, oscillate);
-							basey += P_ReturnThrustY(mobj, sideang, oscillate);
-						}
+				if (bonustime)
+				{
+					// show droneman if at least one player is non-nights
+					if (goalpost->state != &states[S_INVISIBLE])
+						P_SetMobjState(goalpost, S_INVISIBLE);
+					if (sparkle->state != &states[S_INVISIBLE])
+						P_SetMobjState(sparkle, S_INVISIBLE);
+					if (droneman->state != &states[mobjinfo[droneman->type].meleestate])
+						P_SetMobjState(droneman, mobjinfo[droneman->type].meleestate);
+					if (droneman->flags2 & MF2_DONTDRAW)
+						droneman->flags2 &= ~MF2_DONTDRAW;
+				}
+				else
+				{
+					// else, hide it
+					if (!(droneman->flags2 & MF2_DONTDRAW))
+						droneman->flags2 |= MF2_DONTDRAW;
+				}
+			}
+		}
+	}
+}
 
-						mobj->z = mobj->threshold + FixedMul(FINESINE(((leveltime + mobj->movecount)*ANG2>>(ANGLETOFINESHIFT-2)) & FINEMASK), 8*mobj->scale);
-						if (mobj->state != &states[mobj->info->meleestate])
-						{
-							boolean didmove = false;
+static boolean P_TurretThink(mobj_t *mobj)
+{
+	P_MobjCheckWater(mobj);
+	P_CheckPosition(mobj, mobj->x, mobj->y);
+	if (P_MobjWasRemoved(mobj))
+		return false;
+	mobj->floorz = tmfloorz;
+	mobj->ceilingz = tmceilingz;
+	mobj->floorrover = tmfloorrover;
+	mobj->ceilingrover = tmceilingrover;
 
-							if (mobj->state == &states[mobj->info->spawnstate])
-							{
-								UINT8 i;
-								fixed_t dist = INT32_MAX;
+	if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0)
+	{
+		P_SetMobjState(mobj, mobj->info->deathstate);
+		mobj->health = 0;
+		mobj->flags2 &= ~MF2_FIRING;
+	}
+	else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed
+	{
+		INT32 i, j;
+		fixed_t ns;
+		fixed_t x, y, z;
+		mobj_t* mo2;
 
-								for (i = 0; i < MAXPLAYERS; i++)
-								{
-									fixed_t compdist;
-									if (!playeringame[i])
-										continue;
-									if (players[i].spectator)
-										continue;
-									if (!players[i].mo)
-										continue;
-									if (!players[i].mo->health)
-										continue;
-									if (P_PlayerInPain(&players[i]))
-										continue;
-									if (players[i].mo->z > mobj->z + mobj->height + 8*mobj->scale)
-										continue;
-									if (players[i].mo->z + players[i].mo->height < mobj->z - 8*mobj->scale)
-										continue;
-									compdist = P_AproxDistance(
-										players[i].mo->x + players[i].mo->momx - basex,
-										players[i].mo->y + players[i].mo->momy - basey);
-									if (compdist >= dist)
-										continue;
-									dist = compdist;
-									P_SetTarget(&mobj->target, players[i].mo);
-								}
+		z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale);
+		for (j = 0; j < 2; j++)
+		{
+			for (i = 0; i < 32; i++)
+			{
+				const angle_t fa = (i*FINEANGLES/16) & FINEMASK;
+				ns = FixedMul(64*FRACUNIT, mobj->scale);
+				x = mobj->x + FixedMul(FINESINE(fa), ns);
+				y = mobj->y + FixedMul(FINECOSINE(fa), ns);
 
-								if (dist < (SPECTATORRADIUS<<1))
-								{
-									didmove = true;
-									mobj->frame = 3 + ((leveltime & 2)>>1);
-									mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-
-									if (P_AproxDistance(
-										mobj->x - basex,
-										mobj->y - basey)
-										< mobj->scale)
-										S_StartSound(mobj, mobj->info->seesound);
-
-									P_TeleportMove(mobj,
-										(15*(mobj->x>>4)) + (basex>>4) + P_ReturnThrustX(mobj, mobj->angle, SPECTATORRADIUS>>4),
-										(15*(mobj->y>>4)) + (basey>>4) + P_ReturnThrustY(mobj, mobj->angle, SPECTATORRADIUS>>4),
-										mobj->z);
-								}
-								else
-								{
-									angle_t diff = (mobj->movedir - mobj->angle);
-									if (diff > ANGLE_180)
-										diff = InvAngle(InvAngle(diff)/8);
-									else
-										diff /= 8;
-									mobj->angle += diff;
-
-									dist = FINECOSINE(((leveltime + mobj->movecount)*ANG2>>(ANGLETOFINESHIFT-2)) & FINEMASK);
-
-									if (abs(dist) < FRACUNIT/2)
-										mobj->frame = 0;
-									else
-										mobj->frame = (dist > 0) ? 1 : 2;
-								}
-							}
+				mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
+				ns = FixedMul(16*FRACUNIT, mobj->scale);
+				mo2->momx = FixedMul(FINESINE(fa), ns);
+				mo2->momy = FixedMul(FINECOSINE(fa), ns);
+			}
+			z -= FixedMul(32*FRACUNIT, mobj->scale);
+		}
+		P_SetMobjState(mobj, mobj->info->deathstate);
+		mobj->health = 0;
+		mobj->flags2 &= ~MF2_FIRING;
+	}
+	return true;
+}
 
-							if (!didmove)
-							{
-								if (P_AproxDistance(mobj->x - basex, mobj->y - basey) < mobj->scale)
-									P_TeleportMove(mobj, basex, basey, mobj->z);
-								else
-									P_TeleportMove(mobj,
-										(15*(mobj->x>>4)) + (basex>>4),
-										(15*(mobj->y>>4)) + (basey>>4),
-										mobj->z);
-							}
-						}
-					}
-				}
-				break;
-#undef SPECTATORRADIUS
-			case MT_EGGROBO1JET:
-				{
-					if (!mobj->target || P_MobjWasRemoved(mobj->target) // if you have no target
-					|| (mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
-					{ // then remove yourself as well!
-						P_RemoveMobj(mobj);
-						return;
-					}
+static void P_SaloonDoorThink(mobj_t *mobj)
+{
+	fixed_t x = mobj->tracer->x;
+	fixed_t y = mobj->tracer->y;
+	fixed_t z = mobj->tracer->z;
+	angle_t oang = FixedAngle(mobj->extravalue1);
+	angle_t fa = (oang >> ANGLETOFINESHIFT) & FINEMASK;
+	fixed_t c0 = -96*FINECOSINE(fa);
+	fixed_t s0 = -96*FINESINE(fa);
+	angle_t fma;
+	fixed_t c, s;
+	angle_t angdiff;
+
+	// Adjust angular speed
+	fixed_t da = AngleFixed(mobj->angle - oang);
+	if (da > 180*FRACUNIT)
+		da -= 360*FRACUNIT;
+	mobj->extravalue2 = 8*(mobj->extravalue2 - da/32)/9;
+
+	// Update angle
+	mobj->angle += FixedAngle(mobj->extravalue2);
+
+	angdiff = mobj->angle - FixedAngle(mobj->extravalue1);
+	if (angdiff > (ANGLE_90 - ANG2) && angdiff < ANGLE_180)
+	{
+		mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_90 - ANG2);
+		mobj->extravalue2 /= 2;
+	}
+	else if (angdiff < (ANGLE_270 + ANG2) && angdiff >= ANGLE_180)
+	{
+		mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_270 + ANG2);
+		mobj->extravalue2 /= 2;
+	}
+
+	// Update position
+	fma = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK;
+	c = 48*FINECOSINE(fma);
+	s = 48*FINESINE(fma);
+	P_TeleportMove(mobj, x + c0 + c, y + s0 + s, z);
+}
 
-					mobj->flags2 ^= MF2_DONTDRAW;
-
-					P_UnsetThingPosition(mobj);
-					mobj->x = mobj->target->x + P_ReturnThrustX(mobj, mobj->target->angle+ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustX(mobj, mobj->target->angle, 19*mobj->target->scale);
-					mobj->y = mobj->target->y + P_ReturnThrustY(mobj, mobj->target->angle+ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustY(mobj, mobj->target->angle, 19*mobj->target->scale);
-					mobj->z = mobj->target->z;
-					if (mobj->target->eflags & MFE_VERTICALFLIP)
-						mobj->z += (mobj->target->height - mobj->height);
-					mobj->floorz = mobj->z;
-					mobj->ceilingz = mobj->z+mobj->height;
-					P_SetThingPosition(mobj);
-				}
-				break;
-			case MT_NIGHTSDRONE:
-				{
-					// variable setup
-					mobj_t *goalpost = NULL;
-					mobj_t *sparkle = NULL;
-					mobj_t *droneman = NULL;
+static void P_PyreFlyThink(mobj_t *mobj)
+{
+	fixed_t hdist;
 
-					boolean flip = mobj->flags2 & MF2_OBJECTFLIP;
-					boolean topaligned = (mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE);
-					boolean middlealigned = (mobj->flags & MF_GRENADEBOUNCE) && !(mobj->flags & MF_SLIDEME);
-					boolean bottomoffsetted = !(mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE);
-					boolean flipchanged = false;
+	mobj->extravalue1 = (mobj->extravalue1 + 3) % 360;
+	mobj->z += FINESINE(((mobj->extravalue1 * ANG1) >> ANGLETOFINESHIFT) & FINEMASK);
 
-					fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff;
+	if (!(mobj->flags2 & MF2_BOSSNOTRAP))
+		P_LookForPlayers(mobj, true, false, 1500*FRACUNIT);
 
-					if (mobj->target && mobj->target->type == MT_NIGHTSDRONE_GOAL)
-					{
-						goalpost = mobj->target;
-						if (goalpost->target && goalpost->target->type == MT_NIGHTSDRONE_SPARKLING)
-							sparkle = goalpost->target;
-						if (goalpost->tracer && goalpost->tracer->type == MT_NIGHTSDRONE_MAN)
-							droneman = goalpost->tracer;
-					}
+	if (!mobj->target)
+		return;
 
-					if (!goalpost || !sparkle || !droneman)
-						break;
+	if (mobj->extravalue2 == 1)
+		P_PyreFlyBurn(mobj, 0, 20, MT_SMOKE, 4*FRACUNIT);
+	else if (mobj->extravalue2 == 2)
+	{
+		INT32 fireradius = min(100 - mobj->fuse, 52);
+		P_PyreFlyBurn(mobj, P_RandomRange(0, fireradius) << FRACBITS, 20, MT_FLAMEPARTICLE, 4*FRACUNIT);
+		P_PyreFlyBurn(mobj, fireradius*FRACUNIT, 40, MT_PYREFLY_FIRE, 0);
+	}
 
-					// did NIGHTSDRONE position, scale, flip, or flags change? all elements need to be synced
-					droneboxmandiff = max(mobj->height - droneman->height, 0);
-					dronemangoaldiff = max(droneman->height - goalpost->height, 0);
+	hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
 
-					if (!(goalpost->flags2 & MF2_OBJECTFLIP) && (mobj->flags2 & MF2_OBJECTFLIP))
-					{
-						goalpost->eflags |= MFE_VERTICALFLIP;
-						goalpost->flags2 |= MF2_OBJECTFLIP;
-						sparkle->eflags |= MFE_VERTICALFLIP;
-						sparkle->flags2 |= MF2_OBJECTFLIP;
-						droneman->eflags |= MFE_VERTICALFLIP;
-						droneman->flags2 |= MF2_OBJECTFLIP;
-						flipchanged = true;
-					}
-					else if ((goalpost->flags2 & MF2_OBJECTFLIP) && !(mobj->flags2 & MF2_OBJECTFLIP))
-					{
-						goalpost->eflags &= ~MFE_VERTICALFLIP;
-						goalpost->flags2 &= ~MF2_OBJECTFLIP;
-						sparkle->eflags &= ~MFE_VERTICALFLIP;
-						sparkle->flags2 &= ~MF2_OBJECTFLIP;
-						droneman->eflags &= ~MFE_VERTICALFLIP;
-						droneman->flags2 &= ~MF2_OBJECTFLIP;
-						flipchanged = true;
-					}
+	if (hdist > 1500*FRACUNIT)
+	{
+		mobj->flags2 &= ~MF2_BOSSNOTRAP;
+		P_SetTarget(&mobj->target, NULL);
+		return;
+	}
 
-					if (goalpost->destscale != mobj->destscale
-					    || goalpost->movefactor != mobj->z
-						|| goalpost->friction != mobj->height
-						|| flipchanged
-						|| goalpost->threshold != (INT32)(mobj->flags & (MF_SLIDEME | MF_GRENADEBOUNCE)))
-					{
-						goalpost->destscale = sparkle->destscale = droneman->destscale = mobj->destscale;
+	if (!(mobj->flags2 & MF2_BOSSNOTRAP) && hdist <= 450*FRACUNIT)
+		mobj->flags2 |= MF2_BOSSNOTRAP;
 
-						// straight copy-pasta from P_SpawnMapThing, case MT_NIGHTSDRONE
-						if (!flip)
-						{
-							if (topaligned) // Align droneman to top of hitbox
-							{
-								dronemanoffset = droneboxmandiff;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
-							else if (middlealigned) // Align droneman to center of hitbox
-							{
-								dronemanoffset = droneboxmandiff / 2;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
-							else if (bottomoffsetted)
-							{
-								dronemanoffset = 24*FRACUNIT;
-								goaloffset = dronemangoaldiff + dronemanoffset;
-							}
-							else
-							{
-								dronemanoffset = 0;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
+	if (!(mobj->flags2 & MF2_BOSSNOTRAP))
+		return;
 
-							sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale);
-						}
-						else
-						{
-							if (topaligned) // Align droneman to top of hitbox
-							{
-								dronemanoffset = 0;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
-							else if (middlealigned) // Align droneman to center of hitbox
-							{
-								dronemanoffset = droneboxmandiff / 2;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
-							else if (bottomoffsetted)
-							{
-								dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
-								goaloffset = dronemangoaldiff + dronemanoffset;
-							}
-							else
-							{
-								dronemanoffset = droneboxmandiff;
-								goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-							}
+	if (hdist < 1000*FRACUNIT)
+	{
+		//Aim for player z position. If too close to floor/ceiling, aim just above/below them.
+		fixed_t destz = min(max(mobj->target->z, mobj->target->floorz + 70*FRACUNIT), mobj->target->ceilingz - 80*FRACUNIT - mobj->height);
+		fixed_t dist = P_AproxDistance(hdist, destz - mobj->z);
+		P_InstaThrust(mobj, R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y), 2*FRACUNIT);
+		mobj->momz = FixedMul(FixedDiv(destz - mobj->z, dist), 2*FRACUNIT);
+	}
+	else
+	{
+		mobj->momx = 0;
+		mobj->momy = 0;
+		mobj->momz = 0;
+	}
+}
 
-							sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale);
-						}
+static void P_PterabyteThink(mobj_t *mobj)
+{
+	if (mobj->extravalue1 & 4) // Cooldown after grabbing
+	{
+		if (mobj->movefactor)
+			mobj->movefactor--;
+		else
+		{
+			P_SetTarget(&mobj->target, NULL);
+			mobj->extravalue1 &= 3;
+		}
+	}
 
-						P_TeleportMove(goalpost, mobj->x, mobj->y, mobj->z + goaloffset);
-						P_TeleportMove(sparkle, mobj->x, mobj->y, mobj->z + sparkleoffset);
-						if (goalpost->movefactor != mobj->z || goalpost->friction != mobj->height)
-						{
-							P_TeleportMove(droneman, mobj->x, mobj->y, mobj->z + dronemanoffset);
-							goalpost->movefactor = mobj->z;
-							goalpost->friction = mobj->height;
-						}
-						goalpost->threshold = mobj->flags & (MF_SLIDEME | MF_GRENADEBOUNCE);
-					}
-					else
-					{
-						if (goalpost->x != mobj->x || goalpost->y != mobj->y)
-						{
-							P_TeleportMove(goalpost, mobj->x, mobj->y, goalpost->z);
-							P_TeleportMove(sparkle, mobj->x, mobj->y, sparkle->z);
-						}
+	if ((mobj->extravalue1 & 3) == 0) // Hovering
+	{
+		fixed_t vdist, hdist, time;
+		fixed_t hspeed = 3*mobj->info->speed;
+		angle_t fa;
 
-						if (droneman->x != mobj->x || droneman->y != mobj->y)
-							P_TeleportMove(droneman, mobj->x, mobj->y,
-							               droneman->z >= mobj->floorz && droneman->z <= mobj->ceilingz ? droneman->z : mobj->z);
-					}
+		var1 = 1;
+		var2 = 0;
+		A_CapeChase(mobj);
 
-					// now toggle states!
-					// GOAL mode?
-					if (sparkle->state >= &states[S_NIGHTSDRONE_SPARKLING1] && sparkle->state <= &states[S_NIGHTSDRONE_SPARKLING16])
-					{
-						INT32 i;
-						boolean bonustime = false;
+		if (mobj->target)
+			return; // Still carrying a player or in cooldown
 
-						for (i = 0; i < MAXPLAYERS; i++)
-							if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE)
-							{
-								bonustime = true;
-								break;
-							}
+		P_LookForPlayers(mobj, true, false, 256*FRACUNIT);
 
-						if (!bonustime)
-						{
-							CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n");
-							if (goalpost && goalpost->state != &states[S_INVISIBLE])
-								P_SetMobjState(goalpost, S_INVISIBLE);
-							if (sparkle && sparkle->state != &states[S_INVISIBLE])
-								P_SetMobjState(sparkle, S_INVISIBLE);
-						}
-					}
-					// Invisible/bouncing mode.
-					else
-					{
-						INT32 i;
-						boolean bonustime = false;
-						fixed_t zcomp;
+		if (!mobj->target)
+			return;
 
-						// Bouncy bouncy!
-						if (!flip)
-						{
-							if (topaligned)
-								zcomp = droneboxmandiff + mobj->z;
-							else if (middlealigned)
-								zcomp = (droneboxmandiff / 2) + mobj->z;
-							else if (bottomoffsetted)
-								zcomp = mobj->z + FixedMul(24*FRACUNIT, mobj->scale);
-							else
-								zcomp = mobj->z;
-						}
-						else
-						{
-							if (topaligned)
-								zcomp = mobj->z;
-							else if (middlealigned)
-								zcomp = (droneboxmandiff / 2) + mobj->z;
-							else if (bottomoffsetted)
-								zcomp = mobj->z + droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
-							else
-								zcomp = mobj->z + droneboxmandiff;
-						}
+		if (mobj->target->player->powers[pw_flashing])
+		{
+			P_SetTarget(&mobj->target, NULL);
+			return;
+		}
 
-						droneman->angle += ANG10;
-						if (!flip && droneman->z <= zcomp)
-							droneman->momz = FixedMul(5*FRACUNIT, droneman->scale);
-						else if (flip && droneman->z >= zcomp)
-							droneman->momz = FixedMul(-5*FRACUNIT, droneman->scale);
+		vdist = mobj->z - mobj->target->z - mobj->target->height;
+		if (P_MobjFlip(mobj)*vdist <= 0)
+		{
+			P_SetTarget(&mobj->target, NULL);
+			return;
+		}
 
-						// state switching logic
-						for (i = 0; i < MAXPLAYERS; i++)
-							if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE)
-							{
-								bonustime = true;
-								break;
-							}
+		hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+		if (hdist > 450*FRACUNIT)
+		{
+			P_SetTarget(&mobj->target, NULL);
+			return;
+		}
 
-						if (bonustime)
-						{
-							CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n");
-							if (!(droneman->flags2 & MF2_DONTDRAW))
-								droneman->flags2 |= MF2_DONTDRAW;
-							if (goalpost->state == &states[S_INVISIBLE])
-								P_SetMobjState(goalpost, mobjinfo[goalpost->type].meleestate);
-							if (sparkle->state == &states[S_INVISIBLE])
-								P_SetMobjState(sparkle, mobjinfo[sparkle->type].meleestate);
-						}
-						else if (!G_IsSpecialStage(gamemap))
-						{
-							for (i = 0; i < MAXPLAYERS; i++)
-								if (playeringame[i] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
-								{
-									bonustime = true; // variable reuse
-									break;
-								}
+		P_SetMobjState(mobj, S_PTERABYTE_SWOOPDOWN);
+		mobj->extravalue1++;
+		S_StartSound(mobj, mobj->info->attacksound);
+		time = FixedDiv(hdist, hspeed);
+		mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+		fa = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK;
+		mobj->momx = FixedMul(FINECOSINE(fa), hspeed);
+		mobj->momy = FixedMul(FINESINE(fa), hspeed);
+		mobj->momz = -2*FixedDiv(vdist, time);
+		mobj->extravalue2 = -FixedDiv(mobj->momz, time); //Z accel
+		mobj->movecount = time >> FRACBITS;
+		mobj->reactiontime = mobj->movecount;
+	}
+	else if ((mobj->extravalue1 & 3) == 1) // Swooping
+	{
+		mobj->reactiontime--;
+		mobj->momz += mobj->extravalue2;
+		if (mobj->reactiontime)
+			return;
 
-							if (bonustime)
-							{
-								// show droneman if at least one player is non-nights
-								if (goalpost->state != &states[S_INVISIBLE])
-									P_SetMobjState(goalpost, S_INVISIBLE);
-								if (sparkle->state != &states[S_INVISIBLE])
-									P_SetMobjState(sparkle, S_INVISIBLE);
-								if (droneman->state != &states[mobjinfo[droneman->type].meleestate])
-									P_SetMobjState(droneman, mobjinfo[droneman->type].meleestate);
-								if (droneman->flags2 & MF2_DONTDRAW)
-									droneman->flags2 &= ~MF2_DONTDRAW;
-							}
-							else
-							{
-								// else, hide it
-								if (!(droneman->flags2 & MF2_DONTDRAW))
-									droneman->flags2 |= MF2_DONTDRAW;
-							}
-						}
-					}
-				}
-				break;
-			case MT_PLAYER:
-				if (mobj->player)
-					P_PlayerMobjThinker(mobj);
-				return;
-			case MT_SKIM:
-				// check mobj against possible water content, before movement code
-				P_MobjCheckWater(mobj);
+		if (mobj->state - states == S_PTERABYTE_SWOOPDOWN)
+		{
+			P_SetMobjState(mobj, S_PTERABYTE_SWOOPUP);
+			mobj->reactiontime = mobj->movecount;
+		}
+		else if (mobj->state - states == S_PTERABYTE_SWOOPUP)
+		{
+			P_SetMobjState(mobj, S_PTERABYTE_FLY1);
+			mobj->extravalue1++;
+			if (mobj->target && mobj->target->tracer != mobj)
+				P_SetTarget(&mobj->target, NULL); // Failed to grab the target
+			mobj->momx = mobj->momy = mobj->momz = 0;
+		}
+	}
+	else // Returning
+	{
+		var1 = 2*mobj->info->speed;
+		var2 = 1;
+		A_HomingChase(mobj);
+		if (P_AproxDistance(mobj->x - mobj->tracer->x, mobj->y - mobj->tracer->y) <= mobj->info->speed)
+		{
+			mobj->extravalue1 -= 2;
+			mobj->momx = mobj->momy = mobj->momz = 0;
+		}
+	}
+}
 
-				// Keep Skim at water surface
-				if (mobj->z <= mobj->watertop)
-				{
-					mobj->flags |= MF_NOGRAVITY;
-					if (mobj->z < mobj->watertop)
-					{
-						if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale))
-							mobj->z = mobj->watertop;
-						else
-							mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale);
-					}
-				}
-				else
-				{
-					mobj->flags &= ~MF_NOGRAVITY;
-					if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale))
-						mobj->z = mobj->watertop;
-				}
-				break;
-			case MT_RING:
-			case MT_REDTEAMRING:
-			case MT_BLUETEAMRING:
-				P_KillRingsInLava(mobj);
-				if (P_MobjWasRemoved(mobj))
-					return;
-				/* FALLTHRU */
-			case MT_COIN:
-			case MT_BLUESPHERE:
-			case MT_BOMBSPHERE:
-			case MT_NIGHTSCHIP:
-			case MT_NIGHTSSTAR:
-				// No need to check water. Who cares?
-				P_RingThinker(mobj);
-				if (mobj->flags2 & MF2_NIGHTSPULL)
-					P_NightsItemChase(mobj);
-				else
-					A_AttractChase(mobj);
-				return;
-			// Flung items
-			case MT_FLINGRING:
-				P_KillRingsInLava(mobj);
-				if (P_MobjWasRemoved(mobj))
-					return;
-				/* FALLTHRU */
-			case MT_FLINGCOIN:
-			case MT_FLINGBLUESPHERE:
-			case MT_FLINGNIGHTSCHIP:
-				if (mobj->flags2 & MF2_NIGHTSPULL)
-					P_NightsItemChase(mobj);
+static void P_DragonbomberThink(mobj_t *mobj)
+{
+#define DRAGONTURNSPEED ANG2
+	mobj->movecount = (mobj->movecount + 9) % 360;
+	P_SetObjectMomZ(mobj, 4*FINESINE(((mobj->movecount*ANG1) >> ANGLETOFINESHIFT) & FINEMASK), false);
+	if (mobj->threshold > 0) // are we dropping mines?
+	{
+		mobj->threshold--;
+		if (mobj->threshold == 0) // if the timer hits 0, look for a mine to drop!
+		{
+			mobj_t *segment = mobj;
+			while (segment->tracer != NULL && !P_MobjWasRemoved(segment->tracer) && segment->tracer->state == &states[segment->tracer->info->spawnstate])
+				segment = segment->tracer;
+			if (segment != mobj) // found an unactivated segment?
+			{
+				mobj_t *mine = P_SpawnMobjFromMobj(segment, 0, 0, 0, segment->info->painchance);
+				mine->angle = segment->angle;
+				P_InstaThrust(mine, mobj->angle, P_AproxDistance(mobj->momx, mobj->momy) >> 1);
+				P_SetObjectMomZ(mine, -2*FRACUNIT, true);
+				S_StartSound(mine, mine->info->seesound);
+				P_SetMobjState(segment, segment->info->raisestate);
+				mobj->threshold = mobj->info->painchance;
+			}
+		}
+	}
+	if (mobj->target) // Are we chasing a player?
+	{
+		fixed_t dist = P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y);
+		if (dist > 2000*mobj->scale) // Not anymore!
+			P_SetTarget(&mobj->target, NULL);
+		else
+		{
+			fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
+			fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height);
+			angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle;
+			if (diff > ANGLE_180)
+				mobj->angle -= DRAGONTURNSPEED;
+			else
+				mobj->angle += DRAGONTURNSPEED;
+			if (!mobj->threshold && dist < 512*mobj->scale) // Close enough to drop bombs
+			{
+				mobj->threshold = mobj->info->painchance;
+			}
+			mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
+		}
+	}
+	else // Can we find a player to chase?
+	{
+		if (mobj->tracer == NULL || mobj->tracer->state != &states[mobj->tracer->info->spawnstate]
+			|| !P_LookForPlayers(mobj, true, false, 2000*mobj->scale)) // if not, circle around the spawnpoint
+		{
+			if (!mobj->spawnpoint) // unless we don't have one, in which case uhhh just circle around wherever we currently are I guess??
+				mobj->angle += DRAGONTURNSPEED;
+			else
+			{
+				fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
+				fixed_t x = mobj->spawnpoint->x << FRACBITS;
+				fixed_t y = mobj->spawnpoint->y << FRACBITS;
+				fixed_t z = mobj->spawnpoint->z << FRACBITS;
+				angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle;
+				if (diff > ANGLE_180)
+					mobj->angle -= DRAGONTURNSPEED;
 				else
-					A_AttractChase(mobj);
-				break;
-			case MT_EMBLEM:
-				if (mobj->flags2 & MF2_NIGHTSPULL)
-					P_NightsItemChase(mobj);
-				break;
-			case MT_SHELL:
-				if (mobj->threshold && mobj->threshold != TICRATE)
-					mobj->threshold--;
+					mobj->angle += DRAGONTURNSPEED;
+				mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
+			}
+		}
+	}
+	P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale));
+#undef DRAGONTURNSPEED
+}
 
-				if (mobj->threshold >= TICRATE)
-				{
-					mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h);
-					P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale));
-				}
-				break;
-			case MT_TURRET:
-				P_MobjCheckWater(mobj);
-				P_CheckPosition(mobj, mobj->x, mobj->y);
-				if (P_MobjWasRemoved(mobj))
-					return;
-				mobj->floorz = tmfloorz;
-				mobj->ceilingz = tmceilingz;
-				mobj->floorrover = tmfloorrover;
-				mobj->ceilingrover = tmceilingrover;
+static boolean P_MobjRegularThink(mobj_t *mobj)
+{
+	if ((mobj->flags & MF_ENEMY) && (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1))
+		mobj->flags2 &= ~MF2_FRET;
 
-				if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0)
-				{
-					P_SetMobjState(mobj, mobj->info->deathstate);
-					mobj->health = 0;
-					mobj->flags2 &= ~MF2_FIRING;
-				}
-				else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed
-				{
-					INT32 i,j;
-					fixed_t ns;
-					fixed_t x,y,z;
-					mobj_t *mo2;
+	if (mobj->eflags & MFE_TRACERANGLE)
+		P_TracerAngleThink(mobj);
 
-					z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale);
-					for (j = 0; j < 2; j++)
-					{
-						for (i = 0; i < 32; i++)
-						{
-							const angle_t fa = (i*FINEANGLES/16) & FINEMASK;
-							ns = FixedMul(64 * FRACUNIT, mobj->scale);
-							x = mobj->x + FixedMul(FINESINE(fa),ns);
-							y = mobj->y + FixedMul(FINECOSINE(fa),ns);
-
-							mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
-							ns = FixedMul(16 * FRACUNIT, mobj->scale);
-							mo2->momx = FixedMul(FINESINE(fa),ns);
-							mo2->momy = FixedMul(FINECOSINE(fa),ns);
-						}
-						z -= FixedMul(32*FRACUNIT, mobj->scale);
-					}
-					P_SetMobjState(mobj, mobj->info->deathstate);
-					mobj->health = 0;
-					mobj->flags2 &= ~MF2_FIRING;
-				}
-				break;
-			case MT_BLUEFLAG:
-			case MT_REDFLAG:
-				{
-					sector_t *sec2;
-					sec2 = P_ThingOnSpecial3DFloor(mobj);
-					if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
-						mobj->fuse = 1; // Return to base.
-					break;
-				}
-			case MT_CANNONBALL:
-#ifdef FLOORSPLATS
-				R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
-					mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE);
+	switch (mobj->type)
+	{
+	case MT_WALLSPIKEBASE:
+		if (!mobj->target) {
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
+#if 0
+		if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
+		{
+			mobj_t* target = mobj->target; // shortcut
+			const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
+			P_UnsetThingPosition(mobj);
+			mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
+			mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
+			P_SetThingPosition(mobj);
+			mobj->angle = target->angle + ANGLE_90;
+		}
 #endif
-				break;
-			case MT_SPINDUST: // Spindash dust
-					mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000
-					mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same
-					//mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank
-					if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust!
-					{
-						P_MobjCheckWater(mobj);
-						if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT
-							&& mobj->z+mobj->height >= mobj->watertop - 5*FRACUNIT)
-							mobj->flags2 |= MF2_DONTDRAW;
-					}
-				break;
-			case MT_TRAINDUSTSPAWNER:
-				if (leveltime % 5 == 0) {
-					mobj_t *traindust = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_PARTICLE);
-					traindust->flags = MF_SCENERY;
-					P_SetMobjState(traindust, S_TRAINDUST);
-					traindust->frame = P_RandomRange(0, 8) | FF_TRANS90;
-					traindust->angle = mobj->angle;
-					traindust->tics = TICRATE * 4;
-					traindust->destscale = FRACUNIT * 64;
-					traindust->scalespeed = FRACUNIT / 24;
-					P_SetScale(traindust, FRACUNIT * 6);
-				}
-				break;
-			case MT_TRAINSTEAMSPAWNER:
-				if (leveltime % 5 == 0) {
-					mobj_t *steam = P_SpawnMobj(mobj->x + FRACUNIT*P_SignedRandom() / 2, mobj->y + FRACUNIT*P_SignedRandom() / 2, mobj->z, MT_PARTICLE);
-					P_SetMobjState(steam, S_TRAINSTEAM);
-					steam->frame = P_RandomRange(0, 1) | FF_TRANS90;
-					steam->tics = TICRATE * 8;
-					steam->destscale = FRACUNIT * 64;
-					steam->scalespeed = FRACUNIT / 8;
-					P_SetScale(steam, FRACUNIT * 16);
-					steam->momx = P_SignedRandom() * 32;
-					steam->momy = -64 * FRACUNIT;
-					steam->momz = 2 * FRACUNIT;
-				}
-				break;
-			case MT_CANARIVORE_GAS:
-				{
-					fixed_t momz;
+		break;
+	case MT_FALLINGROCK:
+		// Despawn rocks here in case zmovement code can't do so (blame slopes)
+		if (!mobj->momx && !mobj->momy && !mobj->momz
+			&& ((mobj->eflags & MFE_VERTICALFLIP) ?
+				mobj->z + mobj->height >= mobj->ceilingz
+				: mobj->z <= mobj->floorz))
+		{
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		P_MobjCheckWater(mobj);
+		break;
+	case MT_ARROW:
+		P_ArrowThink(mobj);
+		break;
+	case MT_EMERALDSPAWN:
+		if (mobj->threshold)
+		{
+			mobj->threshold--;
 
-					if (mobj->flags2 & MF2_AMBUSH)
-					{
-						mobj->momx = FixedMul(mobj->momx, 50 * FRACUNIT / 51);
-						mobj->momy = FixedMul(mobj->momy, 50 * FRACUNIT / 51);
-						break;
-					}
+			if (!mobj->threshold && !mobj->target && mobj->reactiontime)
+			{
+				mobj_t *emerald = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->reactiontime);
+				emerald->threshold = 42;
+				P_SetTarget(&mobj->target, emerald);
+				P_SetTarget(&emerald->target, mobj);
+			}
+		}
+		break;
+	case MT_BUGGLE:
+		mobj->eflags |= MFE_UNDERWATER; //P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
+		{
+			if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
+				&& P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius*16)
+			{
+				// Home in on the target.
+				P_HomingAttack(mobj, mobj->tracer);
 
-					if (mobj->eflags & MFE_VERTICALFLIP)
-					{
-						if ((mobj->z + mobj->height + mobj->momz) <= mobj->ceilingz)
-							break;
-					}
-					else
-					{
-						if ((mobj->z + mobj->momz) >= mobj->floorz)
-							break;
-					}
+				if (mobj->z < mobj->floorz)
+					mobj->z = mobj->floorz;
 
-					momz = abs(mobj->momz);
-					if (R_PointToDist2(0, 0, mobj->momx, mobj->momy) < momz)
-						P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), momz);
-					mobj->flags2 |= MF2_AMBUSH;
-					break;
-				}
-			case MT_SALOONDOOR:
-				{
-					fixed_t x = mobj->tracer->x;
-					fixed_t y = mobj->tracer->y;
-					fixed_t z = mobj->tracer->z;
-					angle_t oang = FixedAngle(mobj->extravalue1);
-					angle_t fa = (oang >> ANGLETOFINESHIFT) & FINEMASK;
-					fixed_t c0 = -96*FINECOSINE(fa);
-					fixed_t s0 = -96*FINESINE(fa);
-					angle_t fma;
-					fixed_t c, s;
-					angle_t angdiff;
-
-					// Adjust angular speed
-					fixed_t da = AngleFixed(mobj->angle - oang);
-					if (da > 180*FRACUNIT)
-						da -= 360*FRACUNIT;
-					mobj->extravalue2 = 8*(mobj->extravalue2 - da/32)/9;
-
-					// Update angle
-					mobj->angle += FixedAngle(mobj->extravalue2);
-
-					angdiff = mobj->angle - FixedAngle(mobj->extravalue1);
-					if (angdiff > (ANGLE_90 - ANG2) && angdiff < ANGLE_180)
-					{
-						mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_90 - ANG2);
-						mobj->extravalue2 /= 2;
-					}
-					else if (angdiff < (ANGLE_270 + ANG2) && angdiff >= ANGLE_180)
-					{
-						mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_270 + ANG2);
-						mobj->extravalue2 /= 2;
-					}
+				if (leveltime % mobj->info->painchance == 0)
+					S_StartSound(mobj, mobj->info->activesound);
 
-					// Update position
-					fma = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK;
-					c = 48*FINECOSINE(fma);
-					s = 48*FINESINE(fma);
-					P_TeleportMove(mobj, x + c0 + c, y + s0 + s, z);
-					break;
-				}
-			case MT_MINECARTSPAWNER:
-				P_HandleMinecartSegments(mobj);
-				if (!mobj->fuse || mobj->fuse > TICRATE)
-					break;
-				if (mobj->fuse == 2)
-				{
-					mobj->fuse = 0;
-					break;
-				}
-				mobj->flags2 ^= MF2_DONTDRAW;
-				break;
-			case MT_LAVAFALLROCK:
-				if (P_IsObjectOnGround(mobj))
-					P_RemoveMobj(mobj);
-				break;
-			case MT_PYREFLY:
+				if ((statenum_t)(mobj->state - states) != mobj->info->seestate)
+					P_SetMobjState(mobj, mobj->info->seestate);
+			}
+			else
+			{
+				// Try to find a player
+				P_LookForPlayers(mobj, true, true, mobj->radius*16);
+				mobj->momx >>= 1;
+				mobj->momy >>= 1;
+				mobj->momz >>= 1;
+				if ((statenum_t)(mobj->state - states) != mobj->info->spawnstate)
+					P_SetMobjState(mobj, mobj->info->spawnstate);
+			}
+		}
+		break;
+	case MT_BUMBLEBORE:
+		P_BumbleboreThink(mobj);
+		break;
+	case MT_BIGMINE:
+		mobj->extravalue1 += 3;
+		mobj->extravalue1 %= 360;
+		P_UnsetThingPosition(mobj);
+		mobj->z += FINESINE(mobj->extravalue1*(FINEMASK + 1)/360);
+		P_SetThingPosition(mobj);
+		break;
+	case MT_FLAME:
+		if (mobj->flags2 & MF2_BOSSNOTRAP)
+		{
+			if (!mobj->target || P_MobjWasRemoved(mobj->target))
+			{
+				if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer))
+					P_RemoveMobj(mobj->tracer);
+				P_RemoveMobj(mobj);
+				return false;
+			}
+			mobj->z = mobj->target->z + mobj->target->momz;
+			if (!(mobj->eflags & MFE_VERTICALFLIP))
+				mobj->z += mobj->target->height;
+		}
+		if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer))
+		{
+			mobj->tracer->z = mobj->z + P_MobjFlip(mobj)*20*mobj->scale;
+			if (mobj->eflags & MFE_VERTICALFLIP)
+				mobj->tracer->z += mobj->height;
+		}
+		break;
+	case MT_WAVINGFLAG1:
+	case MT_WAVINGFLAG2:
+	{
+		fixed_t base = (leveltime << (FRACBITS + 1));
+		mobj_t *seg = mobj->tracer, *prev = mobj;
+		mobj->movedir = mobj->angle
+			+ ((((FINESINE((FixedAngle(base << 1) >> ANGLETOFINESHIFT) & FINEMASK)
+				+ FINESINE((FixedAngle(base << 4) >> ANGLETOFINESHIFT) & FINEMASK)) >> 1)
+				+ FINESINE((FixedAngle(base*9) >> ANGLETOFINESHIFT) & FINEMASK)
+				+ FINECOSINE(((FixedAngle(base*9)) >> ANGLETOFINESHIFT) & FINEMASK)) << 12); //*2^12
+		while (seg)
+		{
+			seg->movedir = seg->angle;
+			seg->angle = prev->movedir;
+			P_UnsetThingPosition(seg);
+			seg->x = prev->x + P_ReturnThrustX(prev, prev->angle, prev->radius);
+			seg->y = prev->y + P_ReturnThrustY(prev, prev->angle, prev->radius);
+			seg->z = prev->z + prev->height - (seg->scale >> 1);
+			P_SetThingPosition(seg);
+			prev = seg;
+			seg = seg->tracer;
+		}
+	}
+	break;
+	case MT_SPINCUSHION:
+		if (mobj->target && mobj->state - states >= S_SPINCUSHION_AIM1 && mobj->state - states <= S_SPINCUSHION_AIM5)
+			mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+		break;
+	case MT_CRUSHCLAW:
+		if (mobj->state - states == S_CRUSHCLAW_STAY && mobj->target)
+		{
+			mobj_t *chain = mobj->target->target;
+			SINT8 sign = ((mobj->tics & 1) ? mobj->tics : -(SINT8)(mobj->tics));
+			while (chain)
+			{
+				chain->z = chain->movefactor + sign*mobj->scale;
+				sign = -sign;
+				chain = chain->target;
+			}
+		}
+		break;
+	case MT_SMASHINGSPIKEBALL:
+		mobj->momx = mobj->momy = 0;
+		if (mobj->state - states == S_SMASHSPIKE_FALL && P_IsObjectOnGround(mobj))
+		{
+			P_SetMobjState(mobj, S_SMASHSPIKE_STOMP1);
+			S_StartSound(mobj, sfx_spsmsh);
+		}
+		else if (mobj->state - states == S_SMASHSPIKE_RISE2 && P_MobjFlip(mobj)*(mobj->z - mobj->movecount) >= 0)
+		{
+			mobj->momz = 0;
+			P_SetMobjState(mobj, S_SMASHSPIKE_FLOAT);
+		}
+		break;
+	case MT_HANGSTER:
+		if (!P_HangsterThink(mobj))
+			return false;
+		break;
+	case MT_LHRT:
+		mobj->momx = FixedMul(mobj->momx, mobj->extravalue2);
+		mobj->momy = FixedMul(mobj->momy, mobj->extravalue2);
+		break;
+	case MT_EGGCAPSULE:
+		if (!mobj->reactiontime)
+		{
+			// Target nearest player on your mare.
+			// (You can make it float up/down by adding MF_FLOAT,
+			//  but beware level design pitfalls.)
+			fixed_t shortest = 1024*FRACUNIT;
+			INT32 i;
+			P_SetTarget(&mobj->target, NULL);
+			for (i = 0; i < MAXPLAYERS; i++)
+				if (playeringame[i] && players[i].mo
+					&& players[i].mare == mobj->threshold && players[i].spheres > 0)
 				{
-					fixed_t hdist;
-
-					mobj->extravalue1 = (mobj->extravalue1 + 3) % 360;
-					mobj->z += FINESINE(((mobj->extravalue1*ANG1) >> ANGLETOFINESHIFT) & FINEMASK);
-
-					if (!(mobj->flags2 & MF2_BOSSNOTRAP))
-						P_LookForPlayers(mobj, true, false, 1500*FRACUNIT);
-
-					if (!mobj->target)
-						break;
-
-					if (mobj->extravalue2 == 1)
-						P_PyreFlyBurn(mobj, 0, 20, MT_SMOKE, 4*FRACUNIT);
-					else if (mobj->extravalue2 == 2)
+					fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y);
+					if (dist < shortest)
 					{
-						INT32 fireradius = min(100 - mobj->fuse, 52);
-						P_PyreFlyBurn(mobj, P_RandomRange(0, fireradius)*FRACUNIT, 20, MT_FLAMEPARTICLE, 4*FRACUNIT);
-						P_PyreFlyBurn(mobj, fireradius*FRACUNIT, 40, MT_PYREFLY_FIRE, 0);
+						P_SetTarget(&mobj->target, players[i].mo);
+						shortest = dist;
 					}
+				}
+		}
+		break;
+	case MT_EGGMOBILE2_POGO:
+		if (!mobj->target
+			|| !mobj->target->health
+			|| mobj->target->state == &states[mobj->target->info->spawnstate]
+			|| mobj->target->state == &states[mobj->target->info->raisestate])
+		{
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height);
+		break;
+	case MT_HAMMER:
+		if (mobj->z <= mobj->floorz)
+		{
+			P_RemoveMobj(mobj);
+			return false;
+		}
+		break;
+	case MT_KOOPA:
+		P_KoopaThinker(mobj);
+		break;
+	case MT_FIREBALL:
+		if (P_AproxDistance(mobj->momx, mobj->momy) <= 16*FRACUNIT) // Once fireballs lose enough speed, kill them
+		{
+			P_KillMobj(mobj, NULL, NULL, 0);
+			return false;
+		}
+		break;
+	case MT_REDRING:
+		if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
+			&& mobj->flags & MF_MISSILE)
+		{
+			P_ExplodeMissile(mobj);
+			return false;
+		}
+		break;
+	case MT_BOSSFLYPOINT:
+		return false;
+	case MT_NIGHTSCORE:
+		mobj->color = (UINT8)(leveltime % SKINCOLOR_WHITE);
+		break;
+	case MT_JETFUME1:
+		if (!P_JetFume1Think(mobj))
+			return false;
+		break;
+	case MT_JETFLAME:
+	{
+		if (!mobj->target // if you have no target
+			|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
+		{ // then remove yourself as well!
+			P_RemoveMobj(mobj);
+			return false;
+		}
 
-					hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+		P_UnsetThingPosition(mobj);
+		mobj->x = mobj->target->x;
+		mobj->y = mobj->target->y;
+		mobj->z = mobj->target->z - 50*mobj->target->scale;
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+	}
+	break;
+	case MT_EGGROBO1:
+		if (!P_EggRobo1Think(mobj))
+			return false;
+		break;
+	case MT_EGGROBO1JET:
+	{
+		if (!mobj->target || P_MobjWasRemoved(mobj->target) // if you have no target
+			|| (mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
+		{ // then remove yourself as well!
+			P_RemoveMobj(mobj);
+			return false;
+		}
 
-					if (hdist > 1500*FRACUNIT)
-					{
-						mobj->flags2 &= ~MF2_BOSSNOTRAP;
-						P_SetTarget(&mobj->target, NULL);
-						break;
-					}
+		mobj->flags2 ^= MF2_DONTDRAW;
 
-					if (!(mobj->flags2 & MF2_BOSSNOTRAP) && hdist <= 450*FRACUNIT)
-						mobj->flags2 |= MF2_BOSSNOTRAP;
+		P_UnsetThingPosition(mobj);
+		mobj->x = mobj->target->x + P_ReturnThrustX(mobj, mobj->target->angle + ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustX(mobj, mobj->target->angle, 19*mobj->target->scale);
+		mobj->y = mobj->target->y + P_ReturnThrustY(mobj, mobj->target->angle + ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustY(mobj, mobj->target->angle, 19*mobj->target->scale);
+		mobj->z = mobj->target->z;
+		if (mobj->target->eflags & MFE_VERTICALFLIP)
+			mobj->z += (mobj->target->height - mobj->height);
+		mobj->floorz = mobj->z;
+		mobj->ceilingz = mobj->z + mobj->height;
+		P_SetThingPosition(mobj);
+	}
+	break;
+	case MT_NIGHTSDRONE:
+		P_NiGHTSDroneThink(mobj);
+		break;
+	case MT_PLAYER:
+		if (mobj->player)
+			P_PlayerMobjThinker(mobj);
+		return false;
+	case MT_SKIM:
+		// check mobj against possible water content, before movement code
+		P_MobjCheckWater(mobj);
 
-					if (!(mobj->flags2 & MF2_BOSSNOTRAP))
-						break;
+		// Keep Skim at water surface
+		if (mobj->z <= mobj->watertop)
+		{
+			mobj->flags |= MF_NOGRAVITY;
+			if (mobj->z < mobj->watertop)
+			{
+				if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale))
+					mobj->z = mobj->watertop;
+				else
+					mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale);
+			}
+		}
+		else
+		{
+			mobj->flags &= ~MF_NOGRAVITY;
+			if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale))
+				mobj->z = mobj->watertop;
+		}
+		break;
+	case MT_RING:
+	case MT_REDTEAMRING:
+	case MT_BLUETEAMRING:
+		P_KillRingsInLava(mobj);
+		if (P_MobjWasRemoved(mobj))
+			return false;
+		/* FALLTHRU */
+	case MT_COIN:
+	case MT_BLUESPHERE:
+	case MT_BOMBSPHERE:
+	case MT_NIGHTSCHIP:
+	case MT_NIGHTSSTAR:
+		// No need to check water. Who cares?
+		P_RingThinker(mobj);
+		if (mobj->flags2 & MF2_NIGHTSPULL)
+			P_NightsItemChase(mobj);
+		else
+			A_AttractChase(mobj);
+		return false;
+		// Flung items
+	case MT_FLINGRING:
+		P_KillRingsInLava(mobj);
+		if (P_MobjWasRemoved(mobj))
+			return false;
+		/* FALLTHRU */
+	case MT_FLINGCOIN:
+	case MT_FLINGBLUESPHERE:
+	case MT_FLINGNIGHTSCHIP:
+		if (mobj->flags2 & MF2_NIGHTSPULL)
+			P_NightsItemChase(mobj);
+		else
+			A_AttractChase(mobj);
+		break;
+	case MT_EMBLEM:
+		if (mobj->flags2 & MF2_NIGHTSPULL)
+			P_NightsItemChase(mobj);
+		break;
+	case MT_SHELL:
+		if (mobj->threshold && mobj->threshold != TICRATE)
+			mobj->threshold--;
 
-					if (hdist < 1000*FRACUNIT)
-					{
-						//Aim for player z position. If too close to floor/ceiling, aim just above/below them.
-						fixed_t destz = min(max(mobj->target->z, mobj->target->floorz + 70*FRACUNIT), mobj->target->ceilingz - 80*FRACUNIT - mobj->height);
-						fixed_t dist = P_AproxDistance(hdist, destz - mobj->z);
-						P_InstaThrust(mobj, R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y), 2*FRACUNIT);
-						mobj->momz = FixedMul(FixedDiv(destz - mobj->z, dist), 2*FRACUNIT);
-					}
-					else
-					{
-						mobj->momx = 0;
-						mobj->momy = 0;
-						mobj->momz = 0;
-					}
-					break;
-				}
-			case MT_PTERABYTE:
-				{
-					if (mobj->extravalue1 & 4) // Cooldown after grabbing
-					{
-						if (mobj->movefactor)
-							mobj->movefactor--;
-						else
-						{
-							P_SetTarget(&mobj->target, NULL);
-							mobj->extravalue1 &= 3;
-						}
-					}
+		if (mobj->threshold >= TICRATE)
+		{
+			mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h);
+			P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale));
+		}
+		break;
+	case MT_TURRET:
+		if (!P_TurretThink(mobj))
+			return false;
+		break;
+	case MT_BLUEFLAG:
+	case MT_REDFLAG:
+	{
+		sector_t* sec2;
+		sec2 = P_ThingOnSpecial3DFloor(mobj);
+		if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
+			mobj->fuse = 1; // Return to base.
+		break;
+	}
+	case MT_CANNONBALL:
+#ifdef FLOORSPLATS
+		R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
+			mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE);
+#endif
+		break;
+	case MT_SPINDUST: // Spindash dust
+		mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000
+		mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same
+		//mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank
+		if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust!
+		{
+			P_MobjCheckWater(mobj);
+			if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT
+				&& mobj->z + mobj->height >= mobj->watertop - 5*FRACUNIT)
+				mobj->flags2 |= MF2_DONTDRAW;
+		}
+		break;
+	case MT_TRAINDUSTSPAWNER:
+		if (leveltime % 5 == 0) {
+			mobj_t* traindust = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_PARTICLE);
+			traindust->flags = MF_SCENERY;
+			P_SetMobjState(traindust, S_TRAINDUST);
+			traindust->frame = P_RandomRange(0, 8)|FF_TRANS90;
+			traindust->angle = mobj->angle;
+			traindust->tics = TICRATE*4;
+			traindust->destscale = FRACUNIT*64;
+			traindust->scalespeed = FRACUNIT/24;
+			P_SetScale(traindust, FRACUNIT*6);
+		}
+		break;
+	case MT_TRAINSTEAMSPAWNER:
+		if (leveltime % 5 == 0) {
+			mobj_t *steam = P_SpawnMobj(mobj->x + FRACUNIT*P_SignedRandom()/2, mobj->y + FRACUNIT*P_SignedRandom()/2, mobj->z, MT_PARTICLE);
+			P_SetMobjState(steam, S_TRAINSTEAM);
+			steam->frame = P_RandomRange(0, 1)|FF_TRANS90;
+			steam->tics = TICRATE*8;
+			steam->destscale = FRACUNIT*64;
+			steam->scalespeed = FRACUNIT/8;
+			P_SetScale(steam, FRACUNIT*16);
+			steam->momx = P_SignedRandom()*32;
+			steam->momy = -64*FRACUNIT;
+			steam->momz = 2*FRACUNIT;
+		}
+		break;
+	case MT_CANARIVORE_GAS:
+	{
+		fixed_t momz;
 
-					if ((mobj->extravalue1 & 3) == 0) // Hovering
-					{
-						fixed_t vdist, hdist, time;
-						fixed_t hspeed = 3*mobj->info->speed;
-						angle_t fa;
+		if (mobj->flags2 & MF2_AMBUSH)
+		{
+			mobj->momx = FixedMul(mobj->momx, 50*FRACUNIT/51);
+			mobj->momy = FixedMul(mobj->momy, 50*FRACUNIT/51);
+			break;
+		}
 
-						var1 = 1;
-						var2 = 0;
-						A_CapeChase(mobj);
+		if (mobj->eflags & MFE_VERTICALFLIP)
+		{
+			if ((mobj->z + mobj->height + mobj->momz) <= mobj->ceilingz)
+				break;
+		}
+		else
+		{
+			if ((mobj->z + mobj->momz) >= mobj->floorz)
+				break;
+		}
 
-						if (mobj->target)
-							break; // Still carrying a player or in cooldown
+		momz = abs(mobj->momz);
+		if (R_PointToDist2(0, 0, mobj->momx, mobj->momy) < momz)
+			P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), momz);
+		mobj->flags2 |= MF2_AMBUSH;
+		break;
+	}
+	case MT_SALOONDOOR:
+		P_SaloonDoorThink(mobj);
+		break;
+	case MT_MINECARTSPAWNER:
+		P_HandleMinecartSegments(mobj);
+		if (!mobj->fuse || mobj->fuse > TICRATE)
+			break;
+		if (mobj->fuse == 2)
+		{
+			mobj->fuse = 0;
+			break;
+		}
+		mobj->flags2 ^= MF2_DONTDRAW;
+		break;
+	case MT_LAVAFALLROCK:
+		if (P_IsObjectOnGround(mobj))
+			P_RemoveMobj(mobj);
+		break;
+	case MT_PYREFLY:
+		P_PyreFlyThink(mobj);
+		break;
+	case MT_PTERABYTE:
+		P_PterabyteThink(mobj);
+		break;
+	case MT_DRAGONBOMBER:
+		P_DragonbomberThink(mobj);
+		break;
+	case MT_MINUS:
+		if (P_IsObjectOnGround(mobj))
+			mobj->rollangle = 0;
+		else
+			mobj->rollangle = R_PointToAngle2(0, 0, mobj->momz, (mobj->scale << 1) - min(abs(mobj->momz), mobj->scale << 1));
+		break;
+	case MT_SPINFIRE:
+		if (mobj->flags & MF_NOGRAVITY)
+		{
+			if (mobj->eflags & MFE_VERTICALFLIP)
+				mobj->z = mobj->ceilingz - mobj->height;
+			else
+				mobj->z = mobj->floorz;
+		}
+		else if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z <= mobj->floorz)
+			|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz))
+		{
+			mobj->flags |= MF_NOGRAVITY;
+			mobj->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others
+			mobj->momy = mobj->momz = 0;
+			mobj->z = ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->ceilingz - mobj->height : mobj->floorz);
+		}
+		/* FALLTHRU */
+	default:
+		// check mobj against possible water content, before movement code
+		P_MobjCheckWater(mobj);
 
-						P_LookForPlayers(mobj, true, false, 256*FRACUNIT);
+		// Extinguish fire objects in water
+		if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
+			&& (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
+		{
+			P_KillMobj(mobj, NULL, NULL, 0);
+			return false;
+		}
+		break;
+	}
+	return true;
+}
 
-						if (!mobj->target)
-							break;
+static void P_FiringThink(mobj_t *mobj)
+{
+	if (!mobj->target)
+		return;
 
-						if (mobj->target->player->powers[pw_flashing])
-						{
-							P_SetTarget(&mobj->target, NULL);
-							break;
-						}
+	if (mobj->health <= 0)
+		return;
 
-						vdist = mobj->z - mobj->target->z - mobj->target->height;
-						if (P_MobjFlip(mobj)*vdist <= 0)
-						{
-							P_SetTarget(&mobj->target, NULL);
-							break;
-						}
+	if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
+	{
+		if (mobj->state->tics > 1)
+		{
+			var1 = mobj->state->var1;
+			var2 = mobj->state->var2 & 65535;
+			mobj->state->action.acp1(mobj);
+		}
+	}
+	else if (leveltime & 1) // Fire mode
+	{
+		mobj_t *missile;
 
-						hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-						if (hdist > 450*FRACUNIT)
-						{
-							P_SetTarget(&mobj->target, NULL);
-							break;
-						}
+		if (mobj->target->player && mobj->target->player->powers[pw_carry] == CR_NIGHTSMODE)
+		{
+			fixed_t oldval = mobjinfo[mobj->extravalue1].speed;
 
-						P_SetMobjState(mobj, S_PTERABYTE_SWOOPDOWN);
-						mobj->extravalue1++;
-						S_StartSound(mobj, mobj->info->attacksound);
-						time = FixedDiv(hdist, hspeed);
-						mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-						fa = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK;
-						mobj->momx = FixedMul(FINECOSINE(fa), hspeed);
-						mobj->momy = FixedMul(FINESINE(fa), hspeed);
-						mobj->momz = -2*FixedDiv(vdist, time);
-						mobj->extravalue2 = -FixedDiv(mobj->momz, time); //Z accel
-						mobj->movecount = time >> FRACBITS;
-						mobj->reactiontime = mobj->movecount;
-					}
-					else if ((mobj->extravalue1 & 3) == 1) // Swooping
-					{
-						mobj->reactiontime--;
-						mobj->momz += mobj->extravalue2;
-						if (mobj->reactiontime)
-							break;
+			mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx, mobj->target->y + mobj->target->momy);
+			mobjinfo[mobj->extravalue1].speed = FixedMul(60*FRACUNIT, mobj->scale);
+			missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
+			mobjinfo[mobj->extravalue1].speed = oldval;
+		}
+		else
+		{
+			mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+			missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
+		}
 
-						if (mobj->state - states == S_PTERABYTE_SWOOPDOWN)
-						{
-							P_SetMobjState(mobj, S_PTERABYTE_SWOOPUP);
-							mobj->reactiontime = mobj->movecount;
-						}
-						else if (mobj->state - states == S_PTERABYTE_SWOOPUP)
-						{
-							P_SetMobjState(mobj, S_PTERABYTE_FLY1);
-							mobj->extravalue1++;
-							if (mobj->target && mobj->target->tracer != mobj)
-								P_SetTarget(&mobj->target, NULL); // Failed to grab the target
-							mobj->momx = mobj->momy = mobj->momz = 0;
-						}
-					}
-					else // Returning
-					{
-						var1 = 2*mobj->info->speed;
-						var2 = 1;
-						A_HomingChase(mobj);
-						if (P_AproxDistance(mobj->x - mobj->tracer->x, mobj->y - mobj->tracer->y) <= mobj->info->speed)
-						{
-							mobj->extravalue1 -= 2;
-							mobj->momx = mobj->momy = mobj->momz = 0;
-						}
-					}
-					break;
-				}
-			case MT_DRAGONBOMBER:
-				{
-#define DRAGONTURNSPEED ANG2
-					mobj->movecount = (mobj->movecount + 9) % 360;
-					P_SetObjectMomZ(mobj, 4*FINESINE(((mobj->movecount*ANG1) >> ANGLETOFINESHIFT) & FINEMASK), false);
-					if (mobj->threshold > 0) // are we dropping mines?
-					{
-						mobj->threshold--;
-						if (mobj->threshold == 0) // if the timer hits 0, look for a mine to drop!
-						{
-							mobj_t *segment = mobj;
-							while (segment->tracer != NULL && !P_MobjWasRemoved(segment->tracer) && segment->tracer->state == &states[segment->tracer->info->spawnstate])
-							{
-								segment = segment->tracer;
-							}
-							if (segment != mobj) // found an unactivated segment?
-							{
-								mobj_t *mine = P_SpawnMobjFromMobj(segment, 0, 0, 0, segment->info->painchance);
-								mine->angle = segment->angle;
-								P_InstaThrust(mine, mobj->angle, P_AproxDistance(mobj->momx, mobj->momy) >> 1);
-								P_SetObjectMomZ(mine, -2*FRACUNIT, true);
-								S_StartSound(mine, mine->info->seesound);
-								P_SetMobjState(segment, segment->info->raisestate);
-								mobj->threshold = mobj->info->painchance;
-							}
-						}
-					}
-					if (mobj->target != NULL) // Are we chasing a player?
-					{
-						fixed_t dist = P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y);
-						if (dist > 2000 * mobj->scale) // Not anymore!
-							P_SetTarget(&mobj->target, NULL);
-						else
-						{
-							fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
-							fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height);
-							angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle;
-							if (diff > ANGLE_180)
-								mobj->angle -= DRAGONTURNSPEED;
-							else
-								mobj->angle += DRAGONTURNSPEED;
-							if (!mobj->threshold && dist < 512 * mobj->scale) // Close enough to drop bombs
-							{
-								mobj->threshold = mobj->info->painchance;
-							}
-							mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
-						}
-					}
-					else // Can we find a player to chase?
-					{
-						if (mobj->tracer == NULL || mobj->tracer->state != &states[mobj->tracer->info->spawnstate]
-							|| !P_LookForPlayers(mobj, true, false, 2000*mobj->scale)) // if not, circle around the spawnpoint
-						{
-							if (!mobj->spawnpoint) // unless we don't have one, in which case uhhh just circle around wherever we currently are I guess??
-								mobj->angle += DRAGONTURNSPEED;
-							else
-							{
-								fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
-								fixed_t x = mobj->spawnpoint->x << FRACBITS;
-								fixed_t y = mobj->spawnpoint->y << FRACBITS;
-								fixed_t z = mobj->spawnpoint->z << FRACBITS;
-								angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle;
-								if (diff > ANGLE_180)
-									mobj->angle -= DRAGONTURNSPEED;
-								else
-									mobj->angle += DRAGONTURNSPEED;
-								mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
-							}
-						}
-					}
-					P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale));
-#undef DRAGONTURNSPEED
-				}
-				break;
-			case MT_MINUS:
-#ifdef ROTSPRITE
-				{
-					if (P_IsObjectOnGround(mobj))
-						mobj->rollangle = 0;
-					else
-						mobj->rollangle = R_PointToAngle2(0, 0, mobj->momz, (mobj->scale << 1) - min(abs(mobj->momz), mobj->scale << 1));
-				}
-#endif
-				break;
-			case MT_SPINFIRE:
-				if (mobj->flags & MF_NOGRAVITY)
-				{
-					if (mobj->eflags & MFE_VERTICALFLIP)
-						mobj->z = mobj->ceilingz - mobj->height;
-					else
-						mobj->z = mobj->floorz;
-				}
-				else if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z <= mobj->floorz)
-				|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z+mobj->height >= mobj->ceilingz))
-				{
-					mobj->flags |= MF_NOGRAVITY;
-					mobj->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others
-					mobj->momy = mobj->momz = 0;
-					mobj->z = ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->ceilingz-mobj->height : mobj->floorz);
-				}
-				/* FALLTHRU */
-			default:
-				// check mobj against possible water content, before movement code
-				P_MobjCheckWater(mobj);
+		if (missile)
+		{
+			if (mobj->flags2 & MF2_SUPERFIRE)
+				missile->flags2 |= MF2_SUPERFIRE;
 
-				// Extinguish fire objects in water
-				if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
-					&& (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
-				{
-					P_KillMobj(mobj, NULL, NULL, 0);
-					return;
-				}
-				break;
+			if (mobj->info->attacksound)
+				S_StartSound(missile, mobj->info->attacksound);
 		}
 	}
-	if (P_MobjWasRemoved(mobj))
-		return;
+	else
+		mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+}
+
+static void P_MonitorFuseThink(mobj_t *mobj)
+{
+	mobj_t *newmobj;
 
-	if (mobj->flags2 & MF2_FIRING && mobj->target && mobj->health > 0)
+	// Special case for ALL monitors.
+	// If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM.
+	if (mobj->info->speed != 0 && (mobj->flags2 & (MF2_AMBUSH|MF2_STRONGBOX)))
 	{
-		if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
-		{
-			if (mobj->state->tics > 1)
-			{
-				var1 = mobj->state->var1;
-				var2 = mobj->state->var2 & 65535;
-				mobj->state->action.acp1(mobj);
-			}
-		}
-		else if (leveltime & 1) // Fire mode
-		{
-			mobj_t *missile;
+		mobjtype_t spawnchance[64];
+		INT32 numchoices = 0, i = 0;
 
-			if (mobj->target->player && mobj->target->player->powers[pw_carry] == CR_NIGHTSMODE)
-			{
-				fixed_t oldval = mobjinfo[mobj->extravalue1].speed;
+		// This define should make it a lot easier to organize and change monitor weights
+#define SETMONITORCHANCES(type, strongboxamt, weakboxamt) \
+for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) spawnchance[numchoices++] = type
 
-				mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x+mobj->target->momx, mobj->target->y+mobj->target->momy);
-				mobjinfo[mobj->extravalue1].speed = FixedMul(60*FRACUNIT, mobj->scale);
-				missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
-				mobjinfo[mobj->extravalue1].speed = oldval;
-			}
-			else
-			{
-				mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
-				missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
-			}
+					//                Type             SRM WRM
+		SETMONITORCHANCES(MT_SNEAKERS_BOX, 0, 10); // Super Sneakers
+		SETMONITORCHANCES(MT_INVULN_BOX, 2, 0); // Invincibility
+		SETMONITORCHANCES(MT_WHIRLWIND_BOX, 3, 8); // Whirlwind Shield
+		SETMONITORCHANCES(MT_ELEMENTAL_BOX, 3, 8); // Elemental Shield
+		SETMONITORCHANCES(MT_ATTRACT_BOX, 2, 0); // Attraction Shield
+		SETMONITORCHANCES(MT_FORCE_BOX, 3, 3); // Force Shield
+		SETMONITORCHANCES(MT_ARMAGEDDON_BOX, 2, 0); // Armageddon Shield
+		SETMONITORCHANCES(MT_MIXUP_BOX, 0, 1); // Teleporters
+		SETMONITORCHANCES(MT_RECYCLER_BOX, 0, 1); // Recycler
+		SETMONITORCHANCES(MT_1UP_BOX, 1, 1); // 1-Up
+		// =======================================
+		//                Total             16  32
 
-			if (missile)
-			{
-				if (mobj->flags2 & MF2_SUPERFIRE)
-					missile->flags2 |= MF2_SUPERFIRE;
+#undef SETMONITORCHANCES
 
-				if (mobj->info->attacksound)
-					S_StartSound(missile, mobj->info->attacksound);
-			}
-		}
-		else
-			mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
+		i = P_RandomKey(numchoices); // Gotta love those random numbers!
+		newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]);
 	}
+	else
+		newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
 
-	if (mobj->flags & MF_AMBIENT)
-	{
-		if (!(leveltime % mobj->health) && mobj->info->seesound)
-			S_StartSound(mobj, mobj->info->seesound);
+	// Transfer flags2 (ambush, strongbox, objectflip)
+	newmobj->flags2 = mobj->flags2;
+	P_RemoveMobj(mobj); // make sure they disappear
+}
+
+static void P_FlagFuseThink(mobj_t *mobj)
+{
+	subsector_t *ss;
+	fixed_t x, y, z;
+	mobj_t* flagmo;
+
+	if (!mobj->spawnpoint)
 		return;
+
+	x = mobj->spawnpoint->x << FRACBITS;
+	y = mobj->spawnpoint->y << FRACBITS;
+	z = mobj->spawnpoint->z << FRACBITS;
+	ss = R_PointInSubsector(x, y);
+	if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
+		z = ss->sector->ceilingheight - mobjinfo[mobj->type].height - z;
+	else
+		z = ss->sector->floorheight + z;
+	flagmo = P_SpawnMobj(x, y, z, mobj->type);
+	flagmo->spawnpoint = mobj->spawnpoint;
+	if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
+	{
+		flagmo->eflags |= MFE_VERTICALFLIP;
+		flagmo->flags2 |= MF2_OBJECTFLIP;
 	}
 
-	// Check fuse
-	if (mobj->fuse)
+	if (mobj->type == MT_REDFLAG)
 	{
+		if (!(mobj->flags2 & MF2_JUSTATTACKED))
+			CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x85, M_GetText("Red flag"), 0x80);
 
-		if (mobj->type == MT_SNAPPER_HEAD || mobj->type == MT_SNAPPER_LEG || mobj->type == MT_MINECARTSEG)
-			mobj->flags2 ^= MF2_DONTDRAW;
+		// Assumedly in splitscreen players will be on opposing teams
+		if (players[consoleplayer].ctfteam == 1 || splitscreen)
+			S_StartSound(NULL, sfx_hoop1);
+		else if (players[consoleplayer].ctfteam == 2)
+			S_StartSound(NULL, sfx_hoop3);
 
-		mobj->fuse--;
-		if (!mobj->fuse)
-		{
-			subsector_t *ss;
-			fixed_t x, y, z;
-			mobj_t *flagmo, *newmobj;
+		redflag = flagmo;
+	}
+	else // MT_BLUEFLAG
+	{
+		if (!(mobj->flags2 & MF2_JUSTATTACKED))
+			CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x84, M_GetText("Blue flag"), 0x80);
+
+		// Assumedly in splitscreen players will be on opposing teams
+		if (players[consoleplayer].ctfteam == 2 || splitscreen)
+			S_StartSound(NULL, sfx_hoop1);
+		else if (players[consoleplayer].ctfteam == 1)
+			S_StartSound(NULL, sfx_hoop3);
+
+		blueflag = flagmo;
+	}
+}
+
+static boolean P_FuseThink(mobj_t *mobj)
+{
+	if (mobj->type == MT_SNAPPER_HEAD || mobj->type == MT_SNAPPER_LEG || mobj->type == MT_MINECARTSEG)
+		mobj->flags2 ^= MF2_DONTDRAW;
+
+	mobj->fuse--;
+
+	if (mobj->fuse)
+		return true;
 
 #ifdef HAVE_BLUA
-			if (LUAh_MobjFuse(mobj) || P_MobjWasRemoved(mobj))
-				;
-			else
+	if (LUAh_MobjFuse(mobj) || P_MobjWasRemoved(mobj))
+		;
+	else
 #endif
-			if (mobj->info->flags & MF_MONITOR)
+		if (mobj->info->flags & MF_MONITOR)
+		{
+			P_MonitorFuseThink(mobj);
+			return false;
+		}
+		else switch (mobj->type)
+		{
+			// gargoyle and snowman handled in P_PushableThinker, not here
+		case MT_THROWNGRENADE:
+		case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
+			P_SetMobjState(mobj, mobj->info->deathstate);
+			break;
+		case MT_LHRT:
+			P_KillMobj(mobj, NULL, NULL, 0);
+			break;
+		case MT_BLUEFLAG:
+		case MT_REDFLAG:
+			P_FlagFuseThink(mobj);
+			P_RemoveMobj(mobj);
+			return false;
+		case MT_FANG:
+			if (mobj->flags2 & MF2_SLIDEPUSH)
 			{
-				// Special case for ALL monitors.
-				// If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM.
-				if (mobj->info->speed != 0 && (mobj->flags2 & (MF2_AMBUSH|MF2_STRONGBOX)))
-				{
-					mobjtype_t spawnchance[64];
-					INT32 numchoices = 0, i = 0;
+				var1 = 0;
+				var2 = 0;
+				A_BossDeath(mobj);
+				return false;
+			}
+			P_SetMobjState(mobj, mobj->state->nextstate);
+			if (P_MobjWasRemoved(mobj))
+				return false;
+			break;
+		case MT_METALSONIC_BATTLE:
+			break; // don't remove
+		case MT_SPIKE:
+			P_SetMobjState(mobj, mobj->state->nextstate);
+			mobj->fuse = mobj->info->speed;
+			if (mobj->spawnpoint)
+				mobj->fuse += mobj->spawnpoint->angle;
+			break;
+		case MT_WALLSPIKE:
+			P_SetMobjState(mobj, mobj->state->nextstate);
+			mobj->fuse = mobj->info->speed;
+			if (mobj->spawnpoint)
+				mobj->fuse += (mobj->spawnpoint->angle / 360);
+			break;
+		case MT_NIGHTSCORE:
+			P_RemoveMobj(mobj);
+			return false;
+		case MT_LAVAFALL:
+			if (mobj->state - states == S_LAVAFALL_DORMANT)
+			{
+				mobj->fuse = 30;
+				P_SetMobjState(mobj, S_LAVAFALL_TELL);
+				S_StartSound(mobj, mobj->info->seesound);
+			}
+			else if (mobj->state - states == S_LAVAFALL_TELL)
+			{
+				mobj->fuse = 40;
+				P_SetMobjState(mobj, S_LAVAFALL_SHOOT);
+				S_StopSound(mobj);
+				S_StartSound(mobj, mobj->info->attacksound);
+			}
+			else
+			{
+				mobj->fuse = 30;
+				P_SetMobjState(mobj, S_LAVAFALL_DORMANT);
+				S_StopSound(mobj);
+			}
+			return false;
+		case MT_PYREFLY:
+			if (mobj->health <= 0)
+				break;
 
-// This define should make it a lot easier to organize and change monitor weights
-#define SETMONITORCHANCES(type, strongboxamt, weakboxamt) \
-for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) spawnchance[numchoices++] = type
+			mobj->extravalue2 = (mobj->extravalue2 + 1) % 3;
+			if (mobj->extravalue2 == 0)
+			{
+				P_SetMobjState(mobj, mobj->info->spawnstate);
+				mobj->fuse = 100;
+				S_StopSound(mobj);
+				S_StartSound(mobj, sfx_s3k8c);
+			}
+			else if (mobj->extravalue2 == 1)
+			{
+				mobj->fuse = 50;
+				S_StartSound(mobj, sfx_s3ka3);
+			}
+			else
+			{
+				P_SetMobjState(mobj, mobj->info->meleestate);
+				mobj->fuse = 100;
+				S_StopSound(mobj);
+				S_StartSound(mobj, sfx_s3kc2l);
+			}
+			return false;
+		case MT_PLAYER:
+			break; // don't remove
+		default:
+			P_SetMobjState(mobj, mobj->info->xdeathstate); // will remove the mobj if S_NULL.
+			break;
+			// Looking for monitors? They moved to a special condition above.
+		}
 
-					//                Type             SRM WRM
-					SETMONITORCHANCES(MT_SNEAKERS_BOX,   0, 10); // Super Sneakers
-					SETMONITORCHANCES(MT_INVULN_BOX,     2,  0); // Invincibility
-					SETMONITORCHANCES(MT_WHIRLWIND_BOX,  3,  8); // Whirlwind Shield
-					SETMONITORCHANCES(MT_ELEMENTAL_BOX,  3,  8); // Elemental Shield
-					SETMONITORCHANCES(MT_ATTRACT_BOX,    2,  0); // Attraction Shield
-					SETMONITORCHANCES(MT_FORCE_BOX,      3,  3); // Force Shield
-					SETMONITORCHANCES(MT_ARMAGEDDON_BOX, 2,  0); // Armageddon Shield
-					SETMONITORCHANCES(MT_MIXUP_BOX,      0,  1); // Teleporters
-					SETMONITORCHANCES(MT_RECYCLER_BOX,   0,  1); // Recycler
-					SETMONITORCHANCES(MT_1UP_BOX,        1,  1); // 1-Up
-					// =======================================
-					//                Total             16  32
+	return !P_MobjWasRemoved(mobj);
+}
 
-#undef SETMONITORCHANCES
+//
+// P_MobjThinker
+//
+void P_MobjThinker(mobj_t *mobj)
+{
+	I_Assert(mobj != NULL);
+	I_Assert(!P_MobjWasRemoved(mobj));
 
-					i = P_RandomKey(numchoices); // Gotta love those random numbers!
-					newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]);
-				}
-				else
-					newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
+	if (mobj->flags & MF_NOTHINK)
+		return;
 
-				// Transfer flags2 (ambush, strongbox, objectflip)
-				newmobj->flags2 = mobj->flags2;
-				P_RemoveMobj(mobj); // make sure they disappear
-				return;
-			}
-			else switch (mobj->type)
-			{
-				// gargoyle and snowman handled in P_PushableThinker, not here
-				case MT_THROWNGRENADE:
-				case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
-					P_SetMobjState(mobj, mobj->info->deathstate);
-					break;
-				case MT_LHRT:
-					P_KillMobj(mobj, NULL, NULL, 0);
-					break;
-				case MT_BLUEFLAG:
-				case MT_REDFLAG:
-					if (mobj->spawnpoint)
-					{
-						x = mobj->spawnpoint->x << FRACBITS;
-						y = mobj->spawnpoint->y << FRACBITS;
-						ss = R_PointInSubsector(x, y);
-						if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
-						{
-							z = ss->sector->ceilingheight - mobjinfo[mobj->type].height;
-							if (mobj->spawnpoint->options >> ZSHIFT)
-								z -= (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
-						}
-						else
-						{
-							z = ss->sector->floorheight;
-							if (mobj->spawnpoint->options >> ZSHIFT)
-								z += (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
-						}
-						flagmo = P_SpawnMobj(x, y, z, mobj->type);
-						flagmo->spawnpoint = mobj->spawnpoint;
-						if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
-						{
-							flagmo->eflags |= MFE_VERTICALFLIP;
-							flagmo->flags2 |= MF2_OBJECTFLIP;
-						}
+	if ((mobj->flags & MF_BOSS) && mobj->spawnpoint && (bossdisabled & (1<<mobj->spawnpoint->extrainfo)))
+		return;
 
-						if (mobj->type == MT_REDFLAG)
-						{
-							if (!(mobj->flags2 & MF2_JUSTATTACKED))
-								CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x85, M_GetText("Red flag"), 0x80);
+	// Remove dead target/tracer.
+	if (mobj->target && P_MobjWasRemoved(mobj->target))
+		P_SetTarget(&mobj->target, NULL);
+	if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
+		P_SetTarget(&mobj->tracer, NULL);
+	if (mobj->hnext && P_MobjWasRemoved(mobj->hnext))
+		P_SetTarget(&mobj->hnext, NULL);
+	if (mobj->hprev && P_MobjWasRemoved(mobj->hprev))
+		P_SetTarget(&mobj->hprev, NULL);
 
-							// Assumedly in splitscreen players will be on opposing teams
-							if (players[consoleplayer].ctfteam == 1 || splitscreen)
-								S_StartSound(NULL, sfx_hoop1);
-							else if (players[consoleplayer].ctfteam == 2)
-								S_StartSound(NULL, sfx_hoop3);
+	mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
 
-							redflag = flagmo;
-						}
-						else // MT_BLUEFLAG
-						{
-							if (!(mobj->flags2 & MF2_JUSTATTACKED))
-								CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x84, M_GetText("Blue flag"), 0x80);
+	tmfloorthing = tmhitthing = NULL;
 
-							// Assumedly in splitscreen players will be on opposing teams
-							if (players[consoleplayer].ctfteam == 2 || splitscreen)
-								S_StartSound(NULL, sfx_hoop1);
-							else if (players[consoleplayer].ctfteam == 1)
-								S_StartSound(NULL, sfx_hoop3);
+	// Sector special (2,8) allows ANY mobj to trigger a linedef exec
+	if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
+	{
+		sector_t *sec2;
 
-							blueflag = flagmo;
-						}
-					}
-					P_RemoveMobj(mobj);
-					return;
-				case MT_FANG:
-					if (mobj->flags2 & MF2_SLIDEPUSH)
-					{
-						var1 = 0;
-						var2 = 0;
-						A_BossDeath(mobj);
-						return;
-					}
-					P_SetMobjState(mobj, mobj->state->nextstate);
-					if (P_MobjWasRemoved(mobj))
-						return;
-					break;
-				case MT_METALSONIC_BATTLE:
-					break; // don't remove
-				case MT_SPIKE:
-					P_SetMobjState(mobj, mobj->state->nextstate);
-					mobj->fuse = mobj->info->speed;
-					if (mobj->spawnpoint)
-						mobj->fuse += mobj->spawnpoint->angle;
-					break;
-				case MT_WALLSPIKE:
-					P_SetMobjState(mobj, mobj->state->nextstate);
-					mobj->fuse = mobj->info->speed;
-					if (mobj->spawnpoint)
-						mobj->fuse += (mobj->spawnpoint->angle/360);
-					break;
-				case MT_NIGHTSCORE:
-					P_RemoveMobj(mobj);
-					return;
-				case MT_LAVAFALL:
-					if (mobj->state - states == S_LAVAFALL_DORMANT)
-					{
-						mobj->fuse = 30;
-						P_SetMobjState(mobj, S_LAVAFALL_TELL);
-						S_StartSound(mobj, mobj->info->seesound);
-					}
-					else if (mobj->state - states == S_LAVAFALL_TELL)
-					{
-						mobj->fuse = 40;
-						P_SetMobjState(mobj, S_LAVAFALL_SHOOT);
-						S_StopSound(mobj);
-						S_StartSound(mobj, mobj->info->attacksound);
-					}
-					else
-					{
-						mobj->fuse = 30;
-						P_SetMobjState(mobj, S_LAVAFALL_DORMANT);
-						S_StopSound(mobj);
-					}
-					return;
-				case MT_PYREFLY:
-					if (mobj->health <= 0)
-						break;
+		sec2 = P_ThingOnSpecial3DFloor(mobj);
+		if (sec2 && GETSECSPECIAL(sec2->special, 2) == 1)
+			P_LinedefExecute(sec2->tag, mobj, sec2);
+	}
 
-					mobj->extravalue2 = (mobj->extravalue2 + 1) % 3;
-					if (mobj->extravalue2 == 0)
-					{
-						P_SetMobjState(mobj, mobj->info->spawnstate);
-						mobj->fuse = 100;
-						S_StopSound(mobj);
-						S_StartSound(mobj, sfx_s3k8c);
-					}
-					else if (mobj->extravalue2 == 1)
-					{
-						mobj->fuse = 50;
-						S_StartSound(mobj, sfx_s3ka3);
-					}
-					else
-					{
-						P_SetMobjState(mobj, mobj->info->meleestate);
-						mobj->fuse = 100;
-						S_StopSound(mobj);
-						S_StartSound(mobj, sfx_s3kc2l);
-					}
-					return;
-				case MT_PLAYER:
-					break; // don't remove
-				default:
-					P_SetMobjState(mobj, mobj->info->xdeathstate); // will remove the mobj if S_NULL.
-					break;
-				// Looking for monitors? They moved to a special condition above.
-			}
-			if (P_MobjWasRemoved(mobj))
-				return;
+	if (mobj->scale != mobj->destscale)
+		P_MobjScaleThink(mobj); // Slowly scale up/down to reach your destscale.
+
+	if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
+	{
+		if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag
+		{
+			if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3)
+				// fade out when nearing the end of fuse...
+				mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSHIFT);
 		}
+		else
+		{
+			if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
+				// fade out when nearing the end of fuse...
+				mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
+		}
+	}
+
+	// Special thinker for scenery objects
+	if (mobj->flags & MF_SCENERY)
+	{
+		P_MobjSceneryThink(mobj);
+		return;
+	}
+
+#ifdef HAVE_BLUA
+	// Check for a Lua thinker first
+	if (!mobj->player)
+	{
+		if (LUAh_MobjThinker(mobj) || P_MobjWasRemoved(mobj))
+			return;
+	}
+	else if (!mobj->player->spectator)
+	{
+		// You cannot short-circuit the player thinker like you can other thinkers.
+		LUAh_MobjThinker(mobj);
+		if (P_MobjWasRemoved(mobj))
+			return;
+	}
+#endif
+	// if it's pushable, or if it would be pushable other than temporary disablement, use the
+	// separate thinker
+	if (mobj->flags & MF_PUSHABLE || (mobj->info->flags & MF_PUSHABLE && mobj->fuse))
+	{
+		if (!P_MobjPushableThink(mobj))
+			return;
+	}
+	else if (mobj->flags & MF_BOSS)
+	{
+		if (!P_MobjBossThink(mobj))
+			return;
+	}
+	else if (mobj->health <= 0) // Dead things think differently than the living.
+	{
+		if (!P_MobjDeadThink(mobj))
+			return;
+	}
+	else
+	{
+		if (!P_MobjRegularThink(mobj))
+			return;
+	}
+	if (P_MobjWasRemoved(mobj))
+		return;
+
+	if (mobj->flags2 & MF2_FIRING)
+		P_FiringThink(mobj);
+
+	if (mobj->flags & MF_AMBIENT)
+	{
+		if (!(leveltime % mobj->health) && mobj->info->seesound)
+			S_StartSound(mobj, mobj->info->seesound);
+		return;
 	}
 
+	// Check fuse
+	if (mobj->fuse && !P_FuseThink(mobj))
+		return;
+
 	I_Assert(mobj != NULL);
 	I_Assert(!P_MobjWasRemoved(mobj));
 
@@ -11120,14 +11264,24 @@ void P_PrecipitationEffects(void)
 	}
 }
 
+/** Returns corresponding mobj type from mapthing number.
+ * \param mthingtype Mapthing number in question.
+ * \return Mobj type; MT_UNKNOWN if nothing found.
+ */
+static mobjtype_t P_GetMobjtype(UINT16 mthingtype)
+{
+	mobjtype_t i;
+	for (i = 0; i < NUMMOBJTYPES; i++)
+		if (mthingtype == mobjinfo[i].doomednum)
+			return i;
+	return MT_UNKNOWN;
+}
+
 //
 // P_RespawnSpecials
 //
 void P_RespawnSpecials(void)
 {
-	fixed_t x, y, z;
-	subsector_t *ss;
-	mobj_t *mo = NULL;
 	mapthing_t *mthing = NULL;
 
 	// only respawn items when cv_itemrespawn is on
@@ -11157,68 +11311,8 @@ void P_RespawnSpecials(void)
 #endif
 
 	if (mthing)
-	{
-		mobjtype_t i;
-		x = mthing->x << FRACBITS;
-		y = mthing->y << FRACBITS;
-		ss = R_PointInSubsector(x, y);
-
-		// find which type to spawn
-		for (i = 0; i < NUMMOBJTYPES; i++)
-			if (mthing->type == mobjinfo[i].doomednum)
-				break;
-
-		if (i == NUMMOBJTYPES) // prevent creation of objects with this type -- Monster Iestyn 17/12/17
-		{
-			// 3D Mode start Thing is unlikely to be added to the que,
-			// so don't bother checking for that specific type
-			CONS_Alert(CONS_WARNING, M_GetText("P_RespawnSpecials: Unknown thing type %d attempted to respawn at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
-			// pull it from the que
-			iquetail = (iquetail+1)&(ITEMQUESIZE-1);
-			return;
-		}
-
-		//CTF rings should continue to respawn as normal rings outside of CTF.
-		if (gametype != GT_CTF)
-		{
-			if (i == MT_REDTEAMRING || i == MT_BLUETEAMRING)
-				i = MT_RING;
-		}
-
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			z = (
-#ifdef ESLOPE
-			ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
-#endif
-			ss->sector->ceilingheight) - (mthing->options >> ZSHIFT) * FRACUNIT;
-			if (mthing->options & MTF_AMBUSH
-			&& (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || i == MT_NIGHTSSTAR || P_WeaponOrPanel(i)))
-				z -= 24*FRACUNIT;
-			z -= mobjinfo[i].height; // Don't forget the height!
-		}
-		else
-		{
-			z = (
-#ifdef ESLOPE
-			ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
-#endif
-			ss->sector->floorheight) + (mthing->options >> ZSHIFT) * FRACUNIT;
-			if (mthing->options & MTF_AMBUSH
-			&& (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || i == MT_NIGHTSSTAR || P_WeaponOrPanel(i)))
-				z += 24*FRACUNIT;
-		}
-
-		mo = P_SpawnMobj(x, y, z, i);
-		mo->spawnpoint = mthing;
-		mo->angle = ANGLE_45 * (mthing->angle/45);
+		P_SpawnMapThing(mthing);
 
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			mo->eflags |= MFE_VERTICALFLIP;
-			mo->flags2 |= MF2_OBJECTFLIP;
-		}
-	}
 	// pull it from the que
 	iquetail = (iquetail+1)&(ITEMQUESIZE-1);
 }
@@ -11250,7 +11344,10 @@ void P_SpawnPlayer(INT32 playernum)
 	{
 		p->outofcoop = false;
 		if (netgame && p->jointime < 1)
-			p->spectator = true;
+		{
+			// Averted by GTR_NOSPECTATORSPAWN.
+			p->spectator = (gametyperules & GTR_NOSPECTATORSPAWN) ? false : true;
+		}
 		else if (multiplayer && !netgame)
 		{
 			// If you're in a team game and you don't have a team assigned yet...
@@ -11293,7 +11390,7 @@ void P_SpawnPlayer(INT32 playernum)
 			p->skincolor = skincolor_blueteam;
 	}
 
-	if ((netgame || multiplayer) && (gametype != GT_COOP || leveltime) && !p->spectator && !(maptol & TOL_NIGHTS))
+	if ((netgame || multiplayer) && ((gametyperules & GTR_SPAWNINVUL) || leveltime) && !p->spectator && !(maptol & TOL_NIGHTS))
 		p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
 
 	mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
@@ -11401,7 +11498,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
 
 	fixed_t z;
 	sector_t *sector;
-	fixed_t floor, ceiling;
+	fixed_t floor, ceiling, ceilingspawn;
 
 	player_t *p = &players[playernum];
 	mobj_t *mobj = p->mo;
@@ -11428,23 +11525,18 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
 	sector->c_slope ? P_GetZAt(sector->c_slope, x, y) :
 #endif
 	sector->ceilingheight;
+	ceilingspawn = ceiling - mobjinfo[MT_PLAYER].height;
 
 	if (mthing)
 	{
+		fixed_t offset = mthing->z << FRACBITS;
+
 		// Flagging a player's ambush will make them start on the ceiling
 		// Objectflip inverts
 		if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
-		{
-			z = ceiling - mobjinfo[MT_PLAYER].height;
-			if (mthing->options >> ZSHIFT)
-				z -= ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
+			z = ceilingspawn - offset;
 		else
-		{
-			z = floor;
-			if (mthing->options >> ZSHIFT)
-				z += ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
+			z = floor + offset;
 
 		if (mthing->options & MTF_OBJECTFLIP) // flip the player!
 		{
@@ -11461,8 +11553,8 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
 
 	if (z < floor)
 		z = floor;
-	else if (z > ceiling - mobjinfo[MT_PLAYER].height)
-		z = ceiling - mobjinfo[MT_PLAYER].height;
+	else if (z > ceilingspawn)
+		z = ceilingspawn;
 
 	mobj->floorz = floor;
 	mobj->ceilingz = ceiling;
@@ -11550,442 +11642,980 @@ void P_MovePlayerToStarpost(INT32 playernum)
 mapthing_t *huntemeralds[MAXHUNTEMERALDS];
 INT32 numhuntemeralds;
 
-//
-// P_SpawnMapThing
-// The fields of the mapthing should
-// already be in host byte order.
-//
-void P_SpawnMapThing(mapthing_t *mthing)
+static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const fixed_t x, const fixed_t y, const fixed_t offset, const boolean flip)
 {
-	mobjtype_t i;
-	mobj_t *mobj;
-	fixed_t x, y, z;
-	subsector_t *ss;
-	boolean doangle = true;
+	const subsector_t *ss = R_PointInSubsector(x, y);
+
+	// Axis objects snap to the floor.
+	if (mobjtype == MT_AXIS || mobjtype == MT_AXISTRANSFER || mobjtype == MT_AXISTRANSFERLINE)
+		return ONFLOORZ;
+
+	// Establish height.
+	if (flip)
+		return (
+#ifdef ESLOPE
+			ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
+#endif
+			ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
+	else
+		return (
+#ifdef ESLOPE
+			ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
+#endif
+			ss->sector->floorheight) + offset;
+}
+
+static fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
+{
+	fixed_t offset = mthing->z << FRACBITS;
+	boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
+
+	switch (mobjtype)
+	{
+	// Bumpers never spawn flipped.
+	case MT_NIGHTSBUMPER:
+		flip = false;
+		break;
+
+	// Objects with a non-zero default height.
+	case MT_CRAWLACOMMANDER:
+	case MT_DETON:
+	case MT_JETTBOMBER:
+	case MT_JETTGUNNER:
+	case MT_EGGMOBILE2:
+		if (!offset)
+			offset = 33*FRACUNIT;
+		break;
+	case MT_EGGMOBILE:
+		if (!offset)
+			offset = 128*FRACUNIT;
+		break;
+	case MT_GOLDBUZZ:
+	case MT_REDBUZZ:
+		if (!offset)
+			offset = 288*FRACUNIT;
+		break;
+
+	// Horizontal springs, may float additional units with MTF_AMBUSH.
+	case MT_YELLOWHORIZ:
+	case MT_REDHORIZ:
+	case MT_BLUEHORIZ:
+		offset += mthing->options & MTF_AMBUSH ? 16*FRACUNIT : 0;
+		break;
+
+	// Ring-like items, may float additional units with MTF_AMBUSH.
+	case MT_SPIKEBALL:
+	case MT_EMERALDSPAWN:
+	case MT_TOKEN:
+	case MT_EMBLEM:
+	case MT_RING:
+	case MT_REDTEAMRING:
+	case MT_BLUETEAMRING:
+	case MT_COIN:
+	case MT_BLUESPHERE:
+	case MT_BOMBSPHERE:
+	case MT_NIGHTSCHIP:
+	case MT_NIGHTSSTAR:
+		offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
+		break;
+
+	// Remaining objects.
+	default:
+		if (P_WeaponOrPanel(mobjtype))
+			offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
+	}
+
+	if (!offset) // Snap to the surfaces when there's no offset set.
+	{
+		if (flip)
+			return ONCEILINGZ;
+		else
+			return ONFLOORZ;
+	}
+
+	return P_GetMobjSpawnHeight(mobjtype, x, y, offset, flip);
+}
+
+static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing)
+{
+#if MAXPLAYERS > 32
+	You should think about modifying the deathmatch starts to take full advantage of this!
+#endif
+	if (mthing->type <= MAXPLAYERS) // Player starts
+	{
+		// save spots for respawning in network games
+		if (!metalrecording)
+			playerstarts[mthing->type - 1] = mthing;
+		return true;
+	}
+	else if (mthing->type == 33) // Match starts
+	{
+		if (numdmstarts < MAX_DM_STARTS)
+		{
+			deathmatchstarts[numdmstarts] = mthing;
+			mthing->type = 0;
+			numdmstarts++;
+		}
+		return true;
+	}
+	else if (mthing->type == 34) // Red CTF starts
+	{
+		if (numredctfstarts < MAXPLAYERS)
+		{
+			redctfstarts[numredctfstarts] = mthing;
+			mthing->type = 0;
+			numredctfstarts++;
+		}
+		return true;
+	}
+	else if (mthing->type == 35) // Blue CTF starts
+	{
+		if (numbluectfstarts < MAXPLAYERS)
+		{
+			bluectfstarts[numbluectfstarts] = mthing;
+			mthing->type = 0;
+			numbluectfstarts++;
+		}
+		return true;
+	}
+	else if (metalrecording && mthing->type == mobjinfo[MT_METALSONIC_RACE].doomednum)
+	{ // If recording, you ARE Metal Sonic. Do not spawn it, do not save normal spawnpoints.
+		playerstarts[0] = mthing;
+		return true;
+	}
+	else if (mthing->type == 750 // Slope vertex point (formerly chaos spawn)
+		     || (mthing->type >= 600 && mthing->type <= 609) // Special placement patterns
+		     || mthing->type == 1705 || mthing->type == 1713) // Hoops
+		return true; // These are handled elsewhere.
+	else if (mthing->type == mobjinfo[MT_EMERHUNT].doomednum)
+	{
+		// Emerald Hunt is Coop only. Don't spawn the emerald yet, but save the spawnpoint for later.
+		if ((gametyperules & GTR_EMERALDHUNT) && numhuntemeralds < MAXHUNTEMERALDS)
+			huntemeralds[numhuntemeralds++] = mthing;
+		return true;
+	}
+
+	return false;
+}
+
+static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
+{
+	switch (i)
+	{
+	case MT_EMERALD1:
+	case MT_EMERALD2:
+	case MT_EMERALD3:
+	case MT_EMERALD4:
+	case MT_EMERALD5:
+	case MT_EMERALD6:
+	case MT_EMERALD7:
+		if (gametype != GT_COOP) // Don't place emeralds in non-coop modes
+			return false;
+
+		if (metalrecording)
+			return false; // Metal Sonic isn't for collecting emeralds.
+
+		if (emeralds & mobjinfo[i].speed) // You already have this emerald!
+			return false;
+
+		break;
+	case MT_EMERALDSPAWN:
+		if (!cv_powerstones.value)
+			return false;
+
+		if (!(gametyperules & GTR_MATCHEMERALDS))
+			return false;
+
+		runemeraldmanager = true;
+		break;
+	case MT_ROSY:
+		if (!(gametype == GT_COOP || (mthing->options & MTF_EXTRA)))
+			return false; // she doesn't hang out here
+
+		if (!mariomode && !(netgame || multiplayer) && players[consoleplayer].skin == 3)
+			return false; // no doubles
+
+		break;
+	case MT_TOKEN:
+		if (!(gametyperules & GTR_EMERALDTOKENS))
+			return false; // Gametype's not right
+
+		if (tokenbits == 30)
+			return false; // Too many tokens
+
+		if (tokenlist & (1 << tokenbits++))
+			return false; // You already got this token
+
+		break;
+	case MT_EMBLEM:
+		if (netgame || multiplayer)
+			return false; // Single player
+
+		if (modifiedgame && !savemoddata)
+			return false; // No cheating!!
+
+		break;
+	default:
+		break;
+	}
+
+	if (metalrecording) // Metal Sonic can't use these things.
+	{
+		if ((mobjinfo[i].flags & (MF_ENEMY|MF_BOSS)) || i == MT_TOKEN || i == MT_STARPOST
+			|| i == MT_RING || i == MT_BLUETEAMRING || i == MT_REDTEAMRING || i == MT_COIN
+			|| i == MT_BLUESPHERE || i == MT_BOMBSPHERE || i == MT_NIGHTSCHIP || i == MT_NIGHTSSTAR)
+			return false;
+	}
+
+	if (((mobjinfo[i].flags & MF_ENEMY) || (mobjinfo[i].flags & MF_BOSS)) && !(gametyperules & GTR_SPAWNENEMIES))
+		return false; // No enemies in ringslinger modes
+
+	if (!(gametyperules & GTR_ALLOWEXIT) && (i == MT_SIGN))
+		return false; // Don't spawn exit signs in wrong game modes
+
+	if (!G_PlatformGametype() && (i == MT_STARPOST))
+		return false; // Don't spawn starposts in wrong game modes
+
+	if (!G_RingSlingerGametype() || !cv_specialrings.value)
+		if (P_WeaponOrPanel(i))
+			return false; // Don't place weapons/panels in non-ringslinger modes
+
+	if (!(gametyperules & GTR_TEAMFLAGS)) // CTF specific things
+	{
+		if (i == MT_BLUEFLAG || i == MT_REDFLAG)
+			return false; // No flags in non-CTF modes!
+	}
+	else
+	{
+		if ((i == MT_BLUEFLAG && blueflag) || (i == MT_REDFLAG && redflag))
+		{
+			CONS_Alert(CONS_ERROR, M_GetText("Only one flag per team allowed in CTF!\n"));
+			return false;
+		}
+	}
+
+	if (modeattacking) // Record Attack special stuff
+	{
+		// Don't spawn starposts that wouldn't be usable
+		if (i == MT_STARPOST)
+			return false;
+	}
+
+	if (ultimatemode)
+	{
+		if (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING
+			|| i == MT_COIN || i == MT_NIGHTSSTAR || i == MT_NIGHTSCHIP
+			|| i == MT_PITY_BOX || i == MT_ELEMENTAL_BOX || i == MT_ATTRACT_BOX
+			|| i == MT_FORCE_BOX || i == MT_ARMAGEDDON_BOX || i == MT_WHIRLWIND_BOX
+			|| i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX
+			|| i == MT_RING_BOX || i == MT_STARPOST)
+			return false; // No rings or shields in Ultimate mode
+
+		// Don't include the gold repeating boxes here please.
+		// They're likely facets of the level's design and therefore required to progress.
+	}
+
+	return true;
+}
+
+#define nightsreplace ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap))
+
+static mobjtype_t P_GetMobjtypeSubstitute(mapthing_t *mthing, mobjtype_t i)
+{
+	// Altering monitor spawns via cvars
+	// If MF_GRENADEBOUNCE is set in the monitor's info,
+	// skip this step. (Used for gold monitors)
+	// Yeah, this is a dirty hack.
+	if ((mobjinfo[i].flags & (MF_MONITOR|MF_GRENADEBOUNCE)) == MF_MONITOR)
+	{
+		if (gametyperules & GTR_RACE)
+		{
+			// Set powerup boxes to user settings for competition.
+			switch (cv_competitionboxes.value)
+			{
+			case 1: // Mystery
+				return MT_MYSTERY_BOX;
+			case 2: // Teleport
+				return MT_MIXUP_BOX;
+			case 3: // None
+				return MT_NULL; // Don't spawn!
+			default:
+				return i;
+			}
+		}
+		// Set powerup boxes to user settings for other netplay modes
+		else if (gametype != GT_COOP)
+		{
+			switch (cv_matchboxes.value)
+			{
+			case 1: // Mystery
+				return MT_MYSTERY_BOX;
+			case 2: // Unchanging
+				if (i == MT_MYSTERY_BOX)
+					return MT_NULL; // don't spawn
+				mthing->options &= ~(MTF_AMBUSH|MTF_OBJECTSPECIAL); // no random respawning!
+				return i;
+			case 3: // Don't spawn
+				return MT_NULL;
+			default:
+				return i;
+			}
+		}
+	}
 
-	if (!mthing->type)
-		return; // Ignore type-0 things as NOPs
+	if (nightsreplace)
+	{
+		if (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN)
+			return MT_NIGHTSSTAR;
+
+		if (i == MT_BLUESPHERE)
+			return MT_NIGHTSCHIP;
+	}
 
-	// Always spawn in objectplace.
-	// Skip all returning code.
-	if (objectplacing)
+	if (!(gametyperules & GTR_TEAMS))
 	{
-		// find which type to spawn
-		for (i = 0; i < NUMMOBJTYPES; i++)
-			if (mthing->type == mobjinfo[i].doomednum)
-				break;
+		if (i == MT_BLUETEAMRING || i == MT_REDTEAMRING)
+			return MT_RING;
 
-		if (i == NUMMOBJTYPES)
-		{
-			if (mthing->type == 3328) // 3D Mode start Thing
-				return;
-			CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
-			i = MT_UNKNOWN;
-		}
-		goto noreturns;
+		if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX)
+			return MT_RING_BOX;
 	}
 
-	// count deathmatch start positions
-	if (mthing->type == 33)
+	if (modeattacking && i == MT_1UP_BOX) // 1UPs -->> Score TVs
 	{
-		if (numdmstarts < MAX_DM_STARTS)
-		{
-			deathmatchstarts[numdmstarts] = mthing;
-			mthing->type = 0;
-			numdmstarts++;
-		}
-		return;
+		// Either or, doesn't matter which.
+		if (mthing->options & (MTF_AMBUSH | MTF_OBJECTSPECIAL))
+			return MT_SCORE10K_BOX; // 10,000
+		else
+			return MT_SCORE1K_BOX; // 1,000
 	}
 
-	else if (mthing->type == 34) // Red CTF Starts
+	if (mariomode && i == MT_ROSY)
+		return MT_TOAD; // don't remove on penalty of death
+
+	return i;
+}
+
+static boolean P_SetupEmblem(mapthing_t *mthing, mobj_t *mobj)
+{
+	INT32 j;
+	emblem_t* emblem = M_GetLevelEmblems(gamemap);
+	skincolors_t emcolor;
+
+	while (emblem)
 	{
-		if (numredctfstarts < MAXPLAYERS)
-		{
-			redctfstarts[numredctfstarts] = mthing;
-			mthing->type = 0;
-			numredctfstarts++;
-		}
-		return;
+		if ((emblem->type == ET_GLOBAL || emblem->type == ET_SKIN) && emblem->tag == mthing->angle)
+			break;
+
+		emblem = M_GetLevelEmblems(-1);
 	}
 
-	else if (mthing->type == 35) // Blue CTF Starts
+	if (!emblem)
 	{
-		if (numbluectfstarts < MAXPLAYERS)
-		{
-			bluectfstarts[numbluectfstarts] = mthing;
-			mthing->type = 0;
-			numbluectfstarts++;
-		}
-		return;
+		CONS_Debug(DBG_GAMELOGIC, "No map emblem for map %d with tag %d found!\n", gamemap, mthing->angle);
+		return false;
 	}
 
-	else if (mthing->type == 750) // Slope vertex point (formerly chaos spawn)
-		return;
+	j = emblem - emblemlocations;
+
+	I_Assert(emblemlocations[j].sprite >= 'A' && emblemlocations[j].sprite <= 'Z');
+	P_SetMobjState(mobj, mobj->info->spawnstate + (emblemlocations[j].sprite - 'A'));
 
-	else if (mthing->type == mobjinfo[MT_RING].doomednum || mthing->type == mobjinfo[MT_COIN].doomednum
-	 || mthing->type == mobjinfo[MT_REDTEAMRING].doomednum || mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum
-	 || mthing->type == mobjinfo[MT_BLUESPHERE].doomednum || mthing->type == mobjinfo[MT_BOMBSPHERE].doomednum
-	 || (mthing->type >= 600 && mthing->type <= 609) // circles and diagonals
-	 || mthing->type == 1705 || mthing->type == 1713) // hoops
+	mobj->health = j + 1;
+	emcolor = M_GetEmblemColor(&emblemlocations[j]); // workaround for compiler complaint about bad function casting
+	mobj->color = (UINT8)emcolor;
+
+	if (emblemlocations[j].collected
+		|| (emblemlocations[j].type == ET_SKIN && emblemlocations[j].var != players[0].skin))
 	{
-		// Don't spawn hoops, wings, or rings yet!
-		return;
+		P_UnsetThingPosition(mobj);
+		mobj->flags |= MF_NOCLIP;
+		mobj->flags &= ~MF_SPECIAL;
+		mobj->flags |= MF_NOBLOCKMAP;
+		mobj->frame |= (tr_trans50 << FF_TRANSSHIFT);
+		P_SetThingPosition(mobj);
 	}
-
-	// check for players specially
-#if MAXPLAYERS > 32
-You should think about modifying the deathmatch starts to take full advantage of this!
-#endif
-	if (mthing->type > 0 && mthing->type <= MAXPLAYERS)
+	else
 	{
-		// save spots for respawning in network games
-		if (!metalrecording)
-			playerstarts[mthing->type-1] = mthing;
-		return;
+		mobj->frame &= ~FF_TRANSMASK;
+
+		if (emblemlocations[j].type == ET_GLOBAL)
+		{
+			mobj->reactiontime = emblemlocations[j].var;
+			if (emblemlocations[j].var & GE_NIGHTSITEM)
+			{
+				mobj->flags |= MF_NIGHTSITEM;
+				mobj->flags &= ~MF_SPECIAL;
+				mobj->flags2 |= MF2_DONTDRAW;
+			}
+		}
 	}
+	return true;
+}
 
-	if (metalrecording && mthing->type == mobjinfo[MT_METALSONIC_RACE].doomednum)
-	{ // If recording, you ARE Metal Sonic. Do not spawn it, do not save normal spawnpoints.
-		playerstarts[0] = mthing;
-		return;
+static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
+{
+	fixed_t mlength, mmaxlength, mlengthset, mspeed, mphase, myaw, mpitch, mminlength, mnumspokes, mpinch, mroll, mnumnospokes, mwidth, mwidthset, mmin, msound, radiusfactor, widthfactor;
+	angle_t mspokeangle;
+	mobjtype_t chainlink, macetype, firsttype, linktype;
+	boolean mdosound, mdocenter, mchainlike = false;
+	mobj_t *spawnee = NULL, *hprev = mobj;
+	mobjflag_t mflagsapply;
+	mobjflag2_t mflags2apply;
+	mobjeflag_t meflagsapply;
+	INT32 line;
+	const size_t mthingi = (size_t)(mthing - mapthings);
+
+	// Find the corresponding linedef special, using angle as tag
+	// P_FindSpecialLineFromTag works here now =D
+	line = P_FindSpecialLineFromTag(9, mthing->angle, -1);
+
+	if (line == -1)
+	{
+		CONS_Debug(DBG_GAMELOGIC, "Mace chain (mapthing #%s) needs to be tagged to a #9 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
+		return false;
+	}
+	/*
+	mapthing -
+	MTF_AMBUSH :
+		MT_SPRINGBALLPOINT - upgrade from yellow to red spring
+		anything else - bigger mace/chain theory
+	MTF_OBJECTSPECIAL - force silent
+	MTF_GRAVFLIP - flips objects, doesn't affect chain arrangements
+	Parameter value : number of "spokes"
+
+	linedef -
+	ML_NOCLIMB :
+		MT_CHAINPOINT/MT_CHAINMACEPOINT with ML_EFFECT1 applied - Direction not controllable
+		anything else - no functionality
+	ML_EFFECT1 : Swings instead of spins
+	ML_EFFECT2 : Linktype is replaced with macetype for all spokes not ending in chains (inverted for MT_FIREBARPOINT)
+	ML_EFFECT3 : Spawn a bonus linktype at the hinge point
+	ML_EFFECT4 : Don't clip inside the ground
+	ML_EFFECT5 : Don't stop thinking when too far away
+	*/
+	mlength = abs(lines[line].dx >> FRACBITS);
+	mspeed = abs(lines[line].dy >> (FRACBITS - 4));
+	mphase = (sides[lines[line].sidenum[0]].textureoffset >> FRACBITS) % 360;
+	if ((mminlength = -sides[lines[line].sidenum[0]].rowoffset >> FRACBITS) < 0)
+		mminlength = 0;
+	else if (mminlength > mlength - 1)
+		mminlength = mlength - 1;
+	mpitch = (lines[line].frontsector->floorheight >> FRACBITS) % 360;
+	myaw = (lines[line].frontsector->ceilingheight >> FRACBITS) % 360;
+
+	mnumspokes = mthing->extrainfo + 1;
+	mspokeangle = FixedAngle((360*FRACUNIT)/mnumspokes) >> ANGLETOFINESHIFT;
+
+	if (lines[line].backsector)
+	{
+		mpinch = (lines[line].backsector->floorheight >> FRACBITS) % 360;
+		mroll = (lines[line].backsector->ceilingheight >> FRACBITS) % 360;
+		mnumnospokes = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS);
+		if ((mwidth = sides[lines[line].sidenum[1]].rowoffset >> FRACBITS) < 0)
+			mwidth = 0;
 	}
+	else
+		mpinch = mroll = mnumnospokes = mwidth = 0;
+
+	CONS_Debug(DBG_GAMELOGIC, "Mace/Chain (mapthing #%s):\n"
+		"Length is %d (minus %d)\n"
+		"Speed is %d\n"
+		"Phase is %d\n"
+		"Yaw is %d\n"
+		"Pitch is %d\n"
+		"No. of spokes is %d (%d antispokes)\n"
+		"Pinch is %d\n"
+		"Roll is %d\n"
+		"Width is %d\n",
+		sizeu1(mthingi), mlength, mminlength, mspeed, mphase, myaw, mpitch, mnumspokes, mnumnospokes, mpinch, mroll, mwidth);
+
+	if (mnumnospokes > 0 && (mnumnospokes < mnumspokes))
+		mnumnospokes = mnumspokes/mnumnospokes;
+	else
+		mnumnospokes = ((mobj->type == MT_CHAINMACEPOINT) ? (mnumspokes) : 0);
 
-	// find which type to spawn
-	for (i = 0; i < NUMMOBJTYPES; i++)
-		if (mthing->type == mobjinfo[i].doomednum)
-			break;
+	mobj->lastlook = mspeed;
+	mobj->movecount = mobj->lastlook;
+	mobj->angle = FixedAngle(myaw << FRACBITS);
+	*doangle = false;
+	mobj->threshold = (FixedAngle(mpitch << FRACBITS) >> ANGLETOFINESHIFT);
+	mobj->movefactor = mpinch;
+	mobj->movedir = 0;
 
-	if (i == NUMMOBJTYPES)
+	// Mobjtype selection
+	switch (mobj->type)
 	{
-		if (mthing->type == 3328) // 3D Mode start Thing
-			return;
-		CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
-		i = MT_UNKNOWN;
+	case MT_SPRINGBALLPOINT:
+		macetype = ((mthing->options & MTF_AMBUSH)
+			? MT_REDSPRINGBALL
+			: MT_YELLOWSPRINGBALL);
+		chainlink = MT_SMALLMACECHAIN;
+		break;
+	case MT_FIREBARPOINT:
+		macetype = ((mthing->options & MTF_AMBUSH)
+			? MT_BIGFIREBAR
+			: MT_SMALLFIREBAR);
+		chainlink = MT_NULL;
+		break;
+	case MT_CUSTOMMACEPOINT:
+		macetype = (mobjtype_t)sides[lines[line].sidenum[0]].toptexture;
+		if (lines[line].backsector)
+			chainlink = (mobjtype_t)sides[lines[line].sidenum[1]].toptexture;
+		else
+			chainlink = MT_NULL;
+		break;
+	case MT_CHAINPOINT:
+		if (mthing->options & MTF_AMBUSH)
+		{
+			macetype = MT_BIGGRABCHAIN;
+			chainlink = MT_BIGMACECHAIN;
+		}
+		else
+		{
+			macetype = MT_SMALLGRABCHAIN;
+			chainlink = MT_SMALLMACECHAIN;
+		}
+		mchainlike = true;
+		break;
+	default:
+		if (mthing->options & MTF_AMBUSH)
+		{
+			macetype = MT_BIGMACE;
+			chainlink = MT_BIGMACECHAIN;
+		}
+		else
+		{
+			macetype = MT_SMALLMACE;
+			chainlink = MT_SMALLMACECHAIN;
+		}
+		break;
 	}
 
-	if (metalrecording) // Metal Sonic can't use these things.
-		if (mobjinfo[i].flags & (MF_ENEMY|MF_BOSS) || i == MT_TOKEN || i == MT_STARPOST)
-			return;
+	if (!macetype && !chainlink)
+		return true;
 
-	if (i >= MT_EMERALD1 && i <= MT_EMERALD7) // Pickupable Emeralds
+	if (mobj->type == MT_CHAINPOINT)
 	{
-		if (gametype != GT_COOP) // Don't place emeralds in non-coop modes
-			return;
+		if (!mlength)
+			return true;
+	}
+	else
+		mlength++;
 
-		if (metalrecording)
-			return; // Metal Sonic isn't for collecting emeralds.
+	firsttype = macetype;
 
-		if (emeralds & mobjinfo[i].speed) // You already have this emerald!
-			return;
-	}
+	// Adjustable direction
+	if (lines[line].flags & ML_NOCLIMB)
+		mobj->flags |= MF_SLIDEME;
 
-	if (i == MT_EMERHUNT)
+	// Swinging
+	if (lines[line].flags & ML_EFFECT1)
 	{
-		// Emerald Hunt is Coop only.
-		if (gametype != GT_COOP)
-			return;
+		mobj->flags2 |= MF2_STRONGBOX;
+		mmin = ((mnumnospokes > 1) ? 1 : 0);
+	}
+	else
+		mmin = mnumspokes;
 
-		ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
-		mthing->z = (INT16)(((
-#ifdef ESLOPE
-								ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
-#endif
-								ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
+	// If over distance away, don't move UNLESS this flag is applied
+	if (lines[line].flags & ML_EFFECT5)
+		mobj->flags2 |= MF2_BOSSNOTRAP;
 
-		if (numhuntemeralds < MAXHUNTEMERALDS)
-			huntemeralds[numhuntemeralds++] = mthing;
-		return;
+	// Make the links the same type as the end - repeated below
+	if ((mobj->type != MT_CHAINPOINT) && (((lines[line].flags & ML_EFFECT2) == ML_EFFECT2) != (mobj->type == MT_FIREBARPOINT))) // exclusive or
+	{
+		linktype = macetype;
+		radiusfactor = 2; // Double the radius.
 	}
+	else
+		radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
 
-	if (i == MT_EMERALDSPAWN)
-	{
-		if (!cv_powerstones.value)
-			return;
+	if (!mchainlike)
+		mchainlike = (firsttype == chainlink);
+	widthfactor = (mchainlike ? 1 : 2);
 
-		if (!(gametype == GT_MATCH || gametype == GT_CTF))
-			return;
+	mflagsapply = ((lines[line].flags & ML_EFFECT4) ? 0 : (MF_NOCLIP | MF_NOCLIPHEIGHT));
+	mflags2apply = ((mthing->options & MTF_OBJECTFLIP) ? MF2_OBJECTFLIP : 0);
+	meflagsapply = ((mthing->options & MTF_OBJECTFLIP) ? MFE_VERTICALFLIP : 0);
 
-		runemeraldmanager = true;
-	}
+	msound = (mchainlike ? 0 : (mwidth & 1));
 
-	if (!G_PlatformGametype()) // No enemies in match or CTF modes
-		if ((mobjinfo[i].flags & MF_ENEMY) || (mobjinfo[i].flags & MF_BOSS))
-			return;
+	// Quick and easy preparatory variable setting
+	mphase = (FixedAngle(mphase << FRACBITS) >> ANGLETOFINESHIFT);
+	mroll = (FixedAngle(mroll << FRACBITS) >> ANGLETOFINESHIFT);
 
-	if (!G_RingSlingerGametype() || !cv_specialrings.value)
-		if (P_WeaponOrPanel(i))
-			return; // Don't place weapons/panels in non-ringslinger modes
+#define makemace(mobjtype, dist, moreflags2) {\
+	spawnee = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobjtype);\
+	P_SetTarget(&spawnee->tracer, mobj);\
+	spawnee->threshold = mphase;\
+	spawnee->friction = mroll;\
+	spawnee->movefactor = mwidthset;\
+	spawnee->movecount = dist;\
+	spawnee->angle = myaw;\
+	spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
+	spawnee->flags2 |= (mflags2apply|moreflags2);\
+	spawnee->eflags |= meflagsapply;\
+	P_SetTarget(&hprev->hnext, spawnee);\
+	P_SetTarget(&spawnee->hprev, hprev);\
+	hprev = spawnee;\
+}
 
-	// Altering monitor spawns via cvars
-	// If MF_GRENADEBOUNCE is set in the monitor's info,
-	// skip this step. (Used for gold monitors)
-	// Yeah, this is a dirty hack.
-	if ((mobjinfo[i].flags & (MF_MONITOR|MF_GRENADEBOUNCE)) == MF_MONITOR)
+	mdosound = (mspeed && !(mthing->options & MTF_OBJECTSPECIAL));
+	mdocenter = (macetype && (lines[line].flags & ML_EFFECT3));
+
+	// The actual spawning of spokes
+	while (mnumspokes-- > 0)
 	{
-		if (gametype == GT_COMPETITION || gametype == GT_RACE)
+		// Offsets
+		if (lines[line].flags & ML_EFFECT1) // Swinging
+			mroll = (mroll - mspokeangle) & FINEMASK;
+		else // Spinning
+			mphase = (mphase - mspokeangle) & FINEMASK;
+
+		if (mnumnospokes && !(mnumspokes % mnumnospokes)) // Skipping a "missing" spoke
 		{
-			// Set powerup boxes to user settings for competition.
-			if (cv_competitionboxes.value == 1) // Mystery
-				i = MT_MYSTERY_BOX;
-			else if (cv_competitionboxes.value == 2) // Teleport
-				i = MT_MIXUP_BOX;
-			else if (cv_competitionboxes.value == 3) // None
-				return; // Don't spawn!
-			// default case: normal
+			if (mobj->type != MT_CHAINMACEPOINT)
+				continue;
+
+			linktype = chainlink;
+			firsttype = ((mthing->options & MTF_AMBUSH) ? MT_BIGGRABCHAIN : MT_SMALLGRABCHAIN);
+			mmaxlength = 1 + (mlength - 1) * radiusfactor;
+			radiusfactor = widthfactor = 1;
 		}
-		// Set powerup boxes to user settings for other netplay modes
-		else if (gametype != GT_COOP)
+		else
 		{
-			if (cv_matchboxes.value == 1) // Mystery
-				i = MT_MYSTERY_BOX;
-			else if (cv_matchboxes.value == 2) // Unchanging
+			if (mobj->type == MT_CHAINMACEPOINT)
 			{
-				if (i == MT_MYSTERY_BOX)
-					return; // don't spawn
-				mthing->options &= ~(MTF_AMBUSH|MTF_OBJECTSPECIAL); // no random respawning!
+				// Make the links the same type as the end - repeated above
+				if (lines[line].flags & ML_EFFECT2)
+				{
+					linktype = macetype;
+					radiusfactor = 2;
+				}
+				else
+					radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
+
+				firsttype = macetype;
+				widthfactor = 2;
 			}
-			else if (cv_matchboxes.value == 3) // Don't spawn
-				return;
-			// default case: normal
+
+			mmaxlength = mlength;
 		}
-	}
 
-	if (gametype != GT_CTF) // CTF specific things
-	{
-		if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX)
-			i = MT_RING_BOX;
-		else if (i == MT_BLUEFLAG || i == MT_REDFLAG)
-			return; // No flags in non-CTF modes!
-	}
-	else
-	{
-		if ((i == MT_BLUEFLAG && blueflag) || (i == MT_REDFLAG && redflag))
+		mwidthset = mwidth;
+		mlengthset = mminlength;
+
+		if (mdocenter) // Innermost link
+			makemace(linktype, 0, 0);
+
+		// Out from the center...
+		if (linktype)
 		{
-			CONS_Alert(CONS_ERROR, M_GetText("Only one flag per team allowed in CTF!\n"));
-			return;
+			while ((++mlengthset) < mmaxlength)
+				makemace(linktype, radiusfactor*mlengthset, 0);
 		}
-	}
-
-	if (!G_PlatformGametype() && (i == MT_SIGN || i == MT_STARPOST))
-		return; // Don't spawn exit signs or starposts in wrong game modes
+		else
+			mlengthset = mmaxlength;
 
-	if (modeattacking) // Record Attack special stuff
-	{
-		// Don't spawn starposts that wouldn't be usable
-		if (i == MT_STARPOST)
-			return;
+		// Outermost mace/link
+		if (firsttype)
+			makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
 
-		// 1UPs -->> Score TVs
-		else if (i == MT_1UP_BOX) // 1UP
+		if (!mwidth)
+		{
+			if (mdosound && mnumspokes <= mmin) // Can it make a sound?
+				spawnee->flags2 |= MF2_BOSSNOTRAP;
+		}
+		else
 		{
-			// Either or, doesn't matter which.
-			if (mthing->options & (MTF_AMBUSH|MTF_OBJECTSPECIAL))
-				i = MT_SCORE10K_BOX; // 10,000
+			// Across the bar!
+			if (!firsttype)
+				mwidthset = -mwidth;
+			else if (mwidth > 0)
+			{
+				while ((mwidthset -= widthfactor) > -mwidth)
+				{
+					makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
+					if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound?
+						spawnee->flags2 |= MF2_BOSSNOTRAP;
+				}
+			}
 			else
-				i = MT_SCORE1K_BOX; // 1,000
+			{
+				while ((mwidthset += widthfactor) < -mwidth)
+				{
+					makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
+					if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound?
+						spawnee->flags2 |= MF2_BOSSNOTRAP;
+				}
+			}
+			mwidth = -mwidth;
+
+			// Outermost mace/link again!
+			if (firsttype)
+				makemace(firsttype, radiusfactor*(mlengthset--), MF2_AMBUSH);
+
+			// ...and then back into the center!
+			if (linktype)
+				while (mlengthset > mminlength)
+					makemace(linktype, radiusfactor*(mlengthset--), 0);
+
+			if (mdocenter) // Innermost link
+				makemace(linktype, 0, 0);
 		}
 	}
+#undef makemace
+	return true;
+}
 
-	if (ultimatemode)
-	{
-		if (i == MT_PITY_BOX || i == MT_ELEMENTAL_BOX || i == MT_ATTRACT_BOX
-		 || i == MT_FORCE_BOX || i == MT_ARMAGEDDON_BOX || i == MT_WHIRLWIND_BOX
-		 || i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX
-		 || i == MT_RING_BOX || i == MT_STARPOST)
-			return; // No rings or shields in Ultimate mode
+static boolean P_SetupParticleGen(mapthing_t *mthing, mobj_t *mobj)
+{
+	fixed_t radius, speed;
+	INT32 type, numdivisions, anglespeed, ticcount;
+	angle_t angledivision;
+	INT32 line;
+	const size_t mthingi = (size_t)(mthing - mapthings);
 
-		// Don't include the gold repeating boxes here please.
-		// They're likely facets of the level's design and therefore required to progress.
+	// Find the corresponding linedef special, using angle as tag
+	line = P_FindSpecialLineFromTag(15, mthing->angle, -1);
+
+	if (line == -1)
+	{
+		CONS_Debug(DBG_GAMELOGIC, "Particle generator (mapthing #%s) needs to be tagged to a #15 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
+		return false;
 	}
 
-	if (i == MT_ROSY)
+	if (sides[lines[line].sidenum[0]].toptexture)
+		type = sides[lines[line].sidenum[0]].toptexture; // Set as object type in p_setup.c...
+	else
+		type = (INT32)MT_PARTICLE;
+
+	if (!lines[line].backsector
+		|| (ticcount = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS)) < 1)
+		ticcount = 3;
+
+	numdivisions = mthing->z;
+
+	if (numdivisions)
 	{
-		if (!(gametype == GT_COOP || (mthing->options & MTF_EXTRA)))
-			return; // she doesn't hang out here
-		else if (mariomode)
-			i = MT_TOAD; // don't remove on penalty of death
-		else if (!(netgame || multiplayer) && players[consoleplayer].skin == 3)
-			return; // no doubles
+		radius = R_PointToDist2(lines[line].v1->x, lines[line].v1->y, lines[line].v2->x, lines[line].v2->y);
+		anglespeed = (sides[lines[line].sidenum[0]].rowoffset >> FRACBITS) % 360;
+		angledivision = 360/numdivisions;
 	}
+	else
+	{
+		numdivisions = 1; // Simple trick to make A_ParticleSpawn simpler.
+		radius = 0;
+		anglespeed = 0;
+		angledivision = 0;
+	}
+
+	speed = abs(sides[lines[line].sidenum[0]].textureoffset);
+	if (mthing->options & MTF_OBJECTFLIP)
+		speed *= -1;
+
+	CONS_Debug(DBG_GAMELOGIC, "Particle Generator (mapthing #%s):\n"
+		"Radius is %d\n"
+		"Speed is %d\n"
+		"Anglespeed is %d\n"
+		"Numdivisions is %d\n"
+		"Angledivision is %d\n"
+		"Type is %d\n"
+		"Tic seperation is %d\n",
+		sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, type, ticcount);
 
-	if (i == MT_TOKEN && ((gametype != GT_COOP && gametype != GT_COMPETITION) || tokenbits == 30 || tokenlist & (1 << tokenbits++)))
-		return; // you already got this token, or there are too many, or the gametype's not right
+	mobj->angle = 0;
+	mobj->movefactor = speed;
+	mobj->lastlook = numdivisions;
+	mobj->movedir = angledivision*ANG1;
+	mobj->movecount = anglespeed*ANG1;
+	mobj->friction = radius;
+	mobj->threshold = type;
+	mobj->reactiontime = ticcount;
+	mobj->cvmem = line;
+	mobj->watertop = mobj->waterbottom = 0;
+	return true;
+}
 
-	if (i == MT_EMBLEM && (netgame || multiplayer || (modifiedgame && !savemoddata))) // No cheating!!
-		return;
+static boolean P_SetupNiGHTSDrone(mapthing_t* mthing, mobj_t* mobj)
+{
+	boolean flip = mthing->options & MTF_OBJECTFLIP;
+	boolean topaligned = (mthing->options & MTF_OBJECTSPECIAL) && !(mthing->options & MTF_EXTRA);
+	boolean middlealigned = (mthing->options & MTF_EXTRA) && !(mthing->options & MTF_OBJECTSPECIAL);
+	boolean bottomoffsetted = !(mthing->options & MTF_OBJECTSPECIAL) && !(mthing->options & MTF_EXTRA);
 
-	// Objectplace landing point
-	noreturns:
+	INT16 timelimit = mthing->angle & 0xFFF;
+	fixed_t hitboxradius = ((mthing->angle & 0xF000) >> 12)*32*FRACUNIT;
+	fixed_t hitboxheight = mthing->extrainfo*32*FRACUNIT;
+	fixed_t oldheight = mobj->height;
+	fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff;
 
-	// spawn it
-	x = mthing->x << FRACBITS;
-	y = mthing->y << FRACBITS;
-	ss = R_PointInSubsector(x, y);
+	if (timelimit > 0)
+		mobj->health = timelimit;
 
-	if (i == MT_NIGHTSBUMPER)
-		z = (
-#ifdef ESLOPE
-			ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
-#endif
-			ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
-	else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
-		z = ONFLOORZ;
-	else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
-	{
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			z = (
-#ifdef ESLOPE
-			ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
-#endif
-			ss->sector->ceilingheight);
+	if (hitboxradius > 0)
+		mobj->radius = hitboxradius;
+
+	if (hitboxheight > 0)
+		mobj->height = hitboxheight;
+	else
+		mobj->height = mobjinfo[MT_NIGHTSDRONE].height;
 
-			if (mthing->options & MTF_AMBUSH) // Special flag for rings
-				z -= 24*FRACUNIT;
-			if (mthing->options >> ZSHIFT)
-				z -= (mthing->options >> ZSHIFT)*FRACUNIT;
+	droneboxmandiff = max(mobj->height - mobjinfo[MT_NIGHTSDRONE_MAN].height, 0);
+	dronemangoaldiff = max(mobjinfo[MT_NIGHTSDRONE_MAN].height - mobjinfo[MT_NIGHTSDRONE_GOAL].height, 0);
 
-			z -= mobjinfo[i].height; //Don't forget the height!
+	if (flip && mobj->height != oldheight)
+		P_TeleportMove(mobj, mobj->x, mobj->y, mobj->z - (mobj->height - oldheight));
+
+	if (!flip)
+	{
+		if (topaligned) // Align droneman to top of hitbox
+		{
+			dronemanoffset = droneboxmandiff;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
 		}
-		else
+		else if (middlealigned) // Align droneman to center of hitbox
 		{
-			z = (
-#ifdef ESLOPE
-			ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
-#endif
-			ss->sector->floorheight);
-
-			if (mthing->options & MTF_AMBUSH) // Special flag for rings
-				z += 24*FRACUNIT;
-			if (mthing->options >> ZSHIFT)
-				z += (mthing->options >> ZSHIFT)*FRACUNIT;
+			dronemanoffset = droneboxmandiff/2;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
+		}
+		else if (bottomoffsetted)
+		{
+			dronemanoffset = 24*FRACUNIT;
+			goaloffset = dronemangoaldiff + dronemanoffset;
+		}
+		else
+		{
+			dronemanoffset = 0;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
 		}
 
-		if (z == ONFLOORZ)
-			mthing->z = 0;
-		else
-			mthing->z = (INT16)(z>>FRACBITS);
+		sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale);
 	}
 	else
 	{
-		fixed_t offset = 0;
-		boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
-
-		// base positions
-		if (flip)
-			z = (
-#ifdef ESLOPE
-			ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
-#endif
-			ss->sector->ceilingheight) - mobjinfo[i].height;
-		else
-			z = (
-#ifdef ESLOPE
-			ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
-#endif
-			ss->sector->floorheight);
-
-		// offsetting
-		if (mthing->options >> ZSHIFT)
-			offset = ((mthing->options >> ZSHIFT) << FRACBITS);
-		else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
-			offset = 33*FRACUNIT;
-		else if (i == MT_EGGMOBILE)
-			offset = 128*FRACUNIT;
-		else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
-			offset = 288*FRACUNIT;
+		mobj->eflags |= MFE_VERTICALFLIP;
+		mobj->flags2 |= MF2_OBJECTFLIP;
 
-		// applying offsets! (if any)
-		if (flip)
+		if (topaligned) // Align droneman to top of hitbox
 		{
-			if (offset)
-				z -= offset;
-			else
-				z = ONCEILINGZ;
+			dronemanoffset = 0;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
+		}
+		else if (middlealigned) // Align droneman to center of hitbox
+		{
+			dronemanoffset = droneboxmandiff/2;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
+		}
+		else if (bottomoffsetted)
+		{
+			dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
+			goaloffset = dronemangoaldiff + dronemanoffset;
 		}
 		else
 		{
-			if (offset)
-				z += offset;
-			else
-				z = ONFLOORZ;
+			dronemanoffset = droneboxmandiff;
+			goaloffset = dronemangoaldiff/2 + dronemanoffset;
 		}
 
-		if (z == ONFLOORZ)
-			mthing->z = 0;
-		else
-			mthing->z = (INT16)(z>>FRACBITS);
+		sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale);
 	}
 
-	mobj = P_SpawnMobj(x, y, z, i);
-	mobj->spawnpoint = mthing;
-
-#ifdef HAVE_BLUA
-	if (LUAh_MapThingSpawn(mobj, mthing))
-	{
-		if (P_MobjWasRemoved(mobj))
-			return;
-	}
-	else if (P_MobjWasRemoved(mobj))
-		return;
-	else
-#endif
-	switch(mobj->type)
-	{
-	case MT_EMBLEM:
+	// spawn visual elements
 	{
-		INT32 j;
-		emblem_t *emblem = M_GetLevelEmblems(gamemap);
-		skincolors_t emcolor;
-
-		while (emblem)
-		{
-			if ((emblem->type == ET_GLOBAL || emblem->type == ET_SKIN) && emblem->tag == mthing->angle)
-				break;
+		mobj_t* goalpost = P_SpawnMobjFromMobj(mobj, 0, 0, goaloffset, MT_NIGHTSDRONE_GOAL);
+		mobj_t* sparkle = P_SpawnMobjFromMobj(mobj, 0, 0, sparkleoffset, MT_NIGHTSDRONE_SPARKLING);
+		mobj_t* droneman = P_SpawnMobjFromMobj(mobj, 0, 0, dronemanoffset, MT_NIGHTSDRONE_MAN);
 
-			emblem = M_GetLevelEmblems(-1);
-		}
+		P_SetTarget(&mobj->target, goalpost);
+		P_SetTarget(&goalpost->target, sparkle);
+		P_SetTarget(&goalpost->tracer, droneman);
 
-		if (!emblem)
+		// correct Z position
+		if (flip)
 		{
-			CONS_Debug(DBG_GAMELOGIC, "No map emblem for map %d with tag %d found!\n", gamemap, mthing->angle);
-			break;
+			P_TeleportMove(goalpost, goalpost->x, goalpost->y, mobj->z + goaloffset);
+			P_TeleportMove(sparkle, sparkle->x, sparkle->y, mobj->z + sparkleoffset);
+			P_TeleportMove(droneman, droneman->x, droneman->y, mobj->z + dronemanoffset);
 		}
 
-		j = emblem - emblemlocations;
+		// Remember position preference for later
+		mobj->flags &= ~(MF_SLIDEME|MF_GRENADEBOUNCE);
+		if (topaligned)
+			mobj->flags |= MF_SLIDEME;
+		else if (middlealigned)
+			mobj->flags |= MF_GRENADEBOUNCE;
+		else if (!bottomoffsetted)
+			mobj->flags |= MF_SLIDEME|MF_GRENADEBOUNCE;
 
-		I_Assert(emblemlocations[j].sprite >= 'A' && emblemlocations[j].sprite <= 'Z');
-		P_SetMobjState(mobj, mobj->info->spawnstate + (emblemlocations[j].sprite - 'A'));
+		// Remember old Z position and flags for correction detection
+		goalpost->movefactor = mobj->z;
+		goalpost->friction = mobj->height;
+		goalpost->threshold = mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE);
+	}
+	return true;
+}
 
-		mobj->health = j + 1;
-		emcolor = M_GetEmblemColor(&emblemlocations[j]); // workaround for compiler complaint about bad function casting
-		mobj->color = (UINT8)emcolor;
+static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong)
+{
+	angle_t angle = FixedAngle(mthing->angle << FRACBITS);
+	fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
+	fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
+	fixed_t x2 = FINECOSINE(((angle + ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
+	fixed_t y2 = FINESINE(((angle + ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
+	statenum_t facestate = strong ? S_REDBOOSTERSEG_FACE : S_YELLOWBOOSTERSEG_FACE;
+	statenum_t leftstate = strong ? S_REDBOOSTERSEG_LEFT : S_YELLOWBOOSTERSEG_LEFT;
+	statenum_t rightstate = strong ? S_REDBOOSTERSEG_RIGHT : S_YELLOWBOOSTERSEG_RIGHT;
+	statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER;
+
+	mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
+	seg->angle = angle - ANGLE_90;
+	P_SetMobjState(seg, facestate);
+	seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
+	seg->angle = angle + ANGLE_90;
+	P_SetMobjState(seg, facestate);
+	seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
+	seg->angle = angle;
+	P_SetMobjState(seg, leftstate);
+	seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
+	seg->angle = angle;
+	P_SetMobjState(seg, rightstate);
+
+	seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER);
+	seg->angle = angle;
+	P_SetMobjState(seg, rollerstate);
+	seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER);
+	seg->angle = angle;
+	P_SetMobjState(seg, rollerstate);
+	seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER);
+	seg->angle = angle;
+	P_SetMobjState(seg, rollerstate);
+	seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER);
+	seg->angle = angle;
+	P_SetMobjState(seg, rollerstate);
 
-		if (emblemlocations[j].collected
-			|| (emblemlocations[j].type == ET_SKIN && emblemlocations[j].var != players[0].skin))
-		{
-			P_UnsetThingPosition(mobj);
-			mobj->flags |= MF_NOCLIP;
-			mobj->flags &= ~MF_SPECIAL;
-			mobj->flags |= MF_NOBLOCKMAP;
-			mobj->frame |= (tr_trans50 << FF_TRANSSHIFT);
-			P_SetThingPosition(mobj);
-		}
-		else
-		{
-			mobj->frame &= ~FF_TRANSMASK;
+	return true;
+}
 
-			if (emblemlocations[j].type == ET_GLOBAL)
-			{
-				mobj->reactiontime = emblemlocations[j].var;
-				if (emblemlocations[j].var & GE_NIGHTSITEM)
-				{
-					mobj->flags |= MF_NIGHTSITEM;
-					mobj->flags &= ~MF_SPECIAL;
-					mobj->flags2 |= MF2_DONTDRAW;
-				}
-			}
-		}
+static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
+{
+#ifdef HAVE_BLUA
+	boolean override = LUAh_MapThingSpawn(mobj, mthing);
+
+	if (P_MobjWasRemoved(mobj))
+		return false;
+
+	if (override)
+		return true;
+#endif
+
+	switch (mobj->type)
+	{
+	case MT_EMBLEM:
+	{
+		if (!P_SetupEmblem(mthing, mobj))
+			return false;
 		break;
 	}
 	case MT_SKYBOX:
@@ -12019,7 +12649,7 @@ You should think about modifying the deathmatch starts to take full advantage of
 		if (mthing->angle)
 			mobj->health = mthing->angle;
 		else
-			mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
+			mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4)) >> FRACBITS;
 		break;
 	case MT_METALSONIC_RACE:
 	case MT_METALSONIC_BATTLE:
@@ -12034,7 +12664,7 @@ You should think about modifying the deathmatch starts to take full advantage of
 		break;
 	case MT_BALLOON:
 		if (mthing->angle > 0)
-			mobj->color = ((mthing->angle-1) % (MAXSKINCOLORS-1))+1;
+			mobj->color = ((mthing->angle - 1) % (MAXSKINCOLORS - 1)) + 1;
 		break;
 #define makesoftwarecorona(mo, h) \
 			corona = P_SpawnMobjFromMobj(mo, 0, 0, h<<FRACBITS, MT_PARTICLE);\
@@ -12055,442 +12685,61 @@ You should think about modifying the deathmatch starts to take full advantage of
 		{
 			mobj_t *flame = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_FLAME);
 			P_SetTarget(&flame->target, mobj);
-			flame->flags2 |= MF2_BOSSNOTRAP;
-			if (mthing->options & MTF_EXTRA)
-			{
-				mobj_t *corona;
-				makesoftwarecorona(flame, 20);
-				P_SetScale(corona, (corona->destscale = flame->scale*3));
-				P_SetTarget(&flame->tracer, corona);
-			}
-		}
-		break;
-	case MT_CANDLE:
-	case MT_CANDLEPRICKET:
-		if (mthing->options & MTF_EXTRA)
-		{
-			mobj_t *corona;
-			makesoftwarecorona(mobj, ((mobj->type == MT_CANDLE) ? 42 : 176));
-		}
-		break;
-#undef makesoftwarecorona
-	case MT_JACKO1:
-	case MT_JACKO2:
-	case MT_JACKO3:
-		if (!(mthing->options & MTF_EXTRA)) // take the torch out of the crafting recipe
-		{
-			mobj_t *overlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY);
-			P_SetTarget(&overlay->target, mobj);
-			P_SetMobjState(overlay, mobj->info->raisestate);
-		}
-		break;
-	case MT_WATERDRIP:
-		if (mthing->angle)
-			mobj->tics = 3*TICRATE + mthing->angle;
-		else
-			mobj->tics = 3*TICRATE;
-		break;
-	case MT_FLAMEJET:
-	case MT_VERTICALFLAMEJET:
-		mobj->threshold = (mthing->angle >> 10) & 7;
-		mobj->movecount = (mthing->angle >> 13);
-
-		mobj->threshold *= (TICRATE/2);
-		mobj->movecount *= (TICRATE/2);
-
-		mobj->movedir = mthing->extrainfo;
-		break;
-	case MT_MACEPOINT:
-	case MT_CHAINMACEPOINT:
-	case MT_SPRINGBALLPOINT:
-	case MT_CHAINPOINT:
-	case MT_FIREBARPOINT:
-	case MT_CUSTOMMACEPOINT:
-	{
-		fixed_t mlength, mmaxlength, mlengthset, mspeed, mphase, myaw, mpitch, mminlength, mnumspokes, mpinch, mroll, mnumnospokes, mwidth, mwidthset, mmin, msound, radiusfactor, widthfactor;
-		angle_t mspokeangle;
-		mobjtype_t chainlink, macetype, firsttype, linktype;
-		boolean mdosound, mdocenter, mchainlike = false;
-		mobj_t *spawnee = NULL, *hprev = mobj;
-		mobjflag_t mflagsapply;
-		mobjflag2_t mflags2apply;
-		mobjeflag_t meflagsapply;
-		INT32 line;
-		const size_t mthingi = (size_t)(mthing - mapthings);
-
-		// Find the corresponding linedef special, using angle as tag
-		// P_FindSpecialLineFromTag works here now =D
-		line = P_FindSpecialLineFromTag(9, mthing->angle, -1);
-
-		if (line == -1)
-		{
-			CONS_Debug(DBG_GAMELOGIC, "Mace chain (mapthing #%s) needs to be tagged to a #9 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
-			return;
-		}
-/*
-mapthing -
-MTF_AMBUSH :
-	MT_SPRINGBALLPOINT - upgrade from yellow to red spring
-	anything else - bigger mace/chain theory
-MTF_OBJECTSPECIAL - force silent
-MTF_GRAVFLIP - flips objects, doesn't affect chain arrangements
-Parameter value : number of "spokes"
-
-linedef -
-ML_NOCLIMB :
-	MT_CHAINPOINT/MT_CHAINMACEPOINT with ML_EFFECT1 applied - Direction not controllable
-	anything else - no functionality
-ML_EFFECT1 : Swings instead of spins
-ML_EFFECT2 : Linktype is replaced with macetype for all spokes not ending in chains (inverted for MT_FIREBARPOINT)
-ML_EFFECT3 : Spawn a bonus linktype at the hinge point
-ML_EFFECT4 : Don't clip inside the ground
-ML_EFFECT5 : Don't stop thinking when too far away
-*/
-		mlength = abs(lines[line].dx >> FRACBITS);
-		mspeed = abs(lines[line].dy >> (FRACBITS - 4));
-		mphase = (sides[lines[line].sidenum[0]].textureoffset >> FRACBITS) % 360;
-		if ((mminlength = -sides[lines[line].sidenum[0]].rowoffset>>FRACBITS) < 0)
-			mminlength = 0;
-		else if (mminlength > mlength-1)
-			mminlength = mlength-1;
-		mpitch = (lines[line].frontsector->floorheight >> FRACBITS) % 360;
-		myaw = (lines[line].frontsector->ceilingheight >> FRACBITS) % 360;
-
-		mnumspokes = mthing->extrainfo + 1;
-		mspokeangle = FixedAngle((360*FRACUNIT)/mnumspokes)>>ANGLETOFINESHIFT;
-
-		if (lines[line].backsector)
-		{
-			mpinch = (lines[line].backsector->floorheight >> FRACBITS) % 360;
-			mroll = (lines[line].backsector->ceilingheight >> FRACBITS) % 360;
-			mnumnospokes = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS);
-			if ((mwidth = sides[lines[line].sidenum[1]].rowoffset >> FRACBITS) < 0)
-				mwidth = 0;
-		}
-		else
-			mpinch = mroll = mnumnospokes = mwidth = 0;
-
-		CONS_Debug(DBG_GAMELOGIC, "Mace/Chain (mapthing #%s):\n"
-				"Length is %d (minus %d)\n"
-				"Speed is %d\n"
-				"Phase is %d\n"
-				"Yaw is %d\n"
-				"Pitch is %d\n"
-				"No. of spokes is %d (%d antispokes)\n"
-				"Pinch is %d\n"
-				"Roll is %d\n"
-				"Width is %d\n",
-				sizeu1(mthingi), mlength, mminlength, mspeed, mphase, myaw, mpitch, mnumspokes, mnumnospokes, mpinch, mroll, mwidth);
-
-		if (mnumnospokes > 0 && (mnumnospokes < mnumspokes))
-			mnumnospokes = mnumspokes/mnumnospokes;
-		else
-			mnumnospokes = ((mobj->type == MT_CHAINMACEPOINT) ? (mnumspokes) : 0);
-
-		mobj->lastlook = mspeed;
-		mobj->movecount = mobj->lastlook;
-		mobj->angle = FixedAngle(myaw*FRACUNIT);
-		doangle = false;
-		mobj->threshold = (FixedAngle(mpitch*FRACUNIT)>>ANGLETOFINESHIFT);
-		mobj->movefactor = mpinch;
-		mobj->movedir = 0;
-
-		// Mobjtype selection
-		switch(mobj->type)
-		{
-			case MT_SPRINGBALLPOINT:
-				macetype = ((mthing->options & MTF_AMBUSH)
-					? MT_REDSPRINGBALL
-					: MT_YELLOWSPRINGBALL);
-				chainlink = MT_SMALLMACECHAIN;
-				break;
-			case MT_FIREBARPOINT:
-				macetype = ((mthing->options & MTF_AMBUSH)
-						? MT_BIGFIREBAR
-						: MT_SMALLFIREBAR);
-				chainlink = MT_NULL;
-				break;
-			case MT_CUSTOMMACEPOINT:
-				macetype = (mobjtype_t)sides[lines[line].sidenum[0]].toptexture;
-				if (lines[line].backsector)
-					chainlink = (mobjtype_t)sides[lines[line].sidenum[1]].toptexture;
-				else
-					chainlink = MT_NULL;
-				break;
-			case MT_CHAINPOINT:
-				if (mthing->options & MTF_AMBUSH)
-				{
-					macetype = MT_BIGGRABCHAIN;
-					chainlink = MT_BIGMACECHAIN;
-				}
-				else
-				{
-					macetype = MT_SMALLGRABCHAIN;
-					chainlink = MT_SMALLMACECHAIN;
-				}
-				mchainlike = true;
-				break;
-			default:
-				if (mthing->options & MTF_AMBUSH)
-				{
-					macetype = MT_BIGMACE;
-					chainlink = MT_BIGMACECHAIN;
-				}
-				else
-				{
-					macetype = MT_SMALLMACE;
-					chainlink = MT_SMALLMACECHAIN;
-				}
-				break;
-		}
-
-		if (!macetype && !chainlink)
-			break;
-
-		if (mobj->type == MT_CHAINPOINT)
-		{
-			if (!mlength)
-				break;
-		}
-		else
-			mlength++;
-
-		firsttype = macetype;
-
-		// Adjustable direction
-		if (lines[line].flags & ML_NOCLIMB)
-			mobj->flags |= MF_SLIDEME;
-
-		// Swinging
-		if (lines[line].flags & ML_EFFECT1)
-		{
-			mobj->flags2 |= MF2_STRONGBOX;
-			mmin = ((mnumnospokes > 1) ? 1 : 0);
-		}
-		else
-			mmin = mnumspokes;
-
-		// If over distance away, don't move UNLESS this flag is applied
-		if (lines[line].flags & ML_EFFECT5)
-			mobj->flags2 |= MF2_BOSSNOTRAP;
-
-		// Make the links the same type as the end - repeated below
-		if ((mobj->type != MT_CHAINPOINT) && (((lines[line].flags & ML_EFFECT2) == ML_EFFECT2) != (mobj->type == MT_FIREBARPOINT))) // exclusive or
-		{
-			linktype = macetype;
-			radiusfactor = 2; // Double the radius.
-		}
-		else
-			radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
-
-		if (!mchainlike)
-			mchainlike = (firsttype == chainlink);
-		widthfactor = (mchainlike ? 1 : 2);
-
-		mflagsapply = ((lines[line].flags & ML_EFFECT4) ? 0 : (MF_NOCLIP|MF_NOCLIPHEIGHT));
-		mflags2apply = ((mthing->options & MTF_OBJECTFLIP) ? MF2_OBJECTFLIP : 0);
-		meflagsapply = ((mthing->options & MTF_OBJECTFLIP) ? MFE_VERTICALFLIP : 0);
-
-		msound = (mchainlike ? 0 : (mwidth & 1));
-
-		// Quick and easy preparatory variable setting
-		mphase = (FixedAngle(mphase*FRACUNIT)>>ANGLETOFINESHIFT);
-		mroll = (FixedAngle(mroll*FRACUNIT)>>ANGLETOFINESHIFT);
-
-#define makemace(mobjtype, dist, moreflags2) {\
-	spawnee = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobjtype);\
-	P_SetTarget(&spawnee->tracer, mobj);\
-	spawnee->threshold = mphase;\
-	spawnee->friction = mroll;\
-	spawnee->movefactor = mwidthset;\
-	spawnee->movecount = dist;\
-	spawnee->angle = myaw;\
-	spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
-	spawnee->flags2 |= (mflags2apply|moreflags2);\
-	spawnee->eflags |= meflagsapply;\
-	P_SetTarget(&hprev->hnext, spawnee);\
-	P_SetTarget(&spawnee->hprev, hprev);\
-	hprev = spawnee;\
-}
-
-		mdosound = (mspeed && !(mthing->options & MTF_OBJECTSPECIAL));
-		mdocenter = (macetype && (lines[line].flags & ML_EFFECT3));
-
-		// The actual spawning of spokes
-		while (mnumspokes-- > 0)
-		{
-			// Offsets
-			if (lines[line].flags & ML_EFFECT1) // Swinging
-				mroll = (mroll - mspokeangle) & FINEMASK;
-			else // Spinning
-				mphase = (mphase - mspokeangle) & FINEMASK;
-
-			if (mnumnospokes && !(mnumspokes % mnumnospokes)) // Skipping a "missing" spoke
-			{
-				if (mobj->type != MT_CHAINMACEPOINT)
-					continue;
-
-				linktype = chainlink;
-				firsttype = ((mthing->options & MTF_AMBUSH) ? MT_BIGGRABCHAIN : MT_SMALLGRABCHAIN);
-				mmaxlength = 1 + (mlength - 1)*radiusfactor;
-				radiusfactor = widthfactor = 1;
-			}
-			else
-			{
-				if (mobj->type == MT_CHAINMACEPOINT)
-				{
-					// Make the links the same type as the end - repeated above
-					if (lines[line].flags & ML_EFFECT2)
-					{
-						linktype = macetype;
-						radiusfactor = 2;
-					}
-					else
-						radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
-
-					firsttype = macetype;
-					widthfactor = 2;
-				}
-
-				mmaxlength = mlength;
-			}
-
-			mwidthset = mwidth;
-			mlengthset = mminlength;
-
-			if (mdocenter) // Innermost link
-				makemace(linktype, 0, 0);
-
-			// Out from the center...
-			if (linktype)
-			{
-				while ((++mlengthset) < mmaxlength)
-					makemace(linktype, radiusfactor*mlengthset, 0);
-			}
-			else
-				mlengthset = mmaxlength;
-
-			// Outermost mace/link
-			if (firsttype)
-				makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
-
-			if (!mwidth)
-			{
-				if (mdosound && mnumspokes <= mmin) // Can it make a sound?
-					spawnee->flags2 |= MF2_BOSSNOTRAP;
-			}
-			else
-			{
-				// Across the bar!
-				if (!firsttype)
-					mwidthset = -mwidth;
-				else if (mwidth > 0)
-				{
-					while ((mwidthset -= widthfactor) > -mwidth)
-					{
-						makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
-						if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound?
-							spawnee->flags2 |= MF2_BOSSNOTRAP;
-					}
-				}
-				else
-				{
-					while ((mwidthset += widthfactor) < -mwidth)
-					{
-						makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH);
-						if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound?
-							spawnee->flags2 |= MF2_BOSSNOTRAP;
-					}
-				}
-				mwidth = -mwidth;
-
-				// Outermost mace/link again!
-				if (firsttype)
-					makemace(firsttype, radiusfactor*(mlengthset--), MF2_AMBUSH);
-
-				// ...and then back into the center!
-				if (linktype)
-					while (mlengthset > mminlength)
-						makemace(linktype, radiusfactor*(mlengthset--), 0);
-
-				if (mdocenter) // Innermost link
-					makemace(linktype, 0, 0);
-			}
-		}
-
-#undef makemace
-
-		break;
-	}
-	case MT_PARTICLEGEN:
-	{
-		fixed_t radius, speed;
-		INT32 type, numdivisions, anglespeed, ticcount;
-		angle_t angledivision;
-		INT32 line;
-		const size_t mthingi = (size_t)(mthing - mapthings);
-
-		// Find the corresponding linedef special, using angle as tag
-		line = P_FindSpecialLineFromTag(15, mthing->angle, -1);
-
-		if (line == -1)
-		{
-			CONS_Debug(DBG_GAMELOGIC, "Particle generator (mapthing #%s) needs to be tagged to a #15 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
-			return;
+			flame->flags2 |= MF2_BOSSNOTRAP;
+			if (mthing->options & MTF_EXTRA)
+			{
+				mobj_t *corona;
+				makesoftwarecorona(flame, 20);
+				P_SetScale(corona, (corona->destscale = flame->scale*3));
+				P_SetTarget(&flame->tracer, corona);
+			}
 		}
-
-		if (sides[lines[line].sidenum[0]].toptexture)
-			type = sides[lines[line].sidenum[0]].toptexture; // Set as object type in p_setup.c...
-		else
-			type = (INT32)MT_PARTICLE;
-
-		if (!lines[line].backsector
-		|| (ticcount = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS)) < 1)
-			ticcount = 3;
-
-		numdivisions = (mthing->options >> ZSHIFT);
-
-		if (numdivisions)
+		break;
+	case MT_CANDLE:
+	case MT_CANDLEPRICKET:
+		if (mthing->options & MTF_EXTRA)
 		{
-			radius = R_PointToDist2(lines[line].v1->x, lines[line].v1->y, lines[line].v2->x, lines[line].v2->y);
-			anglespeed = (sides[lines[line].sidenum[0]].rowoffset >> FRACBITS) % 360;
-			angledivision = 360/numdivisions;
+			mobj_t *corona;
+			makesoftwarecorona(mobj, ((mobj->type == MT_CANDLE) ? 42 : 176));
 		}
-		else
+		break;
+#undef makesoftwarecorona
+	case MT_JACKO1:
+	case MT_JACKO2:
+	case MT_JACKO3:
+		if (!(mthing->options & MTF_EXTRA)) // take the torch out of the crafting recipe
 		{
-			numdivisions = 1; // Simple trick to make A_ParticleSpawn simpler.
-			radius = 0;
-			anglespeed = 0;
-			angledivision = 0;
+			mobj_t *overlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY);
+			P_SetTarget(&overlay->target, mobj);
+			P_SetMobjState(overlay, mobj->info->raisestate);
 		}
+		break;
+	case MT_WATERDRIP:
+		mobj->tics = 3*TICRATE + mthing->angle;
+		break;
+	case MT_FLAMEJET:
+	case MT_VERTICALFLAMEJET:
+		mobj->threshold = (mthing->angle >> 10) & 7;
+		mobj->movecount = (mthing->angle >> 13);
 
-		speed = abs(sides[lines[line].sidenum[0]].textureoffset);
-		if (mthing->options & MTF_OBJECTFLIP)
-			speed *= -1;
-
-		CONS_Debug(DBG_GAMELOGIC, "Particle Generator (mapthing #%s):\n"
-				"Radius is %d\n"
-				"Speed is %d\n"
-				"Anglespeed is %d\n"
-				"Numdivisions is %d\n"
-				"Angledivision is %d\n"
-				"Type is %d\n"
-				"Tic seperation is %d\n",
-				sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, type, ticcount);
-
-		mobj->angle = 0;
-		mobj->movefactor = speed;
-		mobj->lastlook = numdivisions;
-		mobj->movedir = angledivision*ANG1;
-		mobj->movecount = anglespeed*ANG1;
-		mobj->friction = radius;
-		mobj->threshold = type;
-		mobj->reactiontime = ticcount;
-		mobj->cvmem = line;
-		mobj->watertop = mobj->waterbottom = 0;
+		mobj->threshold *= (TICRATE/2);
+		mobj->movecount *= (TICRATE/2);
 
+		mobj->movedir = mthing->extrainfo;
+		break;
+	case MT_MACEPOINT:
+	case MT_CHAINMACEPOINT:
+	case MT_SPRINGBALLPOINT:
+	case MT_CHAINPOINT:
+	case MT_FIREBARPOINT:
+	case MT_CUSTOMMACEPOINT:
+		if (!P_SetupMace(mthing, mobj, doangle))
+			return false;
+		break;
+	case MT_PARTICLEGEN:
+		if (!P_SetupParticleGen(mthing, mobj))
+			return false;
 		break;
-	}
 	case MT_ROCKSPAWNER:
 		mobj->threshold = mthing->angle;
 		mobj->movecount = mthing->extrainfo;
@@ -12505,7 +12754,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
 		// Lower 4 bits specify the angle of
 		// the bumper in 30 degree increments.
 		mobj->threshold = (mthing->options & 15) % 12; // It loops over, etc
-		P_SetMobjState(mobj, mobj->info->spawnstate+mobj->threshold);
+		P_SetMobjState(mobj, mobj->info->spawnstate + mobj->threshold);
 		break;
 	case MT_EGGCAPSULE:
 		if (mthing->angle <= 0)
@@ -12522,122 +12771,8 @@ ML_EFFECT5 : Don't stop thinking when too far away
 		mobj->health = mthing->extrainfo;
 		break;
 	case MT_NIGHTSDRONE:
-		{
-			boolean flip = mthing->options & MTF_OBJECTFLIP;
-			boolean topaligned = (mthing->options & MTF_OBJECTSPECIAL) && !(mthing->options & MTF_EXTRA);
-			boolean middlealigned = (mthing->options & MTF_EXTRA) && !(mthing->options & MTF_OBJECTSPECIAL);
-			boolean bottomoffsetted = !(mthing->options & MTF_OBJECTSPECIAL) && !(mthing->options & MTF_EXTRA);
-
-			INT16 timelimit = mthing->angle & 0xFFF;
-			fixed_t hitboxradius = ((mthing->angle & 0xF000) >> 12) * 32 * FRACUNIT;
-			fixed_t hitboxheight = mthing->extrainfo * 32 * FRACUNIT;
-			fixed_t oldheight = mobj->height;
-			fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff;
-
-			if (timelimit > 0)
-				mobj->health = timelimit;
-
-			if (hitboxradius > 0)
-				mobj->radius = hitboxradius;
-
-			if (hitboxheight > 0)
-				mobj->height = hitboxheight;
-			else
-				mobj->height = mobjinfo[MT_NIGHTSDRONE].height;
-
-			droneboxmandiff = max(mobj->height - mobjinfo[MT_NIGHTSDRONE_MAN].height, 0);
-			dronemangoaldiff = max(mobjinfo[MT_NIGHTSDRONE_MAN].height - mobjinfo[MT_NIGHTSDRONE_GOAL].height, 0);
-
-			if (flip && mobj->height != oldheight)
-				P_TeleportMove(mobj, mobj->x, mobj->y, mobj->z - (mobj->height - oldheight));
-
-			if (!flip)
-			{
-				if (topaligned) // Align droneman to top of hitbox
-				{
-					dronemanoffset = droneboxmandiff;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-				else if (middlealigned) // Align droneman to center of hitbox
-				{
-					dronemanoffset = droneboxmandiff / 2;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-				else if (bottomoffsetted)
-				{
-					dronemanoffset = 24*FRACUNIT;
-					goaloffset = dronemangoaldiff + dronemanoffset;
-				}
-				else
-				{
-					dronemanoffset = 0;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-
-				sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale);
-			}
-			else
-			{
-				mobj->eflags |= MFE_VERTICALFLIP;
-				mobj->flags2 |= MF2_OBJECTFLIP;
-
-				if (topaligned) // Align droneman to top of hitbox
-				{
-					dronemanoffset = 0;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-				else if (middlealigned) // Align droneman to center of hitbox
-				{
-					dronemanoffset = droneboxmandiff / 2;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-				else if (bottomoffsetted)
-				{
-					dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale);
-					goaloffset = dronemangoaldiff + dronemanoffset;
-				}
-				else
-				{
-					dronemanoffset = droneboxmandiff;
-					goaloffset = dronemangoaldiff / 2 + dronemanoffset;
-				}
-
-				sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale);
-			}
-
-			// spawn visual elements
-			{
-				mobj_t *goalpost = P_SpawnMobjFromMobj(mobj, 0, 0, goaloffset, MT_NIGHTSDRONE_GOAL);
-				mobj_t *sparkle = P_SpawnMobjFromMobj(mobj, 0, 0, sparkleoffset, MT_NIGHTSDRONE_SPARKLING);
-				mobj_t *droneman = P_SpawnMobjFromMobj(mobj, 0, 0, dronemanoffset, MT_NIGHTSDRONE_MAN);
-
-				P_SetTarget(&mobj->target, goalpost);
-				P_SetTarget(&goalpost->target, sparkle);
-				P_SetTarget(&goalpost->tracer, droneman);
-
-				// correct Z position
-				if (flip)
-				{
-					P_TeleportMove(goalpost, goalpost->x, goalpost->y, mobj->z + goaloffset);
-					P_TeleportMove(sparkle, sparkle->x, sparkle->y, mobj->z + sparkleoffset);
-					P_TeleportMove(droneman, droneman->x, droneman->y, mobj->z + dronemanoffset);
-				}
-
-				// Remember position preference for later
-				mobj->flags &= ~(MF_SLIDEME | MF_GRENADEBOUNCE);
-				if (topaligned)
-					mobj->flags |= MF_SLIDEME;
-				else if (middlealigned)
-					mobj->flags |= MF_GRENADEBOUNCE;
-				else if (!bottomoffsetted)
-					mobj->flags |= MF_SLIDEME | MF_GRENADEBOUNCE;
-
-				// Remember old Z position and flags for correction detection
-				goalpost->movefactor = mobj->z;
-				goalpost->friction = mobj->height;
-				goalpost->threshold = mobj->flags & (MF_SLIDEME | MF_GRENADEBOUNCE);
-			}
-		}
+		if (!P_SetupNiGHTSDrone(mthing, mobj))
+			return false;
 		break;
 	case MT_HIVEELEMENTAL:
 		if (mthing->extrainfo)
@@ -12648,7 +12783,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
 	case MT_GLAREGOYLEDOWN:
 	case MT_GLAREGOYLELONG:
 		if (mthing->angle >= 360)
-			mobj->tics += 7*(mthing->angle / 360) + 1; // starting delay
+			mobj->tics += 7*(mthing->angle/360) + 1; // starting delay
 		break;
 	case MT_DSZSTALAGMITE:
 	case MT_DSZ2STALAGMITE:
@@ -12659,39 +12794,39 @@ ML_EFFECT5 : Don't stop thinking when too far away
 		}
 		break;
 	case MT_THZTREE:
-		{ // Spawn the branches
-			angle_t mobjangle = FixedAngle((mthing->angle % 113)<<FRACBITS);
-			P_SpawnMobjFromMobj(mobj, 1*FRACUNIT,  0,          0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h;
-			P_SpawnMobjFromMobj(mobj, 0,           1*FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h;
-			P_SpawnMobjFromMobj(mobj, -1*FRACUNIT, 0,          0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270;
-		}
-		break;
+	{ // Spawn the branches
+		angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS);
+		P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h;
+		P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h;
+		P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270;
+	}
+	break;
 	case MT_CEZPOLE1:
 	case MT_CEZPOLE2:
-		{ // Spawn the banner
-			angle_t mobjangle = FixedAngle(mthing->angle<<FRACBITS);
-			P_SpawnMobjFromMobj(mobj,
-				P_ReturnThrustX(mobj, mobjangle, 4<<FRACBITS),
-				P_ReturnThrustY(mobj, mobjangle, 4<<FRACBITS),
-				0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
-		}
-			break;
+	{ // Spawn the banner
+		angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS);
+		P_SpawnMobjFromMobj(mobj,
+			P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS),
+			P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS),
+			0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
+	}
+	break;
 	case MT_HHZTREE_TOP:
-		{ // Spawn the branches
-			angle_t mobjangle = FixedAngle(mthing->angle<<FRACBITS) & (ANGLE_90-1);
-			mobj_t *leaf;
+	{ // Spawn the branches
+		angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS) & (ANGLE_90 - 1);
+		mobj_t* leaf;
 #define doleaf(x, y) \
 			leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\
 			leaf->angle = mobjangle;\
 			P_SetMobjState(leaf, leaf->info->seestate);\
 			mobjangle += ANGLE_90
-			doleaf(1*FRACUNIT, 0);
-			doleaf(0, 1*FRACUNIT);
-			doleaf(-1*FRACUNIT, 0);
-			doleaf(0, -1*FRACUNIT);
+		doleaf(FRACUNIT, 0);
+		doleaf(0, FRACUNIT);
+		doleaf(-FRACUNIT, 0);
+		doleaf(0, -FRACUNIT);
 #undef doleaf
-		}
-		break;
+	}
+	break;
 	case MT_SMASHINGSPIKEBALL:
 		if (mthing->angle > 0)
 			mobj->tics += mthing->angle;
@@ -12722,94 +12857,27 @@ ML_EFFECT5 : Don't stop thinking when too far away
 			angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK;
 			fixed_t xoffs = FINECOSINE(fa);
 			fixed_t yoffs = FINESINE(fa);
-			mobj_t *leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF);
+			mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF);
 			leaf->angle = angle;
 			angle += ANGLE_45;
 		}
 		break;
 	}
 	case MT_REDBOOSTER:
-	{
-		angle_t angle = FixedAngle(mthing->angle << FRACBITS);
-		fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
-
-		mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
-		seg->angle = angle-ANGLE_90;
-		P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
-		seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
-		seg->angle = angle+ANGLE_90;
-		P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
-		seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERSEG_LEFT);
-		seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERSEG_RIGHT);
-
-		seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_REDBOOSTERROLLER);
-		break;
-	}
 	case MT_YELLOWBOOSTER:
-	{
-		angle_t angle = FixedAngle(mthing->angle << FRACBITS);
-		fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
-		fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
-
-		mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
-		seg->angle = angle-ANGLE_90;
-		P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
-		seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
-		seg->angle = angle+ANGLE_90;
-		P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
-		seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERSEG_LEFT);
-		seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERSEG_RIGHT);
-
-		seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
-		seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
-		seg->angle = angle;
-		P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
-		break;
-	}
-	default:
+		if (!P_SetupBooster(mthing, mobj, mobj->type == MT_REDBOOSTER))
+			return false;
 		break;
-	}
-
-	if (mobj->flags & MF_BOSS)
-	{
-		if (mthing->options & MTF_OBJECTSPECIAL) // No egg trap for this boss
-			mobj->flags2 |= MF2_BOSSNOTRAP;
-	}
+	case MT_AXIS:
+		// Inverted if uppermost bit is set
+		if (mthing->angle & 16384)
+			mobj->flags2 |= MF2_AMBUSH;
 
-	if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE) // Axis Points
-	{
+		if (mthing->angle > 0)
+			mobj->radius = (mthing->angle & 16383) << FRACBITS;
+		// FALLTHRU
+	case MT_AXISTRANSFER:
+	case MT_AXISTRANSFERLINE:
 		// Mare it belongs to
 		mobj->threshold = min(mthing->extrainfo, 7);
 
@@ -12817,38 +12885,29 @@ ML_EFFECT5 : Don't stop thinking when too far away
 		mobj->health = mthing->options;
 
 		mobj->flags2 |= MF2_AXIS;
-
-		if (i == MT_AXIS)
-		{
-			// Inverted if uppermost bit is set
-			if (mthing->angle & 16384)
-				mobj->flags2 |= MF2_AMBUSH;
-
-			if (mthing->angle > 0)
-				mobj->radius = (mthing->angle & 16383)*FRACUNIT;
-		}
-	}
-	else if (i == MT_TOKEN)
-	{
+		break;
+	case MT_TOKEN:
 		// We advanced tokenbits earlier due to the return check.
 		// Subtract 1 here for the correct value.
 		mobj->health = 1 << (tokenbits - 1);
-	}
-	else if (i == MT_CYBRAKDEMON && mthing->options & MTF_AMBUSH)
-	{
-		mobj_t *elecmobj;
-		elecmobj = P_SpawnMobj(x, y, z, MT_CYBRAKDEMON_ELECTRIC_BARRIER);
-		P_SetTarget(&elecmobj->target, mobj);
-		elecmobj->angle = FixedAngle(mthing->angle<<FRACBITS);;
-		elecmobj->destscale = mobj->scale*2;
-		P_SetScale(elecmobj, elecmobj->destscale);
-	}
-	else if (i == MT_STARPOST)
+		break;
+	case MT_CYBRAKDEMON:
+		if (mthing->options & MTF_AMBUSH)
+		{
+			mobj_t* elecmobj;
+			elecmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_CYBRAKDEMON_ELECTRIC_BARRIER);
+			P_SetTarget(&elecmobj->target, mobj);
+			elecmobj->angle = FixedAngle(mthing->angle << FRACBITS);
+			elecmobj->destscale = mobj->scale*2;
+			P_SetScale(elecmobj, elecmobj->destscale);
+		}
+		break;
+	case MT_STARPOST:
 	{
-		thinker_t *th;
-		mobj_t *mo2;
+		thinker_t* th;
+		mobj_t* mo2;
 		boolean foundanother = false;
-		mobj->health = (mthing->angle / 360) + 1;
+		mobj->health = (mthing->angle/360) + 1;
 
 		// See if other starposts exist in this level that have the same value.
 		for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
@@ -12856,7 +12915,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
 			if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
 				continue;
 
-			mo2 = (mobj_t *)th;
+			mo2 = (mobj_t*)th;
 
 			if (mo2 == mobj)
 				continue;
@@ -12870,14 +12929,14 @@ ML_EFFECT5 : Don't stop thinking when too far away
 
 		if (!foundanother)
 			numstarposts++;
+		break;
 	}
-	else if (i == MT_SPIKE)
-	{
+	case MT_SPIKE:
 		// Pop up spikes!
 		if (mthing->options & MTF_OBJECTSPECIAL)
 		{
 			mobj->flags &= ~MF_SCENERY;
-			mobj->fuse = (16 - mthing->extrainfo) * (mthing->angle + mobj->info->speed) / 16;
+			mobj->fuse = (16 - mthing->extrainfo)*(mthing->angle + mobj->info->speed)/16;
 			if (mthing->options & MTF_EXTRA)
 				P_SetMobjState(mobj, mobj->info->meleestate);
 		}
@@ -12889,14 +12948,13 @@ ML_EFFECT5 : Don't stop thinking when too far away
 			mobj->flags |= MF_SOLID;
 			P_SetThingPosition(mobj);
 		}
-	}
-	else if (i == MT_WALLSPIKE)
-	{
+		break;
+	case MT_WALLSPIKE:
 		// Pop up spikes!
 		if (mthing->options & MTF_OBJECTSPECIAL)
 		{
 			mobj->flags &= ~MF_SCENERY;
-			mobj->fuse = (16 - mthing->extrainfo) * ((mthing->angle/360) + mobj->info->speed) / 16;
+			mobj->fuse = (16 - mthing->extrainfo)*((mthing->angle/360) + mobj->info->speed)/16;
 			if (mthing->options & MTF_EXTRA)
 				P_SetMobjState(mobj, mobj->info->meleestate);
 		}
@@ -12904,64 +12962,51 @@ ML_EFFECT5 : Don't stop thinking when too far away
 		if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
 		{
 			P_UnsetThingPosition(mobj);
-			mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
+			mobj->flags &= ~(MF_NOBLOCKMAP | MF_NOCLIPHEIGHT);
 			mobj->flags |= MF_SOLID;
 			P_SetThingPosition(mobj);
 		}
 
 		// spawn base
 		{
-			const angle_t mobjangle = FixedAngle(mthing->angle<<FRACBITS); // the mobj's own angle hasn't been set quite yet so...
+			const angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); // the mobj's own angle hasn't been set quite yet so...
 			const fixed_t baseradius = mobj->radius - mobj->scale;
-			mobj_t *base = P_SpawnMobj(
-					mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
-					mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
-					mobj->z, MT_WALLSPIKEBASE);
+			mobj_t* base = P_SpawnMobj(
+				mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
+				mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
+				mobj->z, MT_WALLSPIKEBASE);
 			base->angle = mobjangle + ANGLE_90;
 			base->destscale = mobj->destscale;
 			P_SetScale(base, mobj->scale);
 			P_SetTarget(&base->target, mobj);
 			P_SetTarget(&mobj->tracer, base);
 		}
-	}
-
-	//count 10 ring boxes into the number of rings equation too.
-	if (i == MT_RING_BOX && nummaprings >= 0)
-		nummaprings += 10;
-
-	if (i == MT_BIGTUMBLEWEED || i == MT_LITTLETUMBLEWEED)
-	{
+		break;
+	case MT_RING_BOX:
+		//count 10 ring boxes into the number of rings equation too.
+		if (nummaprings >= 0)
+			nummaprings += 10;
+		break;
+	case MT_BIGTUMBLEWEED:
+	case MT_LITTLETUMBLEWEED:
 		if (mthing->options & MTF_AMBUSH)
 		{
-			mobj->momz += FixedMul(16*FRACUNIT, mobj->scale);
-
-			if (P_RandomChance(FRACUNIT/2))
-				mobj->momx += FixedMul(16*FRACUNIT, mobj->scale);
-			else
-				mobj->momx -= FixedMul(16*FRACUNIT, mobj->scale);
-
-			if (P_RandomChance(FRACUNIT/2))
-				mobj->momy += FixedMul(16*FRACUNIT, mobj->scale);
-			else
-				mobj->momy -= FixedMul(16*FRACUNIT,mobj->scale);
+			fixed_t offset = FixedMul(16*FRACUNIT, mobj->scale);
+			mobj->momx += P_RandomChance(FRACUNIT/2) ? offset : -offset;
+			mobj->momy += P_RandomChance(FRACUNIT/2) ? offset : -offset;
+			mobj->momz += offset;
 		}
-	}
-
-	// CTF flag pointers
-	if (i == MT_REDFLAG)
-	{
+		break;
+	case MT_REDFLAG:
 		redflag = mobj;
 		rflagpoint = mobj->spawnpoint;
-	}
-	if (i == MT_BLUEFLAG)
-	{
+		break;
+	case MT_BLUEFLAG:
 		blueflag = mobj;
 		bflagpoint = mobj->spawnpoint;
-	}
-
-	// special push/pull stuff
-	if (i == MT_PUSH || i == MT_PULL)
-	{
+		break;
+	case MT_PUSH:
+	case MT_PULL:
 		mobj->health = 0; // Default behaviour: pushing uses XY, fading uses XYZ
 
 		if (mthing->options & MTF_AMBUSH)
@@ -12970,92 +13015,110 @@ ML_EFFECT5 : Don't stop thinking when too far away
 			mobj->health |= 2; // If object special is set, fade using XY
 
 		if (G_IsSpecialStage(gamemap))
-		{
-			if (i == MT_PUSH)
-				P_SetMobjState(mobj, S_GRAVWELLGREEN);
-			if (i == MT_PULL)
-				P_SetMobjState(mobj, S_GRAVWELLRED);
-		}
+			P_SetMobjState(mobj, (mobj->type == MT_PUSH) ? S_GRAVWELLGREEN : S_GRAVWELLRED);
+		break;
+	case MT_NIGHTSSTAR:
+		if (maptol & TOL_XMAS)
+			P_SetMobjState(mobj, mobj->info->seestate);
+		break;
+	default:
+		break;
 	}
 
-	if (doangle)
-		mobj->angle = FixedAngle(mthing->angle<<FRACBITS);
+	if (mobj->flags & MF_BOSS)
+	{
+		if (mthing->options & MTF_OBJECTSPECIAL) // No egg trap for this boss
+			mobj->flags2 |= MF2_BOSSNOTRAP;
+	}
 
-	// ignore MTF_ flags and return early
-	if (i == MT_NIGHTSBUMPER)
+	return true;
+}
+
+static void P_SetAmbush(mobj_t *mobj)
+{
+	if (mobj->type == MT_YELLOWDIAG || mobj->type == MT_REDDIAG || mobj->type == MT_BLUEDIAG)
+		mobj->angle += ANGLE_22h;
+
+	if (mobj->flags & MF_NIGHTSITEM)
 	{
-		mthing->mobj = mobj;
-		return;
+		// Spawn already displayed
+		mobj->flags |= MF_SPECIAL;
+		mobj->flags &= ~MF_NIGHTSITEM;
 	}
 
-	if ((mthing->options & MTF_AMBUSH)
-	&& (mthing->options & MTF_OBJECTSPECIAL)
-	&& (mobj->flags & MF_PUSHABLE))
-		mobj->flags2 |= MF2_CLASSICPUSH;
-	else
+	if (mobj->flags & MF_PUSHABLE)
+		mobj->flags &= ~MF_PUSHABLE;
+
+	if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
 	{
-		if (mthing->options & MTF_AMBUSH)
-		{
-			if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
-				mobj->angle += ANGLE_22h;
+		// flag for strong/weak random boxes
+		// any monitor with nonzero speed is allowed to respawn like this
+		mobj->flags2 |= MF2_AMBUSH;
+	}
 
-			if (i == MT_YELLOWHORIZ || i == MT_REDHORIZ || i == MT_BLUEHORIZ)
-			{
-				if (mthing->options & MTF_OBJECTFLIP)
-					mobj->z -= 16*FRACUNIT;
-				else
-					mobj->z += 16*FRACUNIT;
-			}
+	else if (mobj->type != MT_AXIS &&
+		mobj->type != MT_AXISTRANSFER &&
+		mobj->type != MT_AXISTRANSFERLINE &&
+		mobj->type != MT_NIGHTSBUMPER &&
+		mobj->type != MT_STARPOST)
+		mobj->flags2 |= MF2_AMBUSH;
+}
 
+static void P_SetObjectSpecial(mobj_t *mobj)
+{
+	if (mobj->type == MT_YELLOWDIAG || mobj->type == MT_REDDIAG || mobj->type == MT_BLUEDIAG)
+		mobj->flags |= MF_NOGRAVITY;
 
-			if (mobj->flags & MF_NIGHTSITEM)
-			{
-				// Spawn already displayed
-				mobj->flags |= MF_SPECIAL;
-				mobj->flags &= ~MF_NIGHTSITEM;
-			}
+	if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
+	{
+		// flag for strong/weak random boxes
+		// any monitor with nonzero speed is allowed to respawn like this
+		mobj->flags2 |= MF2_STRONGBOX;
+	}
 
-			if (mobj->flags & MF_PUSHABLE)
-				mobj->flags &= ~MF_PUSHABLE;
+	// Requires you to be in bonus time to activate
+	if (mobj->flags & MF_NIGHTSITEM)
+		mobj->flags2 |= MF2_STRONGBOX;
 
-			if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
-			{
-				// flag for strong/weak random boxes
-				// any monitor with nonzero speed is allowed to respawn like this
-				mobj->flags2 |= MF2_AMBUSH;
-			}
+	// Pushables bounce and slide coolly with object special flag set
+	if (mobj->flags & MF_PUSHABLE)
+	{
+		mobj->flags2 |= MF2_SLIDEPUSH;
+		mobj->flags |= MF_BOUNCE;
+	}
+}
 
-			else if (mthing->type != mobjinfo[MT_AXIS].doomednum &&
-				mthing->type != mobjinfo[MT_AXISTRANSFER].doomednum &&
-				mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum &&
-				mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum &&
-				mthing->type != mobjinfo[MT_STARPOST].doomednum)
-				mobj->flags2 |= MF2_AMBUSH;
-		}
+static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y, fixed_t z, mobjtype_t i)
+{
+	mobj_t *mobj = NULL;
+	boolean doangle = true;
 
-		if (mthing->options & MTF_OBJECTSPECIAL)
-		{
-			if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
-				mobj->flags |= MF_NOGRAVITY;
+	mobj = P_SpawnMobj(x, y, z, i);
+	mobj->spawnpoint = mthing;
 
-			if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
-			{
-				// flag for strong/weak random boxes
-				// any monitor with nonzero speed is allowed to respawn like this
-				mobj->flags2 |= MF2_STRONGBOX;
-			}
+	if (!P_SetupSpawnedMapThing(mthing, mobj, &doangle))
+		return mobj;
+
+	if (doangle)
+		mobj->angle = FixedAngle(mthing->angle << FRACBITS);
+
+	mthing->mobj = mobj;
+
+	// ignore MTF_ flags and return early
+	if (i == MT_NIGHTSBUMPER)
+		return mobj;
 
-			// Requires you to be in bonus time to activate
-			if (mobj->flags & MF_NIGHTSITEM)
-				mobj->flags2 |= MF2_STRONGBOX;
+	if ((mthing->options & MTF_AMBUSH)
+		&& (mthing->options & MTF_OBJECTSPECIAL)
+		&& (mobj->flags & MF_PUSHABLE))
+		mobj->flags2 |= MF2_CLASSICPUSH;
+	else
+	{
+		if (mthing->options & MTF_AMBUSH)
+			P_SetAmbush(mobj);
 
-			// Pushables bounce and slide coolly with object special flag set
-			if (mobj->flags & MF_PUSHABLE)
-			{
-				mobj->flags2 |= MF2_SLIDEPUSH;
-				mobj->flags |= MF_BOUNCE;
-			}
-		}
+		if (mthing->options & MTF_OBJECTSPECIAL)
+			P_SetObjectSpecial(mobj);
 	}
 
 	// Generic reverse gravity for individual objects flag.
@@ -13079,579 +13142,334 @@ ML_EFFECT5 : Don't stop thinking when too far away
 	if (mobj->flags & MF_NIGHTSITEM)
 		mobj->flags2 |= MF2_DONTDRAW;
 
-	mthing->mobj = mobj;
+	return mobj;
 }
 
-void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
+//
+// P_SpawnMapThing
+// The fields of the mapthing should
+// already be in host byte order.
+//
+mobj_t *P_SpawnMapThing(mapthing_t *mthing)
 {
-	mobjtype_t ringthing = MT_RING;
+	mobjtype_t i;
 	mobj_t *mobj = NULL;
-	INT32 r, i;
-	fixed_t x, y, z, finalx, finaly, finalz;
-	sector_t *sec;
-	TVector v, *res;
-	angle_t closestangle, fa;
-	boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
-
-	x = mthing->x << FRACBITS;
-	y = mthing->y << FRACBITS;
-
-	sec = R_PointInSubsector(x, y)->sector;
-
-	// NiGHTS hoop!
-	if (mthing->type == 1705)
-	{
-		mobj_t *nextmobj = NULL;
-		mobj_t *hoopcenter;
-		INT16 spewangle;
-
-		z = mthing->options << FRACBITS;
-
-		hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
+	fixed_t x, y, z;
 
-		hoopcenter->spawnpoint = mthing;
+	if (!mthing->type)
+		return mobj; // Ignore type-0 things as NOPs
 
-		// Screw these damn hoops, I need this thinker.
-		//hoopcenter->flags |= MF_NOTHINK;
+	if (mthing->type == 3328) // 3D Mode start Thing
+		return mobj;
 
-		z +=
-#ifdef ESLOPE
-			sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-			sec->floorheight;
+	if (!objectplacing && P_SpawnNonMobjMapThing(mthing))
+		return mobj;
 
-		hoopcenter->z = z - hoopcenter->height/2;
+	i = P_GetMobjtype(mthing->type);
+	if (i == MT_UNKNOWN)
+		CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
 
-		P_UnsetThingPosition(hoopcenter);
-		hoopcenter->x = x;
-		hoopcenter->y = y;
-		P_SetThingPosition(hoopcenter);
+	// Skip all returning/substitution code in objectplace.
+	if (!objectplacing)
+	{
+		if (!P_AllowMobjSpawn(mthing, i))
+			return mobj;
 
-		// Scale 0-255 to 0-359 =(
-		closestangle = FixedAngle(FixedMul((mthing->angle>>8)*FRACUNIT,
-			360*(FRACUNIT/256)));
+		i = P_GetMobjtypeSubstitute(mthing, i);
+		if (i == MT_NULL) // Don't spawn mobj
+			return mobj;
+	}
 
-		hoopcenter->movedir = FixedInt(FixedMul((mthing->angle&255)*FRACUNIT,
-			360*(FRACUNIT/256)));
-		hoopcenter->movecount = FixedInt(AngleFixed(closestangle));
+	x = mthing->x << FRACBITS;
+	y = mthing->y << FRACBITS;
+	z = P_GetMapThingSpawnHeight(i, mthing, x, y);
+	return P_SpawnMobjFromMapThing(mthing, x, y, z, i);
+}
 
-		// For the hoop when it flies away
-		hoopcenter->extravalue1 = 32;
-		hoopcenter->extravalue2 = 8 * FRACUNIT;
+static void P_SpawnHoopInternal(mapthing_t *mthing, INT32 hoopsize, fixed_t sizefactor)
+{
+	mobj_t *mobj = NULL;
+	mobj_t *nextmobj = NULL;
+	mobj_t *hoopcenter;
+	TMatrix *pitchmatrix, *yawmatrix;
+	fixed_t radius = hoopsize*sizefactor;
+	INT32 i;
+	angle_t fa;
+	TVector v, *res;
+	fixed_t x = mthing->x << FRACBITS;
+	fixed_t y = mthing->y << FRACBITS;
+	fixed_t z = P_GetMobjSpawnHeight(MT_HOOP, x, y, mthing->z << FRACBITS, false);
 
-		spewangle = (INT16)hoopcenter->movedir;
+	hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
+	hoopcenter->spawnpoint = mthing;
+	hoopcenter->z -= hoopcenter->height/2;
 
-		// Create the hoop!
-		for (i = 0; i < 32; i++)
-		{
-			fa = i*(FINEANGLES/32);
-			v[0] = FixedMul(FINECOSINE(fa),96*FRACUNIT);
-			v[1] = 0;
-			v[2] = FixedMul(FINESINE(fa),96*FRACUNIT);
-			v[3] = FRACUNIT;
+	P_UnsetThingPosition(hoopcenter);
+	hoopcenter->x = x;
+	hoopcenter->y = y;
+	P_SetThingPosition(hoopcenter);
 
-			res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
-			M_Memcpy(&v, res, sizeof (v));
-			res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-			M_Memcpy(&v, res, sizeof (v));
+	// Scale 0-255 to 0-359 =(
+	hoopcenter->movedir = ((mthing->angle & 255)*360)/256; // Pitch
+	pitchmatrix = RotateXMatrix(FixedAngle(hoopcenter->movedir << FRACBITS));
+	hoopcenter->movecount = (((UINT16)mthing->angle >> 8)*360)/256; // Yaw
+	yawmatrix = RotateZMatrix(FixedAngle(hoopcenter->movecount << FRACBITS));
 
-			finalx = x + v[0];
-			finaly = y + v[1];
-			finalz = z + v[2];
+	// For the hoop when it flies away
+	hoopcenter->extravalue1 = hoopsize;
+	hoopcenter->extravalue2 = radius/12;
 
-			mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOP);
+	// Create the hoop!
+	for (i = 0; i < hoopsize; i++)
+	{
+		fa = i*(FINEANGLES/hoopsize);
+		v[0] = FixedMul(FINECOSINE(fa), radius);
+		v[1] = 0;
+		v[2] = FixedMul(FINESINE(fa), radius);
+		v[3] = FRACUNIT;
 
-			if (maptol & TOL_XMAS)
-				P_SetMobjState(mobj, mobj->info->seestate + (i & 1));
+		res = VectorMatrixMultiply(v, *pitchmatrix);
+		M_Memcpy(&v, res, sizeof(v));
+		res = VectorMatrixMultiply(v, *yawmatrix);
+		M_Memcpy(&v, res, sizeof(v));
 
-			mobj->z -= mobj->height/2;
-			P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center.
-			mobj->fuse = 0;
+		mobj = P_SpawnMobj(x + v[0], y + v[1], z + v[2], MT_HOOP);
+		mobj->z -= mobj->height/2;
 
-			// Link all the sprites in the hoop together
-			if (nextmobj)
-			{
-				P_SetTarget(&mobj->hprev, nextmobj);
-				P_SetTarget(&mobj->hprev->hnext, mobj);
-			}
-			else
-				P_SetTarget(&mobj->hprev, P_SetTarget(&mobj->hnext, NULL));
+		if (maptol & TOL_XMAS)
+			P_SetMobjState(mobj, mobj->info->seestate + (i & 1));
 
-			nextmobj = mobj;
-		}
+		P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center.
+		mobj->fuse = 0;
 
-		// Create the collision detectors!
-		for (i = 0; i < 16; i++)
+		// Link all the sprites in the hoop together
+		if (nextmobj)
 		{
-			fa = i*FINEANGLES/16;
-			v[0] = FixedMul(FINECOSINE(fa),32*FRACUNIT);
-			v[1] = 0;
-			v[2] = FixedMul(FINESINE(fa),32*FRACUNIT);
-			v[3] = FRACUNIT;
-			res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
-			M_Memcpy(&v, res, sizeof (v));
-			res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-			M_Memcpy(&v, res, sizeof (v));
-
-			finalx = x + v[0];
-			finaly = y + v[1];
-			finalz = z + v[2];
-
-			mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
-			mobj->z -= mobj->height/2;
-
-			// Link all the collision sprites together.
-			P_SetTarget(&mobj->hnext, NULL);
 			P_SetTarget(&mobj->hprev, nextmobj);
 			P_SetTarget(&mobj->hprev->hnext, mobj);
-
-			nextmobj = mobj;
 		}
-		// Create the collision detectors!
-		for (i = 0; i < 16; i++)
-		{
-			fa = i*FINEANGLES/16;
-			v[0] = FixedMul(FINECOSINE(fa),64*FRACUNIT);
-			v[1] = 0;
-			v[2] = FixedMul(FINESINE(fa),64*FRACUNIT);
-			v[3] = FRACUNIT;
-			res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
-			M_Memcpy(&v, res, sizeof (v));
-			res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-			M_Memcpy(&v, res, sizeof (v));
-
-			finalx = x + v[0];
-			finaly = y + v[1];
-			finalz = z + v[2];
-
-			mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
-			mobj->z -= mobj->height/2;
-
-			// Link all the collision sprites together.
-			P_SetTarget(&mobj->hnext, NULL);
-			P_SetTarget(&mobj->hprev, nextmobj);
-			P_SetTarget(&mobj->hprev->hnext, mobj);
+		else
+			P_SetTarget(&mobj->hprev, P_SetTarget(&mobj->hnext, NULL));
 
-			nextmobj = mobj;
-		}
-		return;
+		nextmobj = mobj;
 	}
-	// CUSTOMIZABLE NiGHTS hoop!
-	else if (mthing->type == 1713)
-	{
-		mobj_t *nextmobj = NULL;
-		mobj_t *hoopcenter;
-		INT16 spewangle;
-		INT32 hoopsize;
-		INT32 hoopplacement;
-
-		// Save our flags!
-		z = (mthing->options>>ZSHIFT) << FRACBITS;
-
-		hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
-		hoopcenter->spawnpoint = mthing;
 
-		z +=
-#ifdef ESLOPE
-			sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-			sec->floorheight;
-		hoopcenter->z = z - hoopcenter->height/2;
-
-		P_UnsetThingPosition(hoopcenter);
-		hoopcenter->x = x;
-		hoopcenter->y = y;
-		P_SetThingPosition(hoopcenter);
-
-		// Scale 0-255 to 0-359 =(
-		closestangle = FixedAngle(FixedMul((mthing->angle>>8)*FRACUNIT,
-			360*(FRACUNIT/256)));
-
-		hoopcenter->movedir = FixedInt(FixedMul((mthing->angle&255)*FRACUNIT,
-			360*(FRACUNIT/256)));
-		hoopcenter->movecount = FixedInt(AngleFixed(closestangle));
-
-		spewangle = (INT16)hoopcenter->movedir;
-
-		// Super happy fun time
-		// For each flag add 4 fracunits to the size
-		// Default (0 flags) is 8 fracunits
-		hoopsize = 8 + (4 * (mthing->options & 0xF));
-		hoopplacement = hoopsize * (4*FRACUNIT);
+	// Create the collision detectors!
+	// Create them until the size is less than 8
+	// But always create at least ONE set of collision detectors
+	do
+	{
+		if (hoopsize >= 32)
+			hoopsize -= 16;
+		else
+			hoopsize /= 2;
 
-		// For the hoop when it flies away
-		hoopcenter->extravalue1 = hoopsize;
-		hoopcenter->extravalue2 = FixedDiv(hoopplacement, 12*FRACUNIT);
+		radius = hoopsize*sizefactor;
 
-		// Create the hoop!
 		for (i = 0; i < hoopsize; i++)
 		{
 			fa = i*(FINEANGLES/hoopsize);
-			v[0] = FixedMul(FINECOSINE(fa), hoopplacement);
+			v[0] = FixedMul(FINECOSINE(fa), radius);
 			v[1] = 0;
-			v[2] = FixedMul(FINESINE(fa), hoopplacement);
+			v[2] = FixedMul(FINESINE(fa), radius);
 			v[3] = FRACUNIT;
 
-			res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
-			M_Memcpy(&v, res, sizeof (v));
-			res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-			M_Memcpy(&v, res, sizeof (v));
-
-			finalx = x + v[0];
-			finaly = y + v[1];
-			finalz = z + v[2];
-
-			mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOP);
-
-			if (maptol & TOL_XMAS)
-				P_SetMobjState(mobj, mobj->info->seestate + (i & 1));
+			res = VectorMatrixMultiply(v, *pitchmatrix);
+			M_Memcpy(&v, res, sizeof(v));
+			res = VectorMatrixMultiply(v, *yawmatrix);
+			M_Memcpy(&v, res, sizeof(v));
 
+			mobj = P_SpawnMobj(x + v[0], y + v[1], z + v[2], MT_HOOPCOLLIDE);
 			mobj->z -= mobj->height/2;
-			P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center.
-			mobj->fuse = 0;
 
-			// Link all the sprites in the hoop together
-			if (nextmobj)
-			{
-				P_SetTarget(&mobj->hprev, nextmobj);
-				P_SetTarget(&mobj->hprev->hnext, mobj);
-			}
-			else
-				P_SetTarget(&mobj->hprev, P_SetTarget(&mobj->hnext, NULL));
+			// Link all the collision sprites together.
+			P_SetTarget(&mobj->hnext, NULL);
+			P_SetTarget(&mobj->hprev, nextmobj);
+			P_SetTarget(&mobj->hprev->hnext, mobj);
 
 			nextmobj = mobj;
 		}
+	} while (hoopsize >= 8);
+}
 
-		// Create the collision detectors!
-		// Create them until the size is less than 8
-		// But always create at least ONE set of collision detectors
-		do
-		{
-			if (hoopsize >= 32)
-				hoopsize -= 16;
-			else
-				hoopsize /= 2;
-
-			hoopplacement = hoopsize * (4*FRACUNIT);
-
-			for (i = 0; i < hoopsize; i++)
-			{
-				fa = i*FINEANGLES/hoopsize;
-				v[0] = FixedMul(FINECOSINE(fa), hoopplacement);
-				v[1] = 0;
-				v[2] = FixedMul(FINESINE(fa), hoopplacement);
-				v[3] = FRACUNIT;
-				res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
-				M_Memcpy(&v, res, sizeof (v));
-				res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-				M_Memcpy(&v, res, sizeof (v));
-
-				finalx = x + v[0];
-				finaly = y + v[1];
-				finalz = z + v[2];
-
-				mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
-				mobj->z -= mobj->height/2;
-
-				// Link all the collision sprites together.
-				P_SetTarget(&mobj->hnext, NULL);
-				P_SetTarget(&mobj->hprev, nextmobj);
-				P_SetTarget(&mobj->hprev->hnext, mobj);
+void P_SpawnHoop(mapthing_t *mthing)
+{
+	if (metalrecording)
+		return;
 
-				nextmobj = mobj;
-			}
-		} while (hoopsize >= 8);
+	if (mthing->type == 1705) // Generic hoop
+		P_SpawnHoopInternal(mthing, 24, 4*FRACUNIT);
+	else // Customizable hoop
+		// For each flag add 16 fracunits to the size
+		// Default (0 flags) is 32 fracunits
+		P_SpawnHoopInternal(mthing, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
+}
 
+void P_SetBonusTime(mobj_t *mobj)
+{
+	if (!mobj)
 		return;
-	}
-	// ***
-	// Special placement patterns
-	// ***
-
-	// Vertical Rings - Stack of 5 (handles both red and yellow)
-	else if (mthing->type == 600 || mthing->type == 601)
-	{
-		INT32 dist = 64*FRACUNIT;
-		if (mthing->type == 601)
-			dist = 128*FRACUNIT;
 
-		if (ultimatemode)
-			return; // No rings in Ultimate!
+	if (mobj->type != MT_BLUESPHERE && mobj->type != MT_NIGHTSCHIP)
+		return;
 
-		if (nightsreplace)
-			ringthing = MT_NIGHTSSTAR;
+	P_SetMobjState(mobj, mobj->info->raisestate);
+}
 
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			z = (
-#ifdef ESLOPE
-				sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
-#endif
-				sec->ceilingheight) - mobjinfo[ringthing].height;
-			if (mthing->options >> ZSHIFT)
-				z -= ((mthing->options >> ZSHIFT) << FRACBITS);
-			}
-		else
-		{
-			z = (
-#ifdef ESLOPE
-				sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-				sec->floorheight);
-			if (mthing->options >> ZSHIFT)
-				z += ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
+static void P_SpawnItemRow(mapthing_t *mthing, mobjtype_t* itemtypes, UINT8 numitemtypes, INT32 numitems, fixed_t horizontalspacing, fixed_t verticalspacing, INT16 fixedangle, boolean bonustime)
+{
+	mapthing_t dummything;
+	mobj_t *mobj = NULL;
+	fixed_t x = mthing->x << FRACBITS;
+	fixed_t y = mthing->y << FRACBITS;
+	fixed_t z = mthing->z << FRACBITS;
+	INT32 r;
+	angle_t angle = FixedAngle(fixedangle << FRACBITS);
+	angle_t fineangle = (angle >> ANGLETOFINESHIFT) & FINEMASK;
 
-		for (r = 1; r <= 5; r++)
+	for (r = 0; r < numitemtypes; r++)
+	{
+		dummything = *mthing;
+		dummything.type = mobjinfo[itemtypes[r]].doomednum;
+		// Skip all returning/substitution code in objectplace.
+		if (!objectplacing)
 		{
-			if (mthing->options & MTF_OBJECTFLIP)
-				z -= dist;
-			else
-				z += dist;
-
-			mobj = P_SpawnMobj(x, y, z, ringthing);
-
-			if (mthing->options & MTF_OBJECTFLIP)
+			if (!P_AllowMobjSpawn(&dummything, itemtypes[r]))
 			{
-				mobj->eflags |= MFE_VERTICALFLIP;
-				mobj->flags2 |= MF2_OBJECTFLIP;
+				itemtypes[r] = MT_NULL;
+				continue;
 			}
 
-			mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
-			if (mthing->options & MTF_AMBUSH)
-				mobj->flags2 |= MF2_AMBUSH;
-
-			if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR))
-				P_SetMobjState(mobj, mobj->info->seestate);
+			itemtypes[r] = P_GetMobjtypeSubstitute(&dummything, itemtypes[r]);
 		}
 	}
-	// Diagonal rings (handles both types)
-	else if (mthing->type == 602 || mthing->type == 603) // Diagonal rings (5)
-	{
-		INT32 iterations = 5;
-		if (mthing->type == 603)
-			iterations = 10;
-
-		if (ultimatemode)
-			return; // No rings in Ultimate!
-
-		if (nightsreplace)
-			ringthing = MT_NIGHTSSTAR;
-
-		closestangle = FixedAngle(mthing->angle*FRACUNIT);
-		fa = (closestangle >> ANGLETOFINESHIFT);
-
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			z = (
-#ifdef ESLOPE
-				sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
-#endif
-				sec->ceilingheight) - mobjinfo[ringthing].height;
-			if (mthing->options >> ZSHIFT)
-				z -= ((mthing->options >> ZSHIFT) << FRACBITS);
-			}
-		else
-		{
-			z = (
-#ifdef ESLOPE
-				sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-				sec->floorheight);
-			if (mthing->options >> ZSHIFT)
-				z += ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
-
-		for (r = 1; r <= iterations; r++)
-		{
-			x += FixedMul(64*FRACUNIT, FINECOSINE(fa));
-			y += FixedMul(64*FRACUNIT, FINESINE(fa));
+	z = P_GetMobjSpawnHeight(itemtypes[0], x, y, z, mthing->options & MTF_OBJECTFLIP);
 
-			if (mthing->options & MTF_OBJECTFLIP)
-				z -= 64*FRACUNIT;
-			else
-				z += 64*FRACUNIT;
+	for (r = 0; r < numitems; r++)
+	{
+		mobjtype_t itemtype = itemtypes[r % numitemtypes];
+		if (itemtype == MT_NULL)
+			continue;
+		dummything.type = mobjinfo[itemtype].doomednum;
 
-			mobj = P_SpawnMobj(x, y, z, ringthing);
+		x += FixedMul(horizontalspacing, FINECOSINE(fineangle));
+		y += FixedMul(horizontalspacing, FINESINE(fineangle));
+		z += (mthing->options & MTF_OBJECTFLIP) ? -verticalspacing : verticalspacing;
 
-			if (mthing->options & MTF_OBJECTFLIP)
-			{
-				mobj->eflags |= MFE_VERTICALFLIP;
-				mobj->flags2 |= MF2_OBJECTFLIP;
-			}
+		mobj = P_SpawnMobjFromMapThing(&dummything, x, y, z, itemtype);
 
-			mobj->angle = closestangle;
-			if (mthing->options & MTF_AMBUSH)
-				mobj->flags2 |= MF2_AMBUSH;
+		if (!mobj)
+			continue;
 
-			if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR))
-				P_SetMobjState(mobj, mobj->info->seestate);
-		}
+		mobj->spawnpoint = NULL;
+		if (bonustime)
+			P_SetBonusTime(mobj);
 	}
-	// Rings of items (all six of them)
-	else if (mthing->type >= 604 && mthing->type <= 609)
-	{
-		INT32 numitems = 8;
-		INT32 size = 96*FRACUNIT;
-
-		if (mthing->type & 1)
-		{
-			numitems = 16;
-			size = 192*FRACUNIT;
-		}
-
-		z =
-#ifdef ESLOPE
-			sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-			sec->floorheight;
-		if (mthing->options >> ZSHIFT)
-			z += ((mthing->options >> ZSHIFT) << FRACBITS);
+}
 
-		closestangle = FixedAngle(mthing->angle*FRACUNIT);
+static void P_SpawnSingularItemRow(mapthing_t* mthing, mobjtype_t itemtype, INT32 numitems, fixed_t horizontalspacing, fixed_t verticalspacing, INT16 fixedangle, boolean bonustime)
+{
+	mobjtype_t itemtypes[1] = { itemtype };
+	return P_SpawnItemRow(mthing, itemtypes, 1, numitems, horizontalspacing, verticalspacing, fixedangle, bonustime);
+}
 
-		switch (mthing->type)
-		{
-			case 604:
-			case 605:
-				if (ultimatemode)
-					return; // No rings in Ultimate!
-				if (nightsreplace)
-					ringthing = MT_NIGHTSSTAR;
-				break;
-			case 608:
-			case 609:
-				/*ringthing = (i & 1) ? MT_RING : MT_BLUESPHERE; -- i == 0 is bluesphere
-				break;*/
-			case 606:
-			case 607:
-				ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE;
-				break;
-			default:
-				break;
-		}
+static void P_SpawnItemCircle(mapthing_t *mthing, mobjtype_t *itemtypes, UINT8 numitemtypes, INT32 numitems, fixed_t size, boolean bonustime)
+{
+	mapthing_t dummything;
+	mobj_t* mobj = NULL;
+	fixed_t x = mthing->x << FRACBITS;
+	fixed_t y = mthing->y << FRACBITS;
+	fixed_t z = mthing->z << FRACBITS;
+	angle_t angle = FixedAngle(mthing->angle << FRACBITS);
+	angle_t fa;
+	INT32 i;
+	TVector v, *res;
 
-		// Create the hoop!
-		for (i = 0; i < numitems; i++)
+	for (i = 0; i < numitemtypes; i++)
+	{
+		dummything = *mthing;
+		dummything.type = mobjinfo[itemtypes[i]].doomednum;
+		// Skip all returning/substitution code in objectplace.
+		if (!objectplacing)
 		{
-			if (mthing->type == 608 || mthing->type == 609)
-			{
-				if (i & 1)
-				{
-					if (ultimatemode)
-						continue; // No rings in Ultimate!
-					ringthing = (nightsreplace) ? MT_NIGHTSSTAR : MT_RING;
-				}
-				else
-					ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE;
-			}
-
-			fa = i*FINEANGLES/numitems;
-			v[0] = FixedMul(FINECOSINE(fa),size);
-			v[1] = 0;
-			v[2] = FixedMul(FINESINE(fa),size);
-			v[3] = FRACUNIT;
-
-			res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
-			M_Memcpy(&v, res, sizeof (v));
-
-			finalx = x + v[0];
-			finaly = y + v[1];
-			finalz = z + v[2];
-
-			mobj = P_SpawnMobj(finalx, finaly, finalz, ringthing);
-			mobj->z -= mobj->height/2;
-
-			if (mthing->options & MTF_OBJECTFLIP)
+			if (!P_AllowMobjSpawn(&dummything, itemtypes[i]))
 			{
-				mobj->eflags |= MFE_VERTICALFLIP;
-				mobj->flags2 |= MF2_OBJECTFLIP;
+				itemtypes[i] = MT_NULL;
+				continue;
 			}
 
-			mobj->angle = closestangle;
-			if (mthing->options & MTF_AMBUSH)
-				mobj->flags2 |= MF2_AMBUSH;
-
-			if (bonustime && (ringthing == MT_BLUESPHERE || ringthing == MT_NIGHTSCHIP))
-				P_SetMobjState(mobj, mobj->info->raisestate);
-			else if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR))
-				P_SetMobjState(mobj, mobj->info->seestate);
+			itemtypes[i] = P_GetMobjtypeSubstitute(&dummything, itemtypes[i]);
 		}
 	}
-	// All manners of rings and coins
-	else
-	{
-
-		// Which ringthing to use
-		if (mthing->type == mobjinfo[MT_BLUESPHERE].doomednum)
-			ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE;
-		else if (mthing->type == mobjinfo[MT_BOMBSPHERE].doomednum)
-			ringthing = MT_BOMBSPHERE;
-		else
-		{
-			if (ultimatemode)
-				return; // No rings in Ultimate!
+	z = P_GetMobjSpawnHeight(itemtypes[0], x, y, z, false);
 
-			if (nightsreplace)
-				ringthing = MT_NIGHTSSTAR;
-			else if (mthing->type == mobjinfo[MT_COIN].doomednum)
-				ringthing = MT_COIN;
-			else if (mthing->type == mobjinfo[MT_REDTEAMRING].doomednum) // No team rings in non-CTF
-				ringthing = (gametype == GT_CTF) ? MT_REDTEAMRING : MT_RING;
-			else if (mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum) // Ditto
-				ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING;
-		}
-
-		// Set proper height
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			z = (
-#ifdef ESLOPE
-			sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
-#endif
-			sec->ceilingheight) - mobjinfo[ringthing].height;
-			if (mthing->options >> ZSHIFT)
-				z -= ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
-		else
-		{
-			z =
-#ifdef ESLOPE
-			sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
-#endif
-			sec->floorheight;
-			if (mthing->options >> ZSHIFT)
-				z += ((mthing->options >> ZSHIFT) << FRACBITS);
-		}
+	for (i = 0; i < numitems; i++)
+	{
+		mobjtype_t itemtype = itemtypes[i % numitemtypes];
+		if (itemtype == MT_NULL)
+			continue;
+		dummything.type = mobjinfo[itemtype].doomednum;
 
-		if (mthing->options & MTF_AMBUSH) // Special flag for rings
-		{
-			if (mthing->options & MTF_OBJECTFLIP)
-				z -= 24*FRACUNIT;
-			else
-				z += 24*FRACUNIT;
-		}
+		fa = i*FINEANGLES/numitems;
+		v[0] = FixedMul(FINECOSINE(fa), size);
+		v[1] = 0;
+		v[2] = FixedMul(FINESINE(fa), size);
+		v[3] = FRACUNIT;
 
-		mthing->z = (INT16)(z>>FRACBITS);
+		res = VectorMatrixMultiply(v, *RotateZMatrix(angle));
+		M_Memcpy(&v, res, sizeof(v));
 
-		mobj = P_SpawnMobj(x, y, z, ringthing);
-		mobj->spawnpoint = mthing;
+		mobj = P_SpawnMobjFromMapThing(&dummything, x + v[0], y + v[1], z + v[2], itemtype);
 
-		if (mthing->options & MTF_OBJECTFLIP)
-		{
-			mobj->eflags |= MFE_VERTICALFLIP;
-			mobj->flags2 |= MF2_OBJECTFLIP;
-		}
+		if (!mobj)
+			continue;
 
-		mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
-		mthing->mobj = mobj;
-		if (mthing->options & MTF_AMBUSH)
-			mobj->flags2 |= MF2_AMBUSH;
+		mobj->z -= mobj->height/2;
+		mobj->spawnpoint = NULL;
+		if (bonustime)
+			P_SetBonusTime(mobj);
+	}
+}
 
-		if (bonustime && (ringthing == MT_BLUESPHERE || ringthing == MT_NIGHTSCHIP))
-			P_SetMobjState(mobj, mobj->info->raisestate);
-		else if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR))
-			P_SetMobjState(mobj, mobj->info->seestate);
+void P_SpawnItemPattern(mapthing_t *mthing, boolean bonustime)
+{
+	switch (mthing->type)
+	{
+	// Special placement patterns
+	case 600: // 5 vertical rings (yellow spring)
+		P_SpawnSingularItemRow(mthing, MT_RING, 5, 0, 64*FRACUNIT, 0, bonustime);
+		return;
+	case 601: // 5 vertical rings (red spring)
+		P_SpawnSingularItemRow(mthing, MT_RING, 5, 0, 128*FRACUNIT, 0, bonustime);
+		return;
+	case 602: // 5 diagonal rings (yellow spring)
+		P_SpawnSingularItemRow(mthing, MT_RING, 5, 64*FRACUNIT, 64*FRACUNIT, mthing->angle, bonustime);
+		return;
+	case 603: // 10 diagonal rings (red spring)
+		P_SpawnSingularItemRow(mthing, MT_RING, 10, 64*FRACUNIT, 64*FRACUNIT, mthing->angle, bonustime);
+		return;
+	case 604: // Circle of rings (8 items)
+	case 605: // Circle of rings (16 items)
+	case 606: // Circle of blue spheres (8 items)
+	case 607: // Circle of blue spheres (16 items)
+	{
+		INT32 numitems = (mthing->type & 1) ? 16 : 8;
+		fixed_t size = (mthing->type & 1) ? 192*FRACUNIT : 96*FRACUNIT;
+		mobjtype_t itemtypes[1] = { (mthing->type < 606) ? MT_RING : MT_BLUESPHERE };
+		P_SpawnItemCircle(mthing, itemtypes, 1, numitems, size, bonustime);
+		return;
+	}
+	case 608: // Circle of rings and blue spheres (8 items)
+	case 609: // Circle of rings and blue spheres (16 items)
+	{
+		INT32 numitems = (mthing->type & 1) ? 16 : 8;
+		fixed_t size = (mthing->type & 1) ? 192*FRACUNIT : 96*FRACUNIT;
+		mobjtype_t itemtypes[2] = { MT_RING, MT_BLUESPHERE };
+		P_SpawnItemCircle(mthing, itemtypes, 2, numitems, size, bonustime);
+		return;
+	}
+	default:
+		return;
 	}
 }
 
diff --git a/src/p_mobj.h b/src/p_mobj.h
index 40d850f166ca890d812a5004d08f3bde0ec58676..92160d9e2d70f4634d90d47feed67cfa5940b1a9 100644
--- a/src/p_mobj.h
+++ b/src/p_mobj.h
@@ -279,9 +279,7 @@ typedef struct mobj_s
 
 	// More drawing info: to determine current sprite.
 	angle_t angle;  // orientation
-#ifdef ROTSPRITE
 	angle_t rollangle;
-#endif
 	spritenum_t sprite; // used to find patch_t and flip value
 	UINT32 frame; // frame number, plus bits see p_pspr.h
 	UINT8 sprite2; // player sprites
@@ -402,9 +400,7 @@ typedef struct precipmobj_s
 
 	// More drawing info: to determine current sprite.
 	angle_t angle;  // orientation
-#ifdef ROTSPRITE
 	angle_t rollangle;
-#endif
 	spritenum_t sprite; // used to find patch_t and flip value
 	UINT32 frame; // frame number, plus bits see p_pspr.h
 	UINT8 sprite2; // player sprites
@@ -456,8 +452,10 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing);
 void P_MovePlayerToStarpost(INT32 playernum);
 void P_AfterPlayerSpawn(INT32 playernum);
 
-void P_SpawnMapThing(mapthing_t *mthing);
-void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime);
+mobj_t *P_SpawnMapThing(mapthing_t *mthing);
+void P_SpawnHoop(mapthing_t *mthing);
+void P_SetBonusTime(mobj_t *mobj);
+void P_SpawnItemPattern(mapthing_t *mthing, boolean bonustime);
 void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle);
 void P_SpawnPrecipitation(void);
 void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter);
diff --git a/src/p_polyobj.c b/src/p_polyobj.c
index 6637d238c521e0a6a167189c74f41db78d0922e5..cd0a44bb4a78e913addbd4e91a64cc1791c30b2a 100644
--- a/src/p_polyobj.c
+++ b/src/p_polyobj.c
@@ -400,6 +400,8 @@ static void Polyobj_findSegs(polyobj_t *po, seg_t *seg)
 		// Find backfacings
 		for (s = 0;  s < numsegs; s++)
 		{
+			if (segs[s].glseg)
+				continue;
 			if (segs[s].linedef == seg->linedef
 				&& segs[s].side == 1)
 			{
@@ -436,6 +438,8 @@ newseg:
 	// seg's ending vertex.
 	for (i = 0; i < numsegs; ++i)
 	{
+		if (segs[i].glseg)
+			continue;
 		if (segs[i].side != 0) // needs to be frontfacing
 			continue;
 		if (segs[i].v1->x == seg->v2->x && segs[i].v1->y == seg->v2->y)
@@ -460,6 +464,9 @@ newseg:
 				// Find backfacings
 				for (q = 0;  q < numsegs; q++)
 				{
+					if (segs[q].glseg)
+						continue;
+
 					if (segs[q].linedef == segs[i].linedef
 						&& segs[q].side == 1)
 					{
@@ -606,6 +613,9 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id)
 		INT32 poflags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES;
 		INT32 parentID = 0, potrans = 0;
 
+		if (seg->glseg)
+			continue;
+
 		if (seg->side != 0) // needs to be frontfacing
 			continue;
 
@@ -1815,6 +1825,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
 	if (po->thinker == NULL)
 		po->thinker = &th->thinker;
 
+/*
 	// Find out target first.
 	// We redo this each tic to make savegame compatibility easier.
 	for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
@@ -1833,6 +1844,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
 			break;
 		}
 	}
+*/
+
+	target = th->target;
 
 	if (!target)
 	{
@@ -2015,6 +2029,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
 
 			target = waypoint;
 			th->pointnum = target->health;
+			// Set the mobj as your target! -- Monster Iestyn 27/12/19
+			P_SetTarget(&th->target, target);
 
 			// calculate MOMX/MOMY/MOMZ for next waypoint
 			// change slope
@@ -2641,6 +2657,9 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
 
 	// Set pointnum
 	th->pointnum = target->health;
+	th->target = NULL; // set to NULL first so the below doesn't go wrong
+	// Set the mobj as your target! -- Monster Iestyn 27/12/19
+	P_SetTarget(&th->target, target);
 
 	// We don't deal with the mirror crap here, we'll
 	// handle that in the T_Thinker function.
diff --git a/src/p_polyobj.h b/src/p_polyobj.h
index ffacf628b3cd4bfcac5d36fc5e91cee45a2ada2d..339390c0af8eaa9a3f2f3bbda918d3bcf577bba7 100644
--- a/src/p_polyobj.h
+++ b/src/p_polyobj.h
@@ -161,6 +161,8 @@ typedef struct polywaypoint_s
 	fixed_t diffx;
 	fixed_t diffy;
 	fixed_t diffz;
+
+	mobj_t *target; // next waypoint mobj
 } polywaypoint_t;
 
 typedef struct polyslidedoor_s
diff --git a/src/p_saveg.c b/src/p_saveg.c
index 89447db80ae08d844d3259c0717f4916f7a380c5..2b6a474bf70999317e2567bf70cbfb0a39abce48 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -777,14 +777,13 @@ static void P_NetArchiveWorld(void)
 	size_t i;
 	INT32 statsec = 0, statline = 0;
 	const line_t *li = lines;
+	const line_t *spawnli = spawnlines;
 	const side_t *si;
+	const side_t *spawnsi;
 	UINT8 *put;
 
-	// reload the map just to see difference
-	mapsector_t *ms;
-	mapsidedef_t *msd;
-	maplinedef_t *mld;
 	const sector_t *ss = sectors;
+	const sector_t *spawnss = spawnsectors;
 	UINT8 diff, diff2, diff3;
 
 	// initialize colormap vars because paranoia
@@ -793,65 +792,45 @@ static void P_NetArchiveWorld(void)
 	WRITEUINT32(save_p, ARCHIVEBLOCK_WORLD);
 	put = save_p;
 
-	if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
-	{ // HACK: Open wad file rather quickly so we can get the data from the relevant lumps
-		UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
-		filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
-#define retrieve_mapdata(d, f)\
-		d = Z_Malloc((f)->size, PU_CACHE, NULL); \
-		M_Memcpy(d, wadData + (f)->filepos, (f)->size)
-		retrieve_mapdata(ms, fileinfo + ML_SECTORS);
-		retrieve_mapdata(mld, fileinfo + ML_LINEDEFS);
-		retrieve_mapdata(msd, fileinfo + ML_SIDEDEFS);
-#undef retrieve_mapdata
-		Z_Free(wadData); // we're done with this now
-	}
-	else // phew it's just a WAD
-	{
-			ms = W_CacheLumpNum(lastloadedmaplumpnum+ML_SECTORS, PU_CACHE);
-			mld = W_CacheLumpNum(lastloadedmaplumpnum+ML_LINEDEFS, PU_CACHE);
-			msd = W_CacheLumpNum(lastloadedmaplumpnum+ML_SIDEDEFS, PU_CACHE);
-	}
-
-	for (i = 0; i < numsectors; i++, ss++, ms++)
+	for (i = 0; i < numsectors; i++, ss++, spawnss++)
 	{
 		diff = diff2 = diff3 = 0;
-		if (ss->floorheight != SHORT(ms->floorheight)<<FRACBITS)
+		if (ss->floorheight != spawnss->floorheight)
 			diff |= SD_FLOORHT;
-		if (ss->ceilingheight != SHORT(ms->ceilingheight)<<FRACBITS)
+		if (ss->ceilingheight != spawnss->ceilingheight)
 			diff |= SD_CEILHT;
 		//
 		// flats
 		//
-		if (ss->floorpic != P_CheckLevelFlat(ms->floorpic))
+		if (ss->floorpic != spawnss->floorpic)
 			diff |= SD_FLOORPIC;
-		if (ss->ceilingpic != P_CheckLevelFlat(ms->ceilingpic))
+		if (ss->ceilingpic != spawnss->ceilingpic)
 			diff |= SD_CEILPIC;
 
-		if (ss->lightlevel != SHORT(ms->lightlevel))
+		if (ss->lightlevel != spawnss->lightlevel)
 			diff |= SD_LIGHT;
-		if (ss->special != SHORT(ms->special))
+		if (ss->special != spawnss->special)
 			diff |= SD_SPECIAL;
 
-		if (ss->floor_xoffs != ss->spawn_flr_xoffs)
+		if (ss->floor_xoffs != spawnss->floor_xoffs)
 			diff2 |= SD_FXOFFS;
-		if (ss->floor_yoffs != ss->spawn_flr_yoffs)
+		if (ss->floor_yoffs != spawnss->floor_yoffs)
 			diff2 |= SD_FYOFFS;
-		if (ss->ceiling_xoffs != ss->spawn_ceil_xoffs)
+		if (ss->ceiling_xoffs != spawnss->ceiling_xoffs)
 			diff2 |= SD_CXOFFS;
-		if (ss->ceiling_yoffs != ss->spawn_ceil_yoffs)
+		if (ss->ceiling_yoffs != spawnss->ceiling_yoffs)
 			diff2 |= SD_CYOFFS;
-		if (ss->floorpic_angle != ss->spawn_flrpic_angle)
+		if (ss->floorpic_angle != spawnss->floorpic_angle)
 			diff2 |= SD_FLOORANG;
-		if (ss->ceilingpic_angle != ss->spawn_flrpic_angle)
+		if (ss->ceilingpic_angle != spawnss->ceilingpic_angle)
 			diff2 |= SD_CEILANG;
 
-		if (ss->tag != SHORT(ms->tag))
+		if (ss->tag != spawnss->tag)
 			diff2 |= SD_TAG;
-		if (ss->nexttag != ss->spawn_nexttag || ss->firsttag != ss->spawn_firsttag)
+		if (ss->nexttag != spawnss->nexttag || ss->firsttag != spawnss->firsttag)
 			diff3 |= SD_TAGLIST;
 
-		if (ss->extra_colormap != ss->spawn_extra_colormap)
+		if (ss->extra_colormap != spawnss->extra_colormap)
 			diff3 |= SD_COLORMAP;
 
 		// Check if any of the sector's FOFs differ from how they spawned
@@ -955,45 +934,41 @@ static void P_NetArchiveWorld(void)
 	WRITEUINT16(put, 0xffff);
 
 	// do lines
-	for (i = 0; i < numlines; i++, mld++, li++)
+	for (i = 0; i < numlines; i++, spawnli++, li++)
 	{
 		diff = diff2 = diff3 = 0;
 
-		if (li->special != SHORT(mld->special))
+		if (li->special != spawnli->special)
 			diff |= LD_SPECIAL;
 
-		if (SHORT(mld->special) == 321 || SHORT(mld->special) == 322) // only reason li->callcount would be non-zero is if either of these are involved
+		if (spawnli->special == 321 || spawnli->special == 322) // only reason li->callcount would be non-zero is if either of these are involved
 			diff |= LD_CLLCOUNT;
 
 		if (li->sidenum[0] != 0xffff)
 		{
 			si = &sides[li->sidenum[0]];
-			if (si->textureoffset != SHORT(msd[li->sidenum[0]].textureoffset)<<FRACBITS)
+			spawnsi = &spawnsides[li->sidenum[0]];
+			if (si->textureoffset != spawnsi->textureoffset)
 				diff |= LD_S1TEXOFF;
 			//SoM: 4/1/2000: Some textures are colormaps. Don't worry about invalid textures.
-			if (R_CheckTextureNumForName(msd[li->sidenum[0]].toptexture) != -1
-				&& si->toptexture != R_TextureNumForName(msd[li->sidenum[0]].toptexture))
+			if (si->toptexture != spawnsi->toptexture)
 				diff |= LD_S1TOPTEX;
-			if (R_CheckTextureNumForName(msd[li->sidenum[0]].bottomtexture) != -1
-				&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[0]].bottomtexture))
+			if (si->bottomtexture != spawnsi->bottomtexture)
 				diff |= LD_S1BOTTEX;
-			if (R_CheckTextureNumForName(msd[li->sidenum[0]].midtexture) != -1
-				&& si->midtexture != R_TextureNumForName(msd[li->sidenum[0]].midtexture))
+			if (si->midtexture != spawnsi->midtexture)
 				diff |= LD_S1MIDTEX;
 		}
 		if (li->sidenum[1] != 0xffff)
 		{
 			si = &sides[li->sidenum[1]];
-			if (si->textureoffset != SHORT(msd[li->sidenum[1]].textureoffset)<<FRACBITS)
+			spawnsi = &spawnsides[li->sidenum[1]];
+			if (si->textureoffset != spawnsi->textureoffset)
 				diff2 |= LD_S2TEXOFF;
-			if (R_CheckTextureNumForName(msd[li->sidenum[1]].toptexture) != -1
-				&& si->toptexture != R_TextureNumForName(msd[li->sidenum[1]].toptexture))
+			if (si->toptexture != spawnsi->toptexture)
 				diff2 |= LD_S2TOPTEX;
-			if (R_CheckTextureNumForName(msd[li->sidenum[1]].bottomtexture) != -1
-				&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[1]].bottomtexture))
+			if (si->bottomtexture != spawnsi->bottomtexture)
 				diff2 |= LD_S2BOTTEX;
-			if (R_CheckTextureNumForName(msd[li->sidenum[1]].midtexture) != -1
-				&& si->midtexture != R_TextureNumForName(msd[li->sidenum[1]].midtexture))
+			if (si->midtexture != spawnsi->midtexture)
 				diff2 |= LD_S2MIDTEX;
 			if (diff2)
 				diff |= LD_DIFF2;
@@ -1277,9 +1252,7 @@ typedef enum
 	MD2_SLOPE        = 1<<11,
 #endif
 	MD2_COLORIZED    = 1<<12,
-#ifdef ROTSPRITE
 	MD2_ROLLANGLE    = 1<<13,
-#endif
 } mobj_diff2_t;
 
 typedef enum
@@ -1499,10 +1472,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
 #endif
 	if (mobj->colorized)
 		diff2 |= MD2_COLORIZED;
-#ifdef ROTSPRITE
 	if (mobj->rollangle)
 		diff2 |= MD2_ROLLANGLE;
-#endif
 	if (diff2 != 0)
 		diff |= MD_MORE;
 
@@ -1667,10 +1638,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
 #endif
 	if (diff2 & MD2_COLORIZED)
 		WRITEUINT8(save_p, mobj->colorized);
-#ifdef ROTSPRITE
 	if (diff2 & MD2_ROLLANGLE)
 		WRITEANGLE(save_p, mobj->rollangle);
-#endif
 
 	WRITEUINT32(save_p, mobj->mobjnum);
 }
@@ -2086,6 +2055,7 @@ static void SavePolywaypointThinker(const thinker_t *th, UINT8 type)
 	WRITEFIXED(save_p, ht->diffx);
 	WRITEFIXED(save_p, ht->diffy);
 	WRITEFIXED(save_p, ht->diffz);
+	WRITEUINT32(save_p, SaveMobjnum(ht->target));
 }
 
 //
@@ -2563,7 +2533,7 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
 
 		if (mapthings[spawnpointnum].type == 1705 || mapthings[spawnpointnum].type == 1713) // NiGHTS Hoop special case
 		{
-			P_SpawnHoopsAndRings(&mapthings[spawnpointnum], false);
+			P_SpawnHoop(&mapthings[spawnpointnum]);
 			return NULL;
 		}
 
@@ -2747,12 +2717,8 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
 #endif
 	if (diff2 & MD2_COLORIZED)
 		mobj->colorized = READUINT8(save_p);
-#ifdef ROTSPRITE
 	if (diff2 & MD2_ROLLANGLE)
 		mobj->rollangle = READANGLE(save_p);
-	else
-		mobj->rollangle = 0;
-#endif
 
 	if (diff & MD_REDFLAG)
 	{
@@ -3279,6 +3245,7 @@ static inline thinker_t* LoadPolywaypointThinker(actionf_p1 thinker)
 	ht->diffx = READFIXED(save_p);
 	ht->diffy = READFIXED(save_p);
 	ht->diffz = READFIXED(save_p);
+	ht->target = LoadMobj(READUINT32(save_p));
 	return &ht->thinker;
 }
 
@@ -3573,6 +3540,7 @@ static void P_NetUnArchiveThinkers(void)
 
 				case tc_polywaypoint:
 					th = LoadPolywaypointThinker((actionf_p1)T_PolyObjWaypoint);
+					restoreNum = true;
 					break;
 
 				case tc_polyslidedoor:
@@ -3634,9 +3602,9 @@ static void P_NetUnArchiveThinkers(void)
 	if (restoreNum)
 	{
 		executor_t *delay = NULL;
+		polywaypoint_t *polywp = NULL;
 		UINT32 mobjnum;
-		for (currentthinker = thlist[THINK_MAIN].next; currentthinker != &thlist[THINK_MAIN];
-		currentthinker = currentthinker->next)
+		for (currentthinker = thlist[THINK_MAIN].next; currentthinker != &thlist[THINK_MAIN]; currentthinker = currentthinker->next)
 		{
 			if (currentthinker->function.acp1 != (actionf_p1)T_ExecutorDelay)
 				continue;
@@ -3645,6 +3613,15 @@ static void P_NetUnArchiveThinkers(void)
 				continue;
 			delay->caller = P_FindNewPosition(mobjnum);
 		}
+		for (currentthinker = thlist[THINK_POLYOBJ].next; currentthinker != &thlist[THINK_POLYOBJ]; currentthinker = currentthinker->next)
+		{
+			if (currentthinker->function.acp1 != (actionf_p1)T_PolyObjWaypoint)
+				continue;
+			polywp = (void *)currentthinker;
+			if (!(mobjnum = (UINT32)(size_t)polywp->target))
+				continue;
+			polywp->target = P_FindNewPosition(mobjnum);
+		}
 	}
 }
 
@@ -4099,7 +4076,7 @@ static inline boolean P_NetUnArchiveMisc(void)
 
 	tokenlist = READUINT32(save_p);
 
-	if (!P_SetupLevel(true))
+	if (!P_LoadLevel(true))
 		return false;
 
 	// get the time
diff --git a/src/p_setup.c b/src/p_setup.c
index babe0265e2ad7d06556de742bfa25a07b77ade26..a6dd25a8d4a6985fe92891527ffd1e7a7b798ccd 100644
--- a/src/p_setup.c
+++ b/src/p_setup.c
@@ -103,6 +103,9 @@ node_t *nodes;
 line_t *lines;
 side_t *sides;
 mapthing_t *mapthings;
+sector_t *spawnsectors;
+line_t *spawnlines;
+side_t *spawnsides;
 INT32 numstarposts;
 UINT16 bossdisabled;
 boolean stoppedclock;
@@ -210,6 +213,9 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
 	mapheaderinfo[num]->lvlttl[0] = '\0';
 	mapheaderinfo[num]->selectheading[0] = '\0';
 	mapheaderinfo[num]->subttl[0] = '\0';
+	mapheaderinfo[num]->ltzzpatch[0] = '\0';
+	mapheaderinfo[num]->ltzztext[0] = '\0';
+	mapheaderinfo[num]->ltactdiamond[0] = '\0';
 	mapheaderinfo[num]->actnum = 0;
 	mapheaderinfo[num]->typeoflevel = 0;
 	mapheaderinfo[num]->nextlevel = (INT16)(i + 1);
@@ -367,171 +373,6 @@ UINT32 P_GetScoreForGrade(INT16 map, UINT8 mare, UINT8 grade)
 	return mapheaderinfo[map-1]->grades[mare].grade[grade-1];
 }
 
-/** Loads the vertexes for a level.
-  *
-  * \param lump VERTEXES lump number.
-  * \sa ML_VERTEXES
-  */
-
-static inline void P_LoadRawVertexes(UINT8 *data, size_t i)
-{
-	mapvertex_t *ml;
-	vertex_t *li;
-
-	numvertexes = i / sizeof (mapvertex_t);
-
-	if (numvertexes <= 0)
-		I_Error("Level has no vertices"); // instead of crashing
-
-	// Allocate zone memory for buffer.
-	vertexes = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
-
-	ml = (mapvertex_t *)data;
-	li = vertexes;
-
-	// Copy and convert vertex coordinates, internal representation as fixed.
-	for (i = 0; i < numvertexes; i++, li++, ml++)
-	{
-		li->x = SHORT(ml->x)<<FRACBITS;
-		li->y = SHORT(ml->y)<<FRACBITS;
-	}
-}
-
-static inline void P_LoadVertexes(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawVertexes(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
-/** Computes the length of a seg in fracunits.
-  *
-  * \param seg Seg to compute length for.
-  * \return Length in fracunits.
-  */
-fixed_t P_SegLength(seg_t *seg)
-{
-	INT64 dx = (seg->v2->x - seg->v1->x)>>1;
-	INT64 dy = (seg->v2->y - seg->v1->y)>>1;
-	return FixedHypot(dx, dy)<<1;
-}
-
-#ifdef HWRENDER
-/** Computes the length of a seg as a float.
-  * This is needed for OpenGL.
-  *
-  * \param seg Seg to compute length for.
-  * \return Length as a float.
-  */
-static inline float P_SegLengthFloat(seg_t *seg)
-{
-	float dx, dy;
-
-	// make a vector (start at origin)
-	dx = FIXED_TO_FLOAT(seg->v2->x - seg->v1->x);
-	dy = FIXED_TO_FLOAT(seg->v2->y - seg->v1->y);
-
-	return (float)hypot(dx, dy);
-}
-#endif
-
-/** Loads the SEGS resource from a level.
-  *
-  * \param lump Lump number of the SEGS resource.
-  * \sa ::ML_SEGS
-  */
-static void P_LoadRawSegs(UINT8 *data, size_t i)
-{
-	INT32 linedef, side;
-	mapseg_t *ml;
-	seg_t *li;
-	line_t *ldef;
-
-	numsegs = i / sizeof (mapseg_t);
-	if (numsegs <= 0)
-		I_Error("Level has no segs"); // instead of crashing
-	segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
-
-	ml = (mapseg_t *)data;
-	li = segs;
-	for (i = 0; i < numsegs; i++, li++, ml++)
-	{
-		li->v1 = &vertexes[SHORT(ml->v1)];
-		li->v2 = &vertexes[SHORT(ml->v2)];
-
-		li->length = P_SegLength(li);
-#ifdef HWRENDER
-		if (rendermode == render_opengl)
-		{
-			li->flength = P_SegLengthFloat(li);
-			//Hurdler: 04/12/2000: for now, only used in hardware mode
-			li->lightmaps = NULL; // list of static lightmap for this seg
-		}
-		li->pv1 = li->pv2 = NULL;
-#endif
-
-		li->angle = (SHORT(ml->angle))<<FRACBITS;
-		li->offset = (SHORT(ml->offset))<<FRACBITS;
-		linedef = SHORT(ml->linedef);
-		ldef = &lines[linedef];
-		li->linedef = ldef;
-		li->side = side = SHORT(ml->side);
-		li->sidedef = &sides[ldef->sidenum[side]];
-		li->frontsector = sides[ldef->sidenum[side]].sector;
-		if (ldef-> flags & ML_TWOSIDED)
-			li->backsector = sides[ldef->sidenum[side^1]].sector;
-		else
-			li->backsector = 0;
-
-		li->numlights = 0;
-		li->rlights = NULL;
-	}
-}
-
-static void P_LoadSegs(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawSegs(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
-
-/** Loads the SSECTORS resource from a level.
-  *
-  * \param lump Lump number of the SSECTORS resource.
-  * \sa ::ML_SSECTORS
-  */
-static inline void P_LoadRawSubsectors(void *data, size_t i)
-{
-	mapsubsector_t *ms;
-	subsector_t *ss;
-
-	numsubsectors = i / sizeof (mapsubsector_t);
-	if (numsubsectors <= 0)
-		I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
-	ss = subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
-
-	ms = (mapsubsector_t *)data;
-
-	for (i = 0; i < numsubsectors; i++, ss++, ms++)
-	{
-		ss->sector = NULL;
-		ss->numlines = SHORT(ms->numsegs);
-		ss->firstline = SHORT(ms->firstseg);
-#ifdef FLOORSPLATS
-		ss->splats = NULL;
-#endif
-		ss->validcount = 0;
-	}
-}
-
-static void P_LoadSubsectors(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawSubsectors(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
 //
 // levelflats
 //
@@ -539,6 +380,7 @@ static void P_LoadSubsectors(lumpnum_t lumpnum)
 
 size_t numlevelflats;
 levelflat_t *levelflats;
+levelflat_t *foundflats;
 
 //SoM: Other files want this info.
 size_t P_PrecacheLevelFlats(void)
@@ -697,163 +539,9 @@ INT32 P_CheckLevelFlat(const char *flatname)
 	return (INT32)i;
 }
 
-// Sets up the ingame sectors structures.
-// Lumpnum is the lumpnum of a SECTORS lump.
-static void P_LoadRawSectors(UINT8 *data, size_t i)
-{
-	mapsector_t *ms;
-	sector_t *ss;
-	levelflat_t *foundflats;
-
-	// We count how many sectors we got.
-	numsectors = i / sizeof (mapsector_t);
-	if (numsectors <= 0)
-		I_Error("Level has no sectors");
-
-	// Allocate as much memory as we need into the global sectors table.
-	sectors = Z_Calloc(numsectors*sizeof (*sectors), PU_LEVEL, NULL);
-
-	// Allocate a big chunk of memory as big as our MAXLEVELFLATS limit.
-	//Fab : FIXME: allocate for whatever number of flats - 512 different flats per level should be plenty
-	foundflats = calloc(MAXLEVELFLATS, sizeof (*foundflats));
-	if (foundflats == NULL)
-		I_Error("Ran out of memory while loading sectors\n");
-
-	numlevelflats = 0;
-
-	// For each counted sector, copy the sector raw data from our cache pointer ms, to the global table pointer ss.
-	ms = (mapsector_t *)data;
-	ss = sectors;
-	for (i = 0; i < numsectors; i++, ss++, ms++)
-	{
-		ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
-		ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
-
-		ss->floorpic = P_AddLevelFlat(ms->floorpic, foundflats);
-		ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
-
-		ss->lightlevel = SHORT(ms->lightlevel);
-		ss->spawn_lightlevel = SHORT(ms->lightlevel);
-		ss->special = SHORT(ms->special);
-		ss->tag = SHORT(ms->tag);
-		ss->nexttag = ss->firsttag = -1;
-		ss->spawn_nexttag = ss->spawn_firsttag = -1;
-
-		memset(&ss->soundorg, 0, sizeof(ss->soundorg));
-		ss->validcount = 0;
-
-		ss->thinglist = NULL;
-		ss->touching_thinglist = NULL;
-		ss->preciplist = NULL;
-		ss->touching_preciplist = NULL;
-
-		ss->floordata = NULL;
-		ss->ceilingdata = NULL;
-		ss->lightingdata = NULL;
-
-		ss->linecount = 0;
-		ss->lines = NULL;
-
-		ss->heightsec = -1;
-		ss->camsec = -1;
-		ss->floorlightsec = -1;
-		ss->ceilinglightsec = -1;
-		ss->crumblestate = 0;
-		ss->ffloors = NULL;
-		ss->lightlist = NULL;
-		ss->numlights = 0;
-		ss->attached = NULL;
-		ss->attachedsolid = NULL;
-		ss->numattached = 0;
-		ss->maxattached = 1;
-		ss->moved = true;
-
-		ss->extra_colormap = NULL;
-		ss->spawn_extra_colormap = NULL;
-
-		ss->floor_xoffs = ss->ceiling_xoffs = ss->floor_yoffs = ss->ceiling_yoffs = 0;
-		ss->spawn_flr_xoffs = ss->spawn_ceil_xoffs = ss->spawn_flr_yoffs = ss->spawn_ceil_yoffs = 0;
-		ss->floorpic_angle = ss->ceilingpic_angle = 0;
-		ss->spawn_flrpic_angle = ss->spawn_ceilpic_angle = 0;
-		ss->gravity = NULL;
-		ss->cullheight = NULL;
-		ss->verticalflip = false;
-		ss->flags = 0;
-		ss->flags |= SF_FLIPSPECIAL_FLOOR;
-
-		ss->floorspeed = 0;
-		ss->ceilspeed = 0;
-
-#ifdef HWRENDER // ----- for special tricks with HW renderer -----
-		ss->pseudoSector = false;
-		ss->virtualFloor = false;
-		ss->virtualCeiling = false;
-		ss->sectorLines = NULL;
-		ss->stackList = NULL;
-		ss->lineoutLength = -1.0l;
-#endif // ----- end special tricks -----
-	}
-
-	// set the sky flat num
-	skyflatnum = P_AddLevelFlat(SKYFLATNAME, foundflats);
-
-	// copy table for global usage
-	levelflats = M_Memcpy(Z_Calloc(numlevelflats * sizeof (*levelflats), PU_LEVEL, NULL), foundflats, numlevelflats * sizeof (levelflat_t));
-	free(foundflats);
-
-	// search for animated flats and set up
-	P_SetupLevelFlatAnims();
-}
-
-static void P_LoadSectors(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawSectors(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
-//
-// P_LoadNodes
-//
-static void P_LoadRawNodes(UINT8 *data, size_t i)
-{
-	UINT8 j, k;
-	mapnode_t *mn;
-	node_t *no;
-
-	numnodes = i / sizeof (mapnode_t);
-	if (numnodes <= 0)
-		I_Error("Level has no nodes");
-	nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
-
-	mn = (mapnode_t *)data;
-	no = nodes;
-
-	for (i = 0; i < numnodes; i++, no++, mn++)
-	{
-		no->x = SHORT(mn->x)<<FRACBITS;
-		no->y = SHORT(mn->y)<<FRACBITS;
-		no->dx = SHORT(mn->dx)<<FRACBITS;
-		no->dy = SHORT(mn->dy)<<FRACBITS;
-		for (j = 0; j < 2; j++)
-		{
-			no->children[j] = SHORT(mn->children[j]);
-			for (k = 0; k < 4; k++)
-				no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
-		}
-	}
-}
-
-static void P_LoadNodes(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawNodes(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
 //
 // P_ReloadRings
-// Used by NiGHTS, clears all ring/wing/etc items and respawns them
+// Used by NiGHTS, clears all ring/sphere/hoop/etc items and respawns them
 //
 void P_ReloadRings(void)
 {
@@ -900,22 +588,21 @@ void P_ReloadRings(void)
 	{
 		// Notice an omission? We handle hoops differently.
 		if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum
-		 || mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
-		 || mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum
-		 || (mt->type >= 600 && mt->type <= 609)) // circles and diagonals
+			|| mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
+			|| mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum)
 		{
 			mt->mobj = NULL;
-
-			// Z for objects Tails 05-26-2002
-			mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
-				->sector->floorheight>>FRACBITS);
-
-			P_SpawnHoopsAndRings(mt, true);
+			P_SetBonusTime(P_SpawnMapThing(mt));
+		}
+		else if (mt->type >= 600 && mt->type <= 609) // Item patterns
+		{
+			mt->mobj = NULL;
+			P_SpawnItemPattern(mt, true);
 		}
 	}
 	for (i = 0; i < numHoops; i++)
 	{
-		P_SpawnHoopsAndRings(hoopsToRespawn[i], false);
+		P_SpawnHoop(hoopsToRespawn[i]);
 	}
 }
 
@@ -1006,27 +693,59 @@ void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum)
 }
 #endif
 
-static void P_PrepareRawThings(UINT8 *data, size_t i)
+static void P_SpawnEmeraldHunt(void)
 {
-	mapthing_t *mt;
+	INT32 emer1, emer2, emer3;
+	INT32 timeout = 0; // keeps from getting stuck
 
-	nummapthings = i / (5 * sizeof (INT16));
-	mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
+	emer1 = emer2 = emer3 = 0;
 
-	// Spawn axis points first so they are
-	// at the front of the list for fast searching.
-	mt = mapthings;
-	for (i = 0; i < nummapthings; i++, mt++)
+	//increment spawn numbers because zero is valid.
+	emer1 = (P_RandomKey(numhuntemeralds)) + 1;
+	while (timeout++ < 100)
 	{
-		mt->x = READINT16(data);
-		mt->y = READINT16(data);
-		mt->angle = READINT16(data);
-		mt->type = READUINT16(data);
-		mt->options = READUINT16(data);
-		mt->extrainfo = (UINT8)(mt->type >> 12);
+		emer2 = (P_RandomKey(numhuntemeralds)) + 1;
 
-		mt->type &= 4095;
+		if (emer2 != emer1)
+			break;
+	}
+
+	timeout = 0;
+	while (timeout++ < 100)
+	{
+		emer3 = (P_RandomKey(numhuntemeralds)) + 1;
+
+		if (emer3 != emer2 && emer3 != emer1)
+			break;
+	}
+
+	//decrement spawn values to the actual number because zero is valid.
+	if (emer1--)
+		P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
+			huntemeralds[emer1]->y<<FRACBITS,
+			huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
+
+	if (emer2--)
+		P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
+			huntemeralds[emer2]->y<<FRACBITS,
+			huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
+		mobjinfo[MT_EMERHUNT].spawnstate+1);
+
+	if (emer3--)
+		P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
+			huntemeralds[emer3]->y<<FRACBITS,
+			huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
+		mobjinfo[MT_EMERHUNT].spawnstate+2);
+}
+
+static void P_SpawnMapThings(boolean spawnemblems)
+{
+	size_t i;
+	mapthing_t *mt;
 
+        // Spawn axis points first so they are at the front of the list for fast searching.
+	for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
+	{
 		switch (mt->type)
 		{
 			case 1700: // MT_AXIS
@@ -1039,115 +758,32 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
 				break;
 		}
 	}
-}
-
-static void P_PrepareThings(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_PrepareRawThings(data, W_LumpLength(lumpnum));
-	Z_Free(data);
-}
-
-static void P_LoadThings(boolean loademblems)
-{
-	size_t i;
-	mapthing_t *mt;
-
-	// Loading the things lump itself into memory is now handled in P_PrepareThings, above
 
-	mt = mapthings;
 	numhuntemeralds = 0;
-	for (i = 0; i < nummapthings; i++, mt++)
-	{
-		sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
-
-		// Z for objects
-		mt->z = (INT16)(
-#ifdef ESLOPE
-				mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
-#endif
-				mtsector->floorheight)>>FRACBITS;
 
+	for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
+	{
 		if (mt->type == 1700 // MT_AXIS
 			|| mt->type == 1701 // MT_AXISTRANSFER
 			|| mt->type == 1702) // MT_AXISTRANSFERLINE
 			continue; // These were already spawned
 
-		if (!loademblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
+		if (!spawnemblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
 			continue;
 
 		mt->mobj = NULL;
-		P_SpawnMapThing(mt);
+
+		if (mt->type >= 600 && mt->type <= 609) // item patterns
+			P_SpawnItemPattern(mt, false);
+		else if (mt->type == 1705 || mt->type == 1713) // hoops
+			P_SpawnHoop(mt);
+		else // Everything else
+			P_SpawnMapThing(mt);
 	}
 
 	// random emeralds for hunt
 	if (numhuntemeralds)
-	{
-		INT32 emer1, emer2, emer3;
-		INT32 timeout = 0; // keeps from getting stuck
-
-		emer1 = emer2 = emer3 = 0;
-
-		//increment spawn numbers because zero is valid.
-		emer1 = (P_RandomKey(numhuntemeralds)) + 1;
-		while (timeout++ < 100)
-		{
-			emer2 = (P_RandomKey(numhuntemeralds)) + 1;
-
-			if (emer2 != emer1)
-				break;
-		}
-
-		timeout = 0;
-		while (timeout++ < 100)
-		{
-			emer3 = (P_RandomKey(numhuntemeralds)) + 1;
-
-			if (emer3 != emer2 && emer3 != emer1)
-				break;
-		}
-
-		//decrement spawn values to the actual number because zero is valid.
-		if (emer1--)
-			P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
-				huntemeralds[emer1]->y<<FRACBITS,
-				huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
-
-		if (emer2--)
-			P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
-				huntemeralds[emer2]->y<<FRACBITS,
-				huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
-			mobjinfo[MT_EMERHUNT].spawnstate+1);
-
-		if (emer3--)
-			P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
-				huntemeralds[emer3]->y<<FRACBITS,
-				huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
-			mobjinfo[MT_EMERHUNT].spawnstate+2);
-	}
-
-	if (metalrecording) // Metal Sonic gets no rings to distract him.
-		return;
-
-	// Run through the list of mapthings again to spawn hoops and rings
-	mt = mapthings;
-	for (i = 0; i < nummapthings; i++, mt++)
-	{
-		if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum
-		 || mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
-		 || mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum
-		 || (mt->type >= 600 && mt->type <= 609) // circles and diagonals
-		 || mt->type == 1705 || mt->type == 1713) // hoops
-		{
-			mt->mobj = NULL;
-
-			// Z for objects Tails 05-26-2002
-			mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
-				->sector->floorheight>>FRACBITS);
-
-			P_SpawnHoopsAndRings(mt, false);
-		}
-	}
+		P_SpawnEmeraldHunt();
 }
 
 // Experimental groovy write function!
@@ -1193,270 +829,249 @@ void P_WriteThings(lumpnum_t lumpnum)
 	CONS_Printf(M_GetText("newthings%d.lmp saved.\n"), gamemap);
 }
 
-static void P_LoadRawLineDefs(UINT8 *data, size_t i)
-{
-	maplinedef_t *mld;
-	line_t *ld;
-	vertex_t *v1, *v2;
+//
+// MAP LOADING FUNCTIONS
+//
 
-	numlines = i / sizeof (maplinedef_t);
-	if (numlines <= 0)
-		I_Error("Level has no linedefs");
-	lines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
+static void P_LoadVertices(UINT8 *data)
+{
+	mapvertex_t *mv = (mapvertex_t *)data;
+	vertex_t *v = vertexes;
+	size_t i;
 
-	mld = (maplinedef_t *)data;
-	ld = lines;
-	for (i = 0; i < numlines; i++, mld++, ld++)
+	// Copy and convert vertex coordinates, internal representation as fixed.
+	for (i = 0; i < numvertexes; i++, v++, mv++)
 	{
-		ld->flags = SHORT(mld->flags);
-		ld->special = SHORT(mld->special);
-		ld->tag = SHORT(mld->tag);
-		v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
-		v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
-		ld->dx = v2->x - v1->x;
-		ld->dy = v2->y - v1->y;
-
-#ifdef WALLSPLATS
-		ld->splats = NULL;
-#endif
+		v->x = SHORT(mv->x)<<FRACBITS;
+		v->y = SHORT(mv->y)<<FRACBITS;
+		v->z = 0;
+	}
+}
 
-		if (!ld->dx)
-			ld->slopetype = ST_VERTICAL;
-		else if (!ld->dy)
-			ld->slopetype = ST_HORIZONTAL;
-		else if ((ld->dy > 0) == (ld->dx > 0))
-			ld->slopetype = ST_POSITIVE;
-		else
-			ld->slopetype = ST_NEGATIVE;
+static void P_InitializeSector(sector_t *ss)
+{
+	ss->nexttag = ss->firsttag = -1;
 
-		if (v1->x < v2->x)
-		{
-			ld->bbox[BOXLEFT] = v1->x;
-			ld->bbox[BOXRIGHT] = v2->x;
-		}
-		else
-		{
-			ld->bbox[BOXLEFT] = v2->x;
-			ld->bbox[BOXRIGHT] = v1->x;
-		}
+	memset(&ss->soundorg, 0, sizeof(ss->soundorg));
 
-		if (v1->y < v2->y)
-		{
-			ld->bbox[BOXBOTTOM] = v1->y;
-			ld->bbox[BOXTOP] = v2->y;
-		}
-		else
-		{
-			ld->bbox[BOXBOTTOM] = v2->y;
-			ld->bbox[BOXTOP] = v1->y;
-		}
+	ss->validcount = 0;
 
-		ld->sidenum[0] = SHORT(mld->sidenum[0]);
-		ld->sidenum[1] = SHORT(mld->sidenum[1]);
+	ss->thinglist = NULL;
 
-		{
-			// cph 2006/09/30 - fix sidedef errors right away.
-			// cph 2002/07/20 - these errors are fatal if not fixed, so apply them
-			UINT8 j;
+	ss->floordata = NULL;
+	ss->ceilingdata = NULL;
+	ss->lightingdata = NULL;
+	ss->fadecolormapdata = NULL;
 
-			for (j=0; j < 2; j++)
-			{
-				if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides)
-				{
-					ld->sidenum[j] = 0xffff;
-					CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has out-of-range sidedef number\n", sizeu1(numlines-i-1));
-				}
-			}
-		}
+	ss->floor_xoffs = ss->floor_yoffs = 0;
+	ss->ceiling_xoffs = ss->ceiling_yoffs = 0;
 
-		ld->frontsector = ld->backsector = NULL;
-		ld->validcount = 0;
-		ld->firsttag = ld->nexttag = -1;
-		ld->callcount = 0;
-		// killough 11/98: fix common wad errors (missing sidedefs):
+	ss->floorpic_angle = ss->ceilingpic_angle = 0;
 
-		if (ld->sidenum[0] == 0xffff)
-		{
-			ld->sidenum[0] = 0;  // Substitute dummy sidedef for missing right side
-			// cph - print a warning about the bug
-			CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s missing first sidedef\n", sizeu1(numlines-i-1));
-		}
+	ss->heightsec = -1;
+	ss->camsec = -1;
 
-		if ((ld->sidenum[1] == 0xffff) && (ld->flags & ML_TWOSIDED))
-		{
-			ld->flags &= ~ML_TWOSIDED;  // Clear 2s flag for missing left side
-			// cph - print a warning about the bug
-			CONS_Debug(DBG_SETUP, "P_LoadRawLineDefs: linedef %s has two-sided flag set, but no second sidedef\n", sizeu1(numlines-i-1));
-		}
+	ss->floorlightsec = ss->ceilinglightsec = -1;
+	ss->crumblestate = 0;
 
-		if (ld->sidenum[0] != 0xffff && ld->special)
-			sides[ld->sidenum[0]].special = ld->special;
-		if (ld->sidenum[1] != 0xffff && ld->special)
-			sides[ld->sidenum[1]].special = ld->special;
+	ss->touching_thinglist = NULL;
 
-#ifdef POLYOBJECTS
-		ld->polyobj = NULL;
+	ss->linecount = 0;
+	ss->lines = NULL;
+	ss->tagline = NULL;
+
+	ss->ffloors = NULL;
+	ss->attached = NULL;
+	ss->attachedsolid = NULL;
+	ss->numattached = 0;
+	ss->maxattached = 1;
+	ss->lightlist = NULL;
+	ss->numlights = 0;
+	ss->moved = true;
+
+	ss->extra_colormap = NULL;
+
+#ifdef HWRENDER // ----- for special tricks with HW renderer -----
+	ss->pseudoSector = false;
+	ss->virtualFloor = false;
+	ss->virtualFloorheight = 0;
+	ss->virtualCeiling = false;
+	ss->virtualCeilingheight = 0;
+	ss->sectorLines = NULL;
+	ss->stackList = NULL;
+	ss->lineoutLength = -1.0l;
+#endif // ----- end special tricks -----
+
+	ss->gravity = NULL;
+	ss->verticalflip = false;
+	ss->flags = SF_FLIPSPECIAL_FLOOR;
+
+	ss->cullheight = NULL;
+
+	ss->floorspeed = ss->ceilspeed = 0;
+
+	ss->preciplist = NULL;
+	ss->touching_preciplist = NULL;
+
+#ifdef ESLOPE
+	ss->f_slope = NULL;
+	ss->c_slope = NULL;
+	ss->hasslope = false;
 #endif
-	}
-}
 
-static void P_LoadLineDefs(lumpnum_t lumpnum)
-{
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawLineDefs(data, W_LumpLength(lumpnum));
-	Z_Free(data);
+	ss->spawn_lightlevel = ss->lightlevel;
+
+	ss->spawn_extra_colormap = NULL;
 }
 
-static void P_LoadLineDefs2(void)
+static void P_LoadSectors(UINT8 *data)
 {
-	size_t i = numlines;
-	register line_t *ld = lines;
-	for (;i--;ld++)
+	mapsector_t *ms = (mapsector_t *)data;
+	sector_t *ss = sectors;
+	size_t i;
+
+	// For each counted sector, copy the sector raw data from our cache pointer ms, to the global table pointer ss.
+	for (i = 0; i < numsectors; i++, ss++, ms++)
 	{
-		ld->frontsector = sides[ld->sidenum[0]].sector; //e6y: Can't be -1 here
-		ld->backsector  = ld->sidenum[1] != 0xffff ? sides[ld->sidenum[1]].sector : 0;
+		ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
+		ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
 
-		// Repeat count for midtexture
-		if ((ld->flags & ML_EFFECT5) && (ld->sidenum[1] != 0xffff)
-			&& !(ld->special >= 300 && ld->special < 500)) // exempt linedef exec specials
-		{
-			sides[ld->sidenum[0]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) >> 12);
-			sides[ld->sidenum[0]].textureoffset = (((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
-			sides[ld->sidenum[1]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) >> 12);
-			sides[ld->sidenum[1]].textureoffset = (((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
-		}
+		ss->floorpic = P_AddLevelFlat(ms->floorpic, foundflats);
+		ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
 
-		// Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
-		switch(ld->special)
-		{
-		case 331: // Trigger linedef executor: Skin - Continuous
-		case 332: // Trigger linedef executor: Skin - Each time
-		case 333: // Trigger linedef executor: Skin - Once
-		case 443: // Calls a named Lua function
-			if (sides[ld->sidenum[0]].text)
-			{
-				size_t len = strlen(sides[ld->sidenum[0]].text)+1;
-				if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
-					len += strlen(sides[ld->sidenum[1]].text);
-				ld->text = Z_Malloc(len, PU_LEVEL, NULL);
-				M_Memcpy(ld->text, sides[ld->sidenum[0]].text, strlen(sides[ld->sidenum[0]].text)+1);
-				if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
-					M_Memcpy(ld->text+strlen(ld->text)+1, sides[ld->sidenum[1]].text, strlen(sides[ld->sidenum[1]].text)+1);
-			}
-			break;
-		}
-	}
+		ss->lightlevel = SHORT(ms->lightlevel);
+		ss->special = SHORT(ms->special);
+		ss->tag = SHORT(ms->tag);
 
-	// Optimize sidedefs
-	if (M_CheckParm("-compress"))
-	{
-		side_t *newsides;
-		size_t numnewsides = 0;
-		size_t z;
+		P_InitializeSector(ss);
+	}
+}
 
-		for (i = 0; i < numsides; i++)
-		{
-			size_t j, k;
-			if (sides[i].sector == NULL)
-				continue;
+static void P_InitializeLinedef(line_t *ld)
+{
+	vertex_t *v1 = ld->v1;
+	vertex_t *v2 = ld->v2;
+	UINT8 j;
 
-			for (k = numlines, ld = lines; k--; ld++)
-			{
-				if (ld->sidenum[0] == i)
-					ld->sidenum[0] = (UINT16)numnewsides;
+	ld->dx = v2->x - v1->x;
+	ld->dy = v2->y - v1->y;
 
-				if (ld->sidenum[1] == i)
-					ld->sidenum[1] = (UINT16)numnewsides;
-			}
+	ld->bbox[BOXLEFT] = min(v1->x, v2->x);
+	ld->bbox[BOXRIGHT] = max(v1->x, v2->x);
+	ld->bbox[BOXBOTTOM] = min(v1->y, v2->y);
+	ld->bbox[BOXTOP] = max(v1->y, v2->y);
 
-			for (j = i+1; j < numsides; j++)
-			{
-				if (sides[j].sector == NULL)
-					continue;
+	if (!ld->dx)
+		ld->slopetype = ST_VERTICAL;
+	else if (!ld->dy)
+		ld->slopetype = ST_HORIZONTAL;
+	else if ((ld->dy > 0) == (ld->dx > 0))
+		ld->slopetype = ST_POSITIVE;
+	else
+		ld->slopetype = ST_NEGATIVE;
 
-				if (!memcmp(&sides[i], &sides[j], sizeof(side_t)))
-				{
-					// Find the linedefs that belong to this one
-					for (k = numlines, ld = lines; k--; ld++)
-					{
-						if (ld->sidenum[0] == j)
-							ld->sidenum[0] = (UINT16)numnewsides;
+	ld->frontsector = ld->backsector = NULL;
 
-						if (ld->sidenum[1] == j)
-							ld->sidenum[1] = (UINT16)numnewsides;
-					}
-					sides[j].sector = NULL; // Flag for deletion
-				}
-			}
-			numnewsides++;
-		}
+	ld->validcount = 0;
+#ifdef WALLSPLATS
+	ld->splats = NULL;
+#endif
+	ld->firsttag = ld->nexttag = -1;
+#ifdef POLYOBJECTS
+	ld->polyobj = NULL;
+#endif
 
-		// We're loading crap into this block anyhow, so no point in zeroing it out.
-		newsides = Z_Malloc(numnewsides * sizeof(*newsides), PU_LEVEL, NULL);
+	ld->text = NULL;
+	ld->callcount = 0;
 
-		// Copy the sides to their new block of memory.
-		for (i = 0, z = 0; i < numsides; i++)
+	// cph 2006/09/30 - fix sidedef errors right away.
+	// cph 2002/07/20 - these errors are fatal if not fixed, so apply them
+	for (j = 0; j < 2; j++)
+		if (ld->sidenum[j] != 0xffff && ld->sidenum[j] >= (UINT16)numsides)
 		{
-			if (sides[i].sector != NULL)
-				M_Memcpy(&newsides[z++], &sides[i], sizeof(side_t));
+			ld->sidenum[j] = 0xffff;
+			CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s has out-of-range sidedef number\n", sizeu1((size_t)(ld - lines)));
 		}
 
-		CONS_Debug(DBG_SETUP, "Old sides is %s, new sides is %s\n", sizeu1(numsides), sizeu1(numnewsides));
+	// killough 11/98: fix common wad errors (missing sidedefs):
+	if (ld->sidenum[0] == 0xffff)
+	{
+		ld->sidenum[0] = 0;  // Substitute dummy sidedef for missing right side
+		// cph - print a warning about the bug
+		CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s missing first sidedef\n", sizeu1((size_t)(ld - lines)));
+	}
 
-		Z_Free(sides);
-		sides = newsides;
-		numsides = numnewsides;
+	if ((ld->sidenum[1] == 0xffff) && (ld->flags & ML_TWOSIDED))
+	{
+		ld->flags &= ~ML_TWOSIDED;  // Clear 2s flag for missing left side
+		// cph - print a warning about the bug
+		CONS_Debug(DBG_SETUP, "P_InitializeLinedef: Linedef %s has two-sided flag set, but no second sidedef\n", sizeu1((size_t)(ld - lines)));
 	}
-}
 
+	if (ld->sidenum[0] != 0xffff)
+	{
+		sides[ld->sidenum[0]].special = ld->special;
+		sides[ld->sidenum[0]].line = ld;
 
+	}
+	if (ld->sidenum[1] != 0xffff)
+	{
+		sides[ld->sidenum[1]].special = ld->special;
+		sides[ld->sidenum[1]].line = ld;
 
-static inline void P_LoadRawSideDefs(size_t i)
-{
-	numsides = i / sizeof (mapsidedef_t);
-	if (numsides <= 0)
-		I_Error("Level has no sidedefs");
-	sides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
+	}
 }
 
-static inline void P_LoadSideDefs(lumpnum_t lumpnum)
+static void P_LoadLinedefs(UINT8 *data)
 {
-	P_LoadRawSideDefs(W_LumpLength(lumpnum));
-}
+	maplinedef_t *mld = (maplinedef_t *)data;
+	line_t *ld = lines;
+	size_t i;
+
+	for (i = 0; i < numlines; i++, mld++, ld++)
+	{
+		ld->flags = SHORT(mld->flags);
+		ld->special = SHORT(mld->special);
+		ld->tag = SHORT(mld->tag);
+		ld->v1 = &vertexes[SHORT(mld->v1)];
+		ld->v2 = &vertexes[SHORT(mld->v2)];
+
+		ld->sidenum[0] = SHORT(mld->sidenum[0]);
+		ld->sidenum[1] = SHORT(mld->sidenum[1]);
 
+		P_InitializeLinedef(ld);
+	}
+}
 
-static void P_LoadRawSideDefs2(void *data)
+static void P_LoadSidedefs(UINT8 *data)
 {
-	UINT16 i;
+	mapsidedef_t *msd = (mapsidedef_t*)data;
+	side_t *sd = sides;
+	size_t i;
 
-	for (i = 0; i < numsides; i++)
+	for (i = 0; i < numsides; i++, sd++, msd++)
 	{
-		register mapsidedef_t *msd = (mapsidedef_t *)data + i;
-		register side_t *sd = sides + i;
-		register sector_t *sec;
+		UINT16 sector_num;
+		boolean isfrontside = !sd->line || sd->line->sidenum[0] == i;
 
 		sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
 		sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
 
-		{ /* cph 2006/09/30 - catch out-of-range sector numbers; use sector 0 instead */
-			UINT16 sector_num = SHORT(msd->sector);
-
-			if (sector_num >= numsectors)
-			{
-				CONS_Debug(DBG_SETUP, "P_LoadRawSideDefs2: sidedef %u has out-of-range sector num %u\n", i, sector_num);
-				sector_num = 0;
-			}
-			sd->sector = sec = &sectors[sector_num];
+		// cph 2006/09/30 - catch out-of-range sector numbers; use sector 0 instead
+		sector_num = SHORT(msd->sector);
+		if (sector_num >= numsectors)
+		{
+			CONS_Debug(DBG_SETUP, "P_LoadSidedefs: sidedef %s has out-of-range sector num %u\n", sizeu1(i), sector_num);
+			sector_num = 0;
 		}
-
-		sd->sector = sec = &sectors[SHORT(msd->sector)];
+		sd->sector = &sectors[sector_num];
 
 		sd->colormap_data = NULL;
 
-		// Colormaps!
+		// Special info stored in texture fields!
 		switch (sd->special)
 		{
-			case 63: // variable colormap via 242 linedef
+			case 63: // Fake floor/ceiling planes
 			case 606: //SoM: 4/4/2000: Just colormap transfer
 			case 447: // Change colormap of tagged sectors! -- Monster Iestyn 14/06/18
 			case 455: // Fade colormaps! mazmazz 9/12/2018 (:flag_us:)
@@ -1486,9 +1101,8 @@ static void P_LoadRawSideDefs2(void *data)
 					sd->midtexture = get_number(process);
 				}
 
-				// always process if back sidedef, because we need that - symbol
  				sd->text = Z_Malloc(7, PU_LEVEL, NULL);
-				if (i == 1 || msd->toptexture[0] != '-' || msd->toptexture[1] != '\0')
+				if (isfrontside && !(msd->toptexture[0] == '-' && msd->toptexture[1] == '\0'))
 				{
 					M_Memcpy(process,msd->toptexture,8);
 					process[8] = '\0';
@@ -1565,6 +1179,20 @@ static void P_LoadRawSideDefs2(void *data)
 				break;
 			}
 
+			case 259: // Custom FOF
+				if (!isfrontside)
+				{
+					if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9')
+						|| (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F'))
+						sd->toptexture = axtoi(msd->toptexture);
+					else
+						I_Error("Custom FOF (tag %d) needs a value in the linedef's back side upper texture field.", sd->line->tag);
+
+					sd->midtexture = R_TextureNumForName(msd->midtexture);
+					sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+					break;
+				}
+				// FALLTHRU
 			default: // normal cases
 				if (msd->toptexture[0] == '#')
 				{
@@ -1582,17 +1210,591 @@ static void P_LoadRawSideDefs2(void *data)
 				break;
 		}
 	}
-	R_ClearTextureNumCache(true);
 }
 
-// Delay loading texture names until after loaded linedefs.
-static void P_LoadSideDefs2(lumpnum_t lumpnum)
+static void P_LoadThings(UINT8 *data)
+{
+	mapthing_t *mt;
+	size_t i;
+
+	for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
+	{
+		mt->x = READINT16(data);
+		mt->y = READINT16(data);
+
+		mt->angle = READINT16(data);
+		mt->type = READUINT16(data);
+		mt->options = READUINT16(data);
+		mt->extrainfo = (UINT8)(mt->type >> 12);
+
+		mt->type &= 4095;
+
+		if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
+			mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
+		else
+			mt->z = mt->options >> ZSHIFT;
+	}
+}
+
+static void P_LoadMapData(const virtres_t *virt)
+{
+	virtlump_t* virtvertexes = NULL, * virtsectors = NULL, * virtsidedefs = NULL, * virtlinedefs = NULL, * virtthings = NULL;
+#ifdef UDMF
+	virtlump_t* textmap = vres_Find(virt, "TEXTMAP");
+
+	// Count map data.
+	if (textmap)
+	{
+		nummapthings = 0;
+		numlines = 0;
+		numsides = 0;
+		numvertexes = 0;
+		numsectors = 0;
+
+		// Count how many entries for each type we got in textmap.
+		//TextmapCount(vtextmap->data, vtextmap->size);
+	}
+	else
+#endif
+	{
+		virtthings   = vres_Find(virt, "THINGS");
+		virtvertexes = vres_Find(virt, "VERTEXES");
+		virtsectors  = vres_Find(virt, "SECTORS");
+		virtsidedefs = vres_Find(virt, "SIDEDEFS");
+		virtlinedefs = vres_Find(virt, "LINEDEFS");
+
+		if (!virtthings)
+			I_Error("THINGS lump not found");
+		if (!virtvertexes)
+			I_Error("VERTEXES lump not found");
+		if (!virtsectors)
+			I_Error("SECTORS lump not found");
+		if (!virtsidedefs)
+			I_Error("SIDEDEFS lump not found");
+		if (!virtlinedefs)
+			I_Error("LINEDEFS lump not found");
+
+		// Traditional doom map format just assumes the number of elements from the lump sizes.
+		numvertexes  = virtvertexes->size / sizeof (mapvertex_t);
+		numsectors   = virtsectors->size  / sizeof (mapsector_t);
+		numsides     = virtsidedefs->size / sizeof (mapsidedef_t);
+		numlines     = virtlinedefs->size / sizeof (maplinedef_t);
+		nummapthings = virtthings->size   / (5 * sizeof (INT16));
+	}
+
+	if (numvertexes <= 0)
+		I_Error("Level has no vertices");
+	if (numsectors <= 0)
+		I_Error("Level has no sectors");
+	if (numsides <= 0)
+		I_Error("Level has no sidedefs");
+	if (numlines <= 0)
+		I_Error("Level has no linedefs");
+
+	vertexes  = Z_Calloc(numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
+	sectors   = Z_Calloc(numsectors * sizeof (*sectors), PU_LEVEL, NULL);
+	sides     = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
+	lines     = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
+	mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
+
+	// Allocate a big chunk of memory as big as our MAXLEVELFLATS limit.
+	//Fab : FIXME: allocate for whatever number of flats - 512 different flats per level should be plenty
+	foundflats = calloc(MAXLEVELFLATS, sizeof (*foundflats));
+	if (foundflats == NULL)
+		I_Error("Ran out of memory while loading sectors\n");
+
+	numlevelflats = 0;
+
+#ifdef UDMF
+	if (textmap)
+	{
+
+	}
+	else
+#endif
+	{
+		// Strict map data
+		P_LoadVertices(virtvertexes->data);
+		P_LoadSectors(virtsectors->data);
+		P_LoadLinedefs(virtlinedefs->data);
+		P_LoadSidedefs(virtsidedefs->data);
+		P_LoadThings(virtthings->data);
+	}
+
+	R_ClearTextureNumCache(true);
+
+	// set the sky flat num
+	skyflatnum = P_AddLevelFlat(SKYFLATNAME, foundflats);
+
+	// copy table for global usage
+	levelflats = M_Memcpy(Z_Calloc(numlevelflats * sizeof (*levelflats), PU_LEVEL, NULL), foundflats, numlevelflats * sizeof (levelflat_t));
+	free(foundflats);
+
+	// search for animated flats and set up
+	P_SetupLevelFlatAnims();
+
+	// Copy relevant map data for NetArchive purposes.
+	spawnsectors = Z_Calloc(numsectors * sizeof (*sectors), PU_LEVEL, NULL);
+	spawnlines = Z_Calloc(numlines * sizeof (*lines), PU_LEVEL, NULL);
+	spawnsides = Z_Calloc(numsides * sizeof (*sides), PU_LEVEL, NULL);
+
+	memcpy(spawnsectors, sectors, numsectors * sizeof (*sectors));
+	memcpy(spawnlines, lines, numlines * sizeof (*lines));
+	memcpy(spawnsides, sides, numsides * sizeof (*sides));
+}
+
+static void P_InitializeSubsector(subsector_t *ss)
+{
+	ss->sector = NULL;
+#ifdef FLOORSPLATS
+	ss->splats = NULL;
+#endif
+	ss->validcount = 0;
+}
+
+static inline void P_LoadSubsectors(UINT8 *data)
+{
+	mapsubsector_t *ms = (mapsubsector_t*)data;
+	subsector_t *ss = subsectors;
+	size_t i;
+
+	for (i = 0; i < numsubsectors; i++, ss++, ms++)
+	{
+		ss->numlines = SHORT(ms->numsegs);
+		ss->firstline = SHORT(ms->firstseg);
+		P_InitializeSubsector(ss);
+	}
+}
+
+static void P_LoadNodes(UINT8 *data)
+{
+	UINT8 j, k;
+	mapnode_t *mn = (mapnode_t*)data;
+	node_t *no = nodes;
+	size_t i;
+
+	for (i = 0; i < numnodes; i++, no++, mn++)
+	{
+		no->x = SHORT(mn->x)<<FRACBITS;
+		no->y = SHORT(mn->y)<<FRACBITS;
+		no->dx = SHORT(mn->dx)<<FRACBITS;
+		no->dy = SHORT(mn->dy)<<FRACBITS;
+		for (j = 0; j < 2; j++)
+		{
+			no->children[j] = SHORT(mn->children[j]);
+			for (k = 0; k < 4; k++)
+				no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
+		}
+	}
+}
+
+/** Computes the length of a seg in fracunits.
+  *
+  * \param seg Seg to compute length for.
+  * \return Length in fracunits.
+  */
+fixed_t P_SegLength(seg_t *seg)
+{
+	INT64 dx = (seg->v2->x - seg->v1->x)>>1;
+	INT64 dy = (seg->v2->y - seg->v1->y)>>1;
+	return FixedHypot(dx, dy)<<1;
+}
+
+#ifdef HWRENDER
+/** Computes the length of a seg as a float.
+  * This is needed for OpenGL.
+  *
+  * \param seg Seg to compute length for.
+  * \return Length as a float.
+  */
+static inline float P_SegLengthFloat(seg_t *seg)
+{
+	float dx, dy;
+
+	// make a vector (start at origin)
+	dx = FIXED_TO_FLOAT(seg->v2->x - seg->v1->x);
+	dy = FIXED_TO_FLOAT(seg->v2->y - seg->v1->y);
+
+	return (float)hypot(dx, dy);
+}
+#endif
+
+static void P_InitializeSeg(seg_t *seg)
+{
+	seg->sidedef = &sides[seg->linedef->sidenum[seg->side]];
+
+	seg->frontsector = seg->sidedef->sector;
+	seg->backsector = (seg->linedef->flags & ML_TWOSIDED) ? sides[seg->linedef->sidenum[seg->side ^ 1]].sector : NULL;
+
+#ifdef HWRENDER
+	seg->pv1 = seg->pv2 = NULL;
+
+	//Hurdler: 04/12/2000: for now, only used in hardware mode
+	seg->lightmaps = NULL; // list of static lightmap for this seg
+#endif
+
+	seg->numlights = 0;
+	seg->rlights = NULL;
+#ifdef POLYOBJECTS
+	seg->polyseg = NULL;
+	seg->dontrenderme = false;
+#endif
+}
+
+static void P_LoadSegs(UINT8 *data)
+{
+	mapseg_t *ms = (mapseg_t*)data;
+	seg_t *seg = segs;
+	size_t i;
+
+	for (i = 0; i < numsegs; i++, seg++, ms++)
+	{
+		seg->v1 = &vertexes[SHORT(ms->v1)];
+		seg->v2 = &vertexes[SHORT(ms->v2)];
+
+		seg->side = SHORT(ms->side);
+
+		seg->offset = (SHORT(ms->offset)) << FRACBITS;
+
+		seg->angle = (SHORT(ms->angle)) << FRACBITS;
+
+		seg->linedef = &lines[SHORT(ms->linedef)];
+
+		seg->length = P_SegLength(seg);
+#ifdef HWRENDER
+		seg->flength = (rendermode == render_opengl) ? P_SegLengthFloat(seg) : 0;
+#endif
+
+		seg->glseg = false;
+		P_InitializeSeg(seg);
+	}
+}
+
+typedef enum {
+	NT_DOOM,
+	NT_XNOD,
+	NT_ZNOD,
+	NT_XGLN,
+	NT_ZGLN,
+	NT_XGL2,
+	NT_ZGL2,
+	NT_XGL3,
+	NT_ZGL3,
+	NT_UNSUPPORTED,
+	NUMNODETYPES
+} nodetype_t;
+
+// Find out the BSP format.
+static nodetype_t P_GetNodetype(const virtres_t *virt, UINT8 **nodedata)
+{
+	boolean supported[NUMNODETYPES] = {0};
+	nodetype_t nodetype = NT_UNSUPPORTED;
+	char signature[4 + 1];
+
+	if (vres_Find(virt, "TEXTMAP"))
+	{
+		*nodedata = vres_Find(virt, "ZNODES")->data;
+		supported[NT_XGLN] = supported[NT_XGL3] = true;
+	}
+	else
+	{
+		virtlump_t *virtsegs = vres_Find(virt, "SEGS");
+		virtlump_t *virtssectors;
+
+		if (virtsegs && virtsegs->size)
+		{
+			*nodedata = vres_Find(virt, "NODES")->data;
+			return NT_DOOM; // Traditional map format BSP tree.
+		}
+
+		virtssectors = vres_Find(virt, "SSECTORS");
+
+		if (virtssectors && virtssectors->size)
+		{ // Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
+			*nodedata = virtssectors->data;
+			supported[NT_XGLN] = supported[NT_ZGLN] = supported[NT_XGL3] = true;
+		}
+		else
+		{ // Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
+			*nodedata = vres_Find(virt, "NODES")->data;
+			supported[NT_XNOD] = supported[NT_ZNOD] = true;
+		}
+	}
+
+	M_Memcpy(signature, *nodedata, 4);
+	signature[4] = '\0';
+	(*nodedata) += 4;
+
+	if (!strcmp(signature, "XNOD"))
+		nodetype = NT_XNOD;
+	else if (!strcmp(signature, "ZNOD"))
+		nodetype = NT_ZNOD;
+	else if (!strcmp(signature, "XGLN"))
+		nodetype = NT_XGLN;
+	else if (!strcmp(signature, "ZGLN"))
+		nodetype = NT_ZGLN;
+	else if (!strcmp(signature, "XGL3"))
+		nodetype = NT_XGL3;
+
+	return supported[nodetype] ? nodetype : NT_UNSUPPORTED;
+}
+
+// Extended node formats feature additional vertices; useful for OpenGL, but totally useless in gamelogic.
+static boolean P_LoadExtraVertices(UINT8 **data)
+{
+	UINT32 origvrtx = READUINT32((*data));
+	UINT32 xtrvrtx = READUINT32((*data));
+	line_t* ld = lines;
+	vertex_t *oldpos = vertexes;
+	ssize_t offset;
+	size_t i;
+
+	if (numvertexes != origvrtx) // If native vertex count doesn't match node original vertex count, bail out (broken data?).
+	{
+		CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
+		return false;
+	}
+
+	if (!xtrvrtx)
+		return true;
+
+	// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
+	numvertexes += xtrvrtx;
+	vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
+	offset = (size_t)(vertexes - oldpos);
+
+	for (i = 0, ld = lines; i < numlines; i++, ld++)
+	{
+		ld->v1 += offset;
+		ld->v2 += offset;
+	}
+
+	// Read extra vertex data.
+	for (i = origvrtx; i < numvertexes; i++)
+	{
+		vertexes[i].x = READFIXED((*data));
+		vertexes[i].y = READFIXED((*data));
+	}
+
+	return true;
+}
+
+static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 **data, nodetype_t nodetype)
+{
+	size_t i, k;
+	INT16 m;
+	seg_t *seg;
+
+	// Subsectors
+	numsubsectors = READUINT32((*data));
+	subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
+
+	for (i = 0; i < numsubsectors; i++)
+		subsectors[i].numlines = READUINT32((*data));
+
+	// Segs
+	numsegs = READUINT32((*data));
+	segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
+
+	for (i = 0, k = 0; i < numsubsectors; i++)
+	{
+		subsectors[i].firstline = k;
+		P_InitializeSubsector(&subsectors[i]);
+
+		switch (nodetype)
+		{
+		case NT_XGLN:
+		case NT_XGL3:
+			for (m = 0; m < subsectors[i].numlines; m++, k++)
+			{
+				UINT16 linenum;
+				UINT32 vert = READUINT32((*data));
+
+				segs[k].v1 = &vertexes[vert];
+				if (m == 0)
+					segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
+				else
+					segs[k - 1].v2 = segs[k].v1;
+
+				(*data) += 4; // partner, can be ignored by software renderer
+				if (nodetype == NT_XGL3)
+					(*data) += 2; // Line number is 32-bit in XGL3, but we're limited to 16 bits.
+
+				linenum = READUINT16((*data));
+				segs[k].glseg = (linenum == 0xFFFF);
+				segs[k].linedef = (linenum == 0xFFFF) ? NULL : &lines[linenum];
+				segs[k].side = READUINT8((*data));
+			}
+			break;
+
+		case NT_XNOD:
+			for (m = 0; m < subsectors[i].numlines; m++, k++)
+			{
+				segs[k].v1 = &vertexes[READUINT32((*data))];
+				segs[k].v2 = &vertexes[READUINT32((*data))];
+				segs[k].linedef = &lines[READUINT16((*data))];
+				segs[k].side = READUINT8((*data));
+				segs[k].glseg = false;
+			}
+			break;
+
+		default:
+			return false;
+		}
+	}
+
+	for (i = 0, seg = segs; i < numsegs; i++, seg++)
+	{
+		vertex_t *v1 = seg->v1;
+		vertex_t *v2 = seg->v2;
+		P_InitializeSeg(seg);
+		seg->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
+		seg->offset = FixedHypot(v1->x - seg->linedef->v1->x, v1->y - seg->linedef->v1->y);
+	}
+
+	return true;
+}
+
+// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
+static UINT16 ShrinkNodeID(UINT32 x) {
+	UINT16 mask = (x >> 16) & 0xC000;
+	UINT16 result = x;
+	return result | mask;
+}
+
+static void P_LoadExtendedNodes(UINT8 **data, nodetype_t nodetype)
+{
+	node_t *mn;
+	size_t i, j, k;
+	boolean xgl3 = (nodetype == NT_XGL3);
+
+	numnodes = READINT32((*data));
+	nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
+
+	for (i = 0, mn = nodes; i < numnodes; i++, mn++)
+	{
+		// Splitter
+		mn->x = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
+		mn->y = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
+		mn->dx = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
+		mn->dy = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
+
+		// Bounding boxes
+		for (j = 0; j < 2; j++)
+			for (k = 0; k < 4; k++)
+				mn->bbox[j][k] = READINT16((*data)) << FRACBITS;
+
+		//Children
+		mn->children[0] = ShrinkNodeID(READUINT32((*data))); /// \todo Use UINT32 for node children in a future, instead?
+		mn->children[1] = ShrinkNodeID(READUINT32((*data)));
+	}
+}
+
+static void P_LoadMapBSP(const virtres_t *virt)
+{
+	UINT8 *nodedata = NULL;
+	nodetype_t nodetype = P_GetNodetype(virt, &nodedata);
+
+	switch (nodetype)
+	{
+	case NT_DOOM:
+	{
+		virtlump_t *virtssectors = vres_Find(virt, "SSECTORS");
+		virtlump_t* virtnodes = vres_Find(virt, "NODES");
+		virtlump_t *virtsegs = vres_Find(virt, "SEGS");
+
+		numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
+		numnodes      = virtnodes->size    / sizeof(mapnode_t);
+		numsegs       = virtsegs->size     / sizeof(mapseg_t);
+
+		if (numsubsectors <= 0)
+			I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
+		if (numnodes <= 0)
+			I_Error("Level has no nodes");
+		if (numsegs <= 0)
+			I_Error("Level has no segs");
+
+		subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
+		nodes      = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
+		segs       = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
+
+		P_LoadSubsectors(virtssectors->data);
+		P_LoadNodes(virtnodes->data);
+		P_LoadSegs(virtsegs->data);
+		break;
+	}
+	case NT_XNOD:
+	case NT_XGLN:
+	case NT_XGL3:
+		if (!P_LoadExtraVertices(&nodedata))
+			return;
+		if (!P_LoadExtendedSubsectorsAndSegs(&nodedata, nodetype))
+			return;
+		P_LoadExtendedNodes(&nodedata, nodetype);
+		break;
+	default:
+		CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");
+		return;
+	}
+	return;
+}
+
+// Split from P_LoadBlockMap for convenience
+// -- Monster Iestyn 08/01/18
+static void P_ReadBlockMapLump(INT16 *wadblockmaplump, size_t count)
+{
+	size_t i;
+	blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL);
+
+	// killough 3/1/98: Expand wad blockmap into larger internal one,
+	// by treating all offsets except -1 as unsigned and zero-extending
+	// them. This potentially doubles the size of blockmaps allowed,
+	// because Doom originally considered the offsets as always signed.
+
+	blockmaplump[0] = SHORT(wadblockmaplump[0]);
+	blockmaplump[1] = SHORT(wadblockmaplump[1]);
+	blockmaplump[2] = (INT32)(SHORT(wadblockmaplump[2])) & 0xffff;
+	blockmaplump[3] = (INT32)(SHORT(wadblockmaplump[3])) & 0xffff;
+
+	for (i = 4; i < count; i++)
+	{
+		INT16 t = SHORT(wadblockmaplump[i]);          // killough 3/1/98
+		blockmaplump[i] = t == -1 ? (INT32)-1 : (INT32) t & 0xffff;
+	}
+}
+
+// This needs to be a separate function
+// because making both the WAD and PK3 loading code use
+// the same functions is trickier than it looks for blockmap
+// -- Monster Iestyn 09/01/18
+static boolean P_LoadBlockMap(UINT8 *data, size_t count)
 {
-	UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
-	P_LoadRawSideDefs2(data);
-	Z_Free(data);
-}
+	if (!count || count >= 0x20000)
+		return false;
+
+	//CONS_Printf("Reading blockmap lump for pk3...\n");
+
+	// no need to malloc anything, assume the data is uncompressed for now
+	count /= 2;
+	P_ReadBlockMapLump((INT16 *)data, count);
+
+	bmaporgx = blockmaplump[0]<<FRACBITS;
+	bmaporgy = blockmaplump[1]<<FRACBITS;
+	bmapwidth = blockmaplump[2];
+	bmapheight = blockmaplump[3];
 
+	// clear out mobj chains
+	count = sizeof (*blocklinks)* bmapwidth*bmapheight;
+	blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
+	blockmap = blockmaplump+4;
+
+#ifdef POLYOBJECTS
+	// haleyjd 2/22/06: setup polyobject blockmap
+	count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
+	polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
+#endif
+	return true;
+}
 
 static boolean LineInBlock(fixed_t cx1, fixed_t cy1, fixed_t cx2, fixed_t cy2, fixed_t bx1, fixed_t by1)
 {
@@ -1849,156 +2051,147 @@ static void P_CreateBlockMap(void)
 	}
 }
 
-// Split from P_LoadBlockMap for convenience
-// -- Monster Iestyn 08/01/18
-static void P_ReadBlockMapLump(INT16 *wadblockmaplump, size_t count)
+// PK3 version
+// -- Monster Iestyn 09/01/18
+static void P_LoadReject(UINT8 *data, size_t count)
 {
-	size_t i;
-	blockmaplump = Z_Calloc(sizeof (*blockmaplump) * count, PU_LEVEL, NULL);
-
-	// killough 3/1/98: Expand wad blockmap into larger internal one,
-	// by treating all offsets except -1 as unsigned and zero-extending
-	// them. This potentially doubles the size of blockmaps allowed,
-	// because Doom originally considered the offsets as always signed.
-
-	blockmaplump[0] = SHORT(wadblockmaplump[0]);
-	blockmaplump[1] = SHORT(wadblockmaplump[1]);
-	blockmaplump[2] = (INT32)(SHORT(wadblockmaplump[2])) & 0xffff;
-	blockmaplump[3] = (INT32)(SHORT(wadblockmaplump[3])) & 0xffff;
-
-	for (i = 4; i < count; i++)
+	if (!count) // zero length, someone probably used ZDBSP
 	{
-		INT16 t = SHORT(wadblockmaplump[i]);          // killough 3/1/98
-		blockmaplump[i] = t == -1 ? (INT32)-1 : (INT32) t & 0xffff;
+		rejectmatrix = NULL;
+		CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
+	}
+	else
+	{
+		rejectmatrix = Z_Malloc(count, PU_LEVEL, NULL); // allocate memory for the reject matrix
+		M_Memcpy(rejectmatrix, data, count); // copy the data into it
 	}
 }
 
-//
-// P_LoadBlockMap
-//
-// Levels might not have a blockmap, so if one does not exist
-// this should return false.
-static boolean P_LoadBlockMap(lumpnum_t lumpnum)
+static void P_LoadMapLUT(const virtres_t *virt)
 {
-#if 0
-	(void)lumpnum;
-	return false;
-#else
-	size_t count;
-	const char *lumpname = W_CheckNameForNum(lumpnum);
+	virtlump_t* virtblockmap = vres_Find(virt, "BLOCKMAP");
+	virtlump_t* virtreject   = vres_Find(virt, "REJECT");
+
+	// Lookup tables
+	if (virtreject)
+		P_LoadReject(virtreject->data, virtreject->size);
+	else
+		rejectmatrix = NULL;
 
-	// Check if the lump exists, and if it's named "BLOCKMAP"
-	if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0)
+	if (!(virtblockmap && P_LoadBlockMap(virtblockmap->data, virtblockmap->size)))
+		P_CreateBlockMap();
+}
+
+static void P_ProcessLinedefsWithSidedefs(void)
+{
+	size_t i = numlines;
+	register line_t *ld = lines;
+	for (;i--;ld++)
 	{
-		return false;
-	}
+		ld->frontsector = sides[ld->sidenum[0]].sector; //e6y: Can't be -1 here
+		ld->backsector  = ld->sidenum[1] != 0xffff ? sides[ld->sidenum[1]].sector : 0;
+
+		// Repeat count for midtexture
+		if ((ld->flags & ML_EFFECT5) && (ld->sidenum[1] != 0xffff)
+			&& !(ld->special >= 300 && ld->special < 500)) // exempt linedef exec specials
+		{
+			sides[ld->sidenum[0]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) >> 12);
+			sides[ld->sidenum[0]].textureoffset = (((unsigned)sides[ld->sidenum[0]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
+			sides[ld->sidenum[1]].repeatcnt = (INT16)(((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) >> 12);
+			sides[ld->sidenum[1]].textureoffset = (((unsigned)sides[ld->sidenum[1]].textureoffset >> FRACBITS) & 2047) << FRACBITS;
+		}
 
-	count = W_LumpLength(lumpnum);
+		// Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
+		switch(ld->special)
+		{
+		case 331: // Trigger linedef executor: Skin - Continuous
+		case 332: // Trigger linedef executor: Skin - Each time
+		case 333: // Trigger linedef executor: Skin - Once
+		case 443: // Calls a named Lua function
+			if (sides[ld->sidenum[0]].text)
+			{
+				size_t len = strlen(sides[ld->sidenum[0]].text)+1;
+				if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
+					len += strlen(sides[ld->sidenum[1]].text);
+				ld->text = Z_Malloc(len, PU_LEVEL, NULL);
+				M_Memcpy(ld->text, sides[ld->sidenum[0]].text, strlen(sides[ld->sidenum[0]].text)+1);
+				if (ld->sidenum[1] != 0xffff && sides[ld->sidenum[1]].text)
+					M_Memcpy(ld->text+strlen(ld->text)+1, sides[ld->sidenum[1]].text, strlen(sides[ld->sidenum[1]].text)+1);
+			}
+			break;
+		}
+	}
+}
 
-	if (!count || count >= 0x20000)
-		return false;
+static void P_CompressSidedefs(void)
+{
+	side_t *newsides;
+	size_t numnewsides = 0;
+	size_t z;
+	size_t i;
 
+	for (i = 0; i < numsides; i++)
 	{
-		INT16 *wadblockmaplump = malloc(count); //INT16 *wadblockmaplump = W_CacheLumpNum (lump, PU_LEVEL);
-		if (!wadblockmaplump)
-			return false;
-		W_ReadLump(lumpnum, wadblockmaplump);
-		count /= 2;
-		P_ReadBlockMapLump(wadblockmaplump, count);
-		free(wadblockmaplump);
-	}
+		size_t j, k;
+		line_t *ld;
 
-	bmaporgx = blockmaplump[0]<<FRACBITS;
-	bmaporgy = blockmaplump[1]<<FRACBITS;
-	bmapwidth = blockmaplump[2];
-	bmapheight = blockmaplump[3];
+		if (!sides[i].sector)
+			continue;
 
-	// clear out mobj chains
-	count = sizeof (*blocklinks)* bmapwidth*bmapheight;
-	blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
-	blockmap = blockmaplump+4;
+		for (k = numlines, ld = lines; k--; ld++)
+		{
+			if (ld->sidenum[0] == i)
+				ld->sidenum[0] = (UINT16)numnewsides;
 
-#ifdef POLYOBJECTS
-	// haleyjd 2/22/06: setup polyobject blockmap
-	count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
-	polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
-#endif
-	return true;
-/* Original
-		blockmaplump = W_CacheLumpNum(lump, PU_LEVEL);
-		blockmap = blockmaplump+4;
-		count = W_LumpLength (lump)/2;
+			if (ld->sidenum[1] == i)
+				ld->sidenum[1] = (UINT16)numnewsides;
+		}
+
+		for (j = i + 1; j < numsides; j++)
+		{
+			if (!sides[j].sector)
+				continue;
 
-		for (i = 0; i < count; i++)
-			blockmaplump[i] = SHORT(blockmaplump[i]);
+			if (!memcmp(&sides[i], &sides[j], sizeof(side_t)))
+			{
+				// Find the linedefs that belong to this one
+				for (k = numlines, ld = lines; k--; ld++)
+				{
+					if (ld->sidenum[0] == j)
+						ld->sidenum[0] = (UINT16)numnewsides;
 
-		bmaporgx = blockmaplump[0]<<FRACBITS;
-		bmaporgy = blockmaplump[1]<<FRACBITS;
-		bmapwidth = blockmaplump[2];
-		bmapheight = blockmaplump[3];
+					if (ld->sidenum[1] == j)
+						ld->sidenum[1] = (UINT16)numnewsides;
+				}
+				sides[j].sector = NULL; // Flag for deletion
+			}
+		}
+		numnewsides++;
 	}
 
-	// clear out mobj chains
-	count = sizeof (*blocklinks)*bmapwidth*bmapheight;
-	blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
-	return true;
-	*/
-#endif
-}
+	// We're loading crap into this block anyhow, so no point in zeroing it out.
+	newsides = Z_Malloc(numnewsides*sizeof(*newsides), PU_LEVEL, NULL);
 
-// This needs to be a separate function
-// because making both the WAD and PK3 loading code use
-// the same functions is trickier than it looks for blockmap
-// -- Monster Iestyn 09/01/18
-static boolean P_LoadRawBlockMap(UINT8 *data, size_t count, const char *lumpname)
-{
-#if 0
-	(void)data;
-	(void)count;
-	(void)lumpname;
-	return false;
-#else
-	// Check if the lump is named "BLOCKMAP"
-	if (!lumpname || memcmp(lumpname, "BLOCKMAP", 8) != 0)
+	// Copy the sides to their new block of memory.
+	for (i = 0, z = 0; i < numsides; i++)
 	{
-		CONS_Printf("No blockmap lump found for pk3!\n");
-		return false;
+		if (sides[i].sector)
+			M_Memcpy(&newsides[z++], &sides[i], sizeof(side_t));
 	}
 
-	if (!count || count >= 0x20000)
-		return false;
-
-	//CONS_Printf("Reading blockmap lump for pk3...\n");
-
-	// no need to malloc anything, assume the data is uncompressed for now
-	count /= 2;
-	P_ReadBlockMapLump((INT16 *)data, count);
-
-	bmaporgx = blockmaplump[0]<<FRACBITS;
-	bmaporgy = blockmaplump[1]<<FRACBITS;
-	bmapwidth = blockmaplump[2];
-	bmapheight = blockmaplump[3];
-
-	// clear out mobj chains
-	count = sizeof (*blocklinks)* bmapwidth*bmapheight;
-	blocklinks = Z_Calloc(count, PU_LEVEL, NULL);
-	blockmap = blockmaplump+4;
+	CONS_Debug(DBG_SETUP, "P_CompressSidedefs: Old sides is %s, new sides is %s\n", sizeu1(numsides), sizeu1(numnewsides));
 
-#ifdef POLYOBJECTS
-	// haleyjd 2/22/06: setup polyobject blockmap
-	count = sizeof(*polyblocklinks) * bmapwidth * bmapheight;
-	polyblocklinks = Z_Calloc(count, PU_LEVEL, NULL);
-#endif
-	return true;
-#endif
+	Z_Free(sides);
+	sides = newsides;
+	numsides = numnewsides;
 }
 
 //
-// P_GroupLines
+// P_LinkMapData
 // Builds sector line lists and subsector sector numbers.
 // Finds block bounding boxes for sectors.
 //
-static void P_GroupLines(void)
+static void P_LinkMapData(void)
 {
 	size_t i, j;
 	line_t *li;
@@ -2012,20 +2205,20 @@ static void P_GroupLines(void)
 	for (i = 0; i < numsubsectors; i++, ss++)
 	{
 		if (ss->firstline >= numsegs)
-			CorruptMapError(va("P_GroupLines: ss->firstline invalid "
+			CorruptMapError(va("P_LinkMapData: ss->firstline invalid "
 				"(subsector %s, firstline refers to %d of %s)", sizeu1(i), ss->firstline,
 				sizeu2(numsegs)));
 		seg = &segs[ss->firstline];
 		sidei = (size_t)(seg->sidedef - sides);
 		if (!seg->sidedef)
-			CorruptMapError(va("P_GroupLines: seg->sidedef is NULL "
+			CorruptMapError(va("P_LinkMapData: seg->sidedef is NULL "
 				"(subsector %s, firstline is %d)", sizeu1(i), ss->firstline));
 		if (seg->sidedef - sides < 0 || seg->sidedef - sides > (UINT16)numsides)
-			CorruptMapError(va("P_GroupLines: seg->sidedef refers to sidedef %s of %s "
+			CorruptMapError(va("P_LinkMapData: seg->sidedef refers to sidedef %s of %s "
 				"(subsector %s, firstline is %d)", sizeu1(sidei), sizeu2(numsides),
 				sizeu3(i), ss->firstline));
 		if (!seg->sidedef->sector)
-			CorruptMapError(va("P_GroupLines: seg->sidedef->sector is NULL "
+			CorruptMapError(va("P_LinkMapData: seg->sidedef->sector is NULL "
 				"(subsector %s, firstline is %d, sidedef is %s)", sizeu1(i), ss->firstline,
 				sizeu1(sidei)));
 		ss->sector = seg->sidedef->sector;
@@ -2046,7 +2239,7 @@ static void P_GroupLines(void)
 		if (sector->linecount == 0) // no lines found?
 		{
 			sector->lines = NULL;
-			CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i));
+			CONS_Debug(DBG_SETUP, "P_LinkMapData: sector %s has no lines\n", sizeu1(i));
 		}
 		else
 		{
@@ -2089,95 +2282,80 @@ static void P_GroupLines(void)
 	}
 }
 
-//
-// P_LoadReject
-//
-// Detect if the REJECT lump is valid,
-// if not, rejectmatrix will be NULL
-static void P_LoadReject(lumpnum_t lumpnum)
+/** Compute MD5 message digest for bytes read from memory source
+  *
+  * The resulting message digest number will be written into the 16 bytes
+  * beginning at RESBLOCK.
+  *
+  * \param filename path of file
+  * \param resblock resulting MD5 checksum
+  * \return 0 if MD5 checksum was made, and is at resblock, 1 if error was found
+  */
+static INT32 P_MakeBufferMD5(const char *buffer, size_t len, void *resblock)
 {
-	size_t count;
-	const char *lumpname = W_CheckNameForNum(lumpnum);
-
-	// Check if the lump exists, and if it's named "REJECT"
-	if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
-	{
-		rejectmatrix = NULL;
-		CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
-		return;
-	}
-
-	count = W_LumpLength(lumpnum);
-
-	if (!count) // zero length, someone probably used ZDBSP
-	{
-		rejectmatrix = NULL;
-		CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
-	}
-	else
-		rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
+#ifdef NOMD5
+	(void)buffer;
+	(void)len;
+	memset(resblock, 0x00, 16);
+	return 1;
+#else
+	tic_t t = I_GetTime();
+	CONS_Debug(DBG_SETUP, "Making MD5\n");
+	if (md5_buffer(buffer, len, resblock) == NULL)
+		return 1;
+	CONS_Debug(DBG_SETUP, "MD5 calc took %f seconds\n", (float)(I_GetTime() - t)/NEWTICRATE);
+	return 0;
+#endif
 }
 
-// PK3 version
-// -- Monster Iestyn 09/01/18
-static void P_LoadRawReject(UINT8 *data, size_t count, const char *lumpname)
+static void P_MakeMapMD5(virtres_t *virt, void *dest)
 {
-	// Check if the lump is named "REJECT"
-	if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
-	{
-		rejectmatrix = NULL;
-		CONS_Debug(DBG_SETUP, "P_LoadRawReject: No valid REJECT lump found\n");
-		return;
-	}
+	unsigned char linemd5[16];
+	unsigned char sectormd5[16];
+	unsigned char thingmd5[16];
+	unsigned char sidedefmd5[16];
+	unsigned char resmd5[16];
+	UINT8 i;
 
-	if (!count) // zero length, someone probably used ZDBSP
-	{
-		rejectmatrix = NULL;
-		CONS_Debug(DBG_SETUP, "P_LoadRawReject: REJECT lump has size 0, will not be loaded\n");
-	}
-	else
-	{
-		rejectmatrix = Z_Malloc(count, PU_LEVEL, NULL); // allocate memory for the reject matrix
-		M_Memcpy(rejectmatrix, data, count); // copy the data into it
-	}
+	// Create a hash for the current map
+	// get the actual lumps!
+	virtlump_t *virtlines = vres_Find(virt, "LINEDEFS");
+	virtlump_t *virtsectors = vres_Find(virt, "SECTORS");
+	virtlump_t *virtmthings = vres_Find(virt, "THINGS");
+	virtlump_t *virtsides = vres_Find(virt, "SIDEDEFS");
+
+	P_MakeBufferMD5((char*)virtlines->data, virtlines->size, linemd5);
+	P_MakeBufferMD5((char*)virtsectors->data, virtsectors->size, sectormd5);
+	P_MakeBufferMD5((char*)virtmthings->data, virtmthings->size, thingmd5);
+	P_MakeBufferMD5((char*)virtsides->data, virtsides->size, sidedefmd5);
+
+	for (i = 0; i < 16; i++)
+		resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF;
+
+	M_Memcpy(dest, &resmd5, 16);
 }
 
-#if 0
-static char *levellumps[] =
+static void P_LoadMapFromFile(void)
 {
-	"label",        // ML_LABEL,    A separator, name, MAPxx
-	"THINGS",       // ML_THINGS,   Enemies, items..
-	"LINEDEFS",     // ML_LINEDEFS, Linedefs, from editing
-	"SIDEDEFS",     // ML_SIDEDEFS, Sidedefs, from editing
-	"VERTEXES",     // ML_VERTEXES, Vertices, edited and BSP splits generated
-	"SEGS",         // ML_SEGS,     Linesegs, from linedefs split by BSP
-	"SSECTORS",     // ML_SSECTORS, Subsectors, list of linesegs
-	"NODES",        // ML_NODES,    BSP nodes
-	"SECTORS",      // ML_SECTORS,  Sectors, from editing
-	"REJECT",       // ML_REJECT,   LUT, sector-sector visibility
-};
+	virtres_t *virt = vres_GetMap(lastloadedmaplumpnum);
 
-/** Checks a lump and returns whether it is a valid start-of-level marker.
-  *
-  * \param lumpnum Lump number to check.
-  * \return True if the lump is a valid level marker, false if not.
-  */
-static inline boolean P_CheckLevel(lumpnum_t lumpnum)
-{
-	UINT16 file, lump;
-	size_t i;
+	P_LoadMapData(virt);
+	P_LoadMapBSP(virt);
+	P_LoadMapLUT(virt);
 
-	for (i = ML_THINGS; i <= ML_REJECT; i++)
-	{
-		file = WADFILENUM(lumpnum);
-		lump = LUMPNUM(lumpnum+1);
-		if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps ||
-			memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0)
-		return false;
-	}
-	return true; // all right
+	P_ProcessLinedefsWithSidedefs();
+	if (M_CheckParm("-compress"))
+		P_CompressSidedefs();
+	P_LinkMapData();
+
+	P_MakeMapMD5(virt, &mapmd5);
+
+	vres_Free(virt);
 }
-#endif
+
+//
+// LEVEL INITIALIZATION FUNCTIONS
+//
 
 /** Sets up a sky texture to use for the level.
   * The sky texture is used instead of F_SKY1.
@@ -2210,7 +2388,7 @@ lumpnum_t lastloadedmaplumpnum; // for comparative savegame
 //
 // Some player initialization for map start.
 //
-static void P_LevelInitStuff(void)
+static void P_InitLevelSettings(void)
 {
 	INT32 i;
 	boolean canresetlives = true;
@@ -2307,12 +2485,8 @@ static void P_LevelInitStuff(void)
 		CV_SetValue(&cv_analog[1], true);
 }
 
-//
-// P_LoadThingsOnly
-//
-// "Reloads" a level, but only reloads all of the mobjs.
-//
-void P_LoadThingsOnly(void)
+// Respawns all the mapthings and mobjs in the map from the already loaded map data.
+void P_RespawnThings(void)
 {
 	// Search through all the thinkers.
 	thinker_t *think;
@@ -2328,7 +2502,6 @@ void P_LoadThingsOnly(void)
 				centerid = i; // save id just in case
 		}
 
-
 	for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
 	{
 		if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
@@ -2336,83 +2509,15 @@ void P_LoadThingsOnly(void)
 		P_RemoveMobj((mobj_t *)think);
 	}
 
-	P_LevelInitStuff();
+	P_InitLevelSettings();
 
-	if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
-	{ // HACK: Open wad file rather quickly so we can use the things lump
-		UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
-		filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
-		fileinfo += ML_THINGS; // we only need the THINGS lump
-		P_PrepareRawThings(wadData + fileinfo->filepos, fileinfo->size);
-		Z_Free(wadData); // we're done with this now
-	}
-	else // phew it's just a WAD
-		P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
-	P_LoadThings(true);
+	P_SpawnMapThings(true);
 
 	// restore skybox viewpoint/centerpoint if necessary, set them to defaults if we can't do that
 	skyboxmo[0] = skyboxviewpnts[(viewid >= 0) ? viewid : 0];
 	skyboxmo[1] = skyboxcenterpnts[(centerid >= 0) ? centerid : 0];
 }
 
-/** Compute MD5 message digest for bytes read from memory source
-  *
-  * The resulting message digest number will be written into the 16 bytes
-  * beginning at RESBLOCK.
-  *
-  * \param filename path of file
-  * \param resblock resulting MD5 checksum
-  * \return 0 if MD5 checksum was made, and is at resblock, 1 if error was found
-  */
-static INT32 P_MakeBufferMD5(const char *buffer, size_t len, void *resblock)
-{
-#ifdef NOMD5
-	(void)buffer;
-	(void)len;
-	memset(resblock, 0x00, 16);
-	return 1;
-#else
-	tic_t t = I_GetTime();
-	CONS_Debug(DBG_SETUP, "Making MD5\n");
-	if (md5_buffer(buffer, len, resblock) == NULL)
-		return 1;
-	CONS_Debug(DBG_SETUP, "MD5 calc took %f seconds\n", (float)(I_GetTime() - t)/NEWTICRATE);
-	return 0;
-#endif
-}
-
-static void P_MakeMapMD5(lumpnum_t maplumpnum, void *dest)
-{
-	unsigned char linemd5[16];
-	unsigned char sectormd5[16];
-	unsigned char thingmd5[16];
-	unsigned char sidedefmd5[16];
-	unsigned char resmd5[16];
-	UINT8 i;
-
-	// Create a hash for the current map
-	// get the actual lumps!
-	UINT8 *datalines   = W_CacheLumpNum(maplumpnum + ML_LINEDEFS, PU_CACHE);
-	UINT8 *datasectors = W_CacheLumpNum(maplumpnum + ML_SECTORS, PU_CACHE);
-	UINT8 *datathings  = W_CacheLumpNum(maplumpnum + ML_THINGS, PU_CACHE);
-	UINT8 *datasides   = W_CacheLumpNum(maplumpnum + ML_SIDEDEFS, PU_CACHE);
-
-	P_MakeBufferMD5((char*)datalines,   W_LumpLength(maplumpnum + ML_LINEDEFS), linemd5);
-	P_MakeBufferMD5((char*)datasectors, W_LumpLength(maplumpnum + ML_SECTORS),  sectormd5);
-	P_MakeBufferMD5((char*)datathings,  W_LumpLength(maplumpnum + ML_THINGS),   thingmd5);
-	P_MakeBufferMD5((char*)datasides,   W_LumpLength(maplumpnum + ML_SIDEDEFS), sidedefmd5);
-
-	Z_Free(datalines);
-	Z_Free(datasectors);
-	Z_Free(datathings);
-	Z_Free(datasides);
-
-	for (i = 0; i < 16; i++)
-		resmd5[i] = (linemd5[i] + sectormd5[i] + thingmd5[i] + sidedefmd5[i]) & 0xFF;
-
-	M_Memcpy(dest, &resmd5, 16);
-}
-
 static void P_RunLevelScript(const char *scriptname)
 {
 	if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE))
@@ -2477,6 +2582,26 @@ static void P_ForceCharacter(const char *forcecharskin)
 	}
 }
 
+static void P_ResetSpawnpoints(void)
+{
+	UINT8 i;
+
+	numdmstarts = numredctfstarts = numbluectfstarts = 0;
+
+	// reset the player starts
+	for (i = 0; i < MAXPLAYERS; i++)
+		playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
+
+	for (i = 0; i < MAX_DM_STARTS; i++)
+		deathmatchstarts[i] = NULL;
+
+	for (i = 0; i < 2; i++)
+		skyboxmo[i] = NULL;
+
+	for (i = 0; i < 16; i++)
+		skyboxviewpnts[i] = skyboxcenterpnts[i] = NULL;
+}
+
 static void P_LoadRecordGhosts(void)
 {
 	const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
@@ -2540,110 +2665,360 @@ static void P_LoadRecordGhosts(void)
 		}
 	}
 
-	// Guest ghost
-	if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
-		G_AddGhost(va("%s-guest.lmp", gpath));
+	// Guest ghost
+	if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
+		G_AddGhost(va("%s-guest.lmp", gpath));
+
+	free(gpath);
+}
+
+static void P_LoadNightsGhosts(void)
+{
+	const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
+	char *gpath = malloc(glen);
+
+	if (!gpath)
+		return;
+
+	sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
+
+	// Best Score ghost
+	if (cv_ghost_bestscore.value && FIL_FileExists(va("%s-score-best.lmp", gpath)))
+			G_AddGhost(va("%s-score-best.lmp", gpath));
+
+	// Best Time ghost
+	if (cv_ghost_besttime.value && FIL_FileExists(va("%s-time-best.lmp", gpath)))
+			G_AddGhost(va("%s-time-best.lmp", gpath));
+
+	// Last ghost
+	if (cv_ghost_last.value && FIL_FileExists(va("%s-last.lmp", gpath)))
+		G_AddGhost(va("%s-last.lmp", gpath));
+
+	// Guest ghost
+	if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
+		G_AddGhost(va("%s-guest.lmp", gpath));
+
+	free(gpath);
+}
+
+static void P_InitTagGametype(void)
+{
+	UINT8 i;
+	INT32 realnumplayers = 0;
+	INT32 playersactive[MAXPLAYERS];
+
+	//I just realized how problematic this code can be.
+	//D_NumPlayers() will not always cover the scope of the netgame.
+	//What if one player is node 0 and the other node 31?
+	//The solution? Make a temp array of all players that are currently playing and pick from them.
+	//Future todo? When a player leaves, shift all nodes down so D_NumPlayers() can be used as intended?
+	//Also, you'd never have to loop through all 32 players slots to find anything ever again.
+	for (i = 0; i < MAXPLAYERS; i++)
+	{
+		if (playeringame[i] && !players[i].spectator)
+		{
+			playersactive[realnumplayers] = i; //stores the player's node in the array.
+			realnumplayers++;
+		}
+	}
+
+	if (!realnumplayers) //this should also fix the dedicated crash bug. You only pick a player if one exists to be picked.
+	{
+		CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
+		return;
+	}
+
+	i = P_RandomKey(realnumplayers);
+	players[playersactive[i]].pflags |= PF_TAGIT; //choose our initial tagger before map starts.
+
+	// Taken and modified from G_DoReborn()
+	// Remove the player so he can respawn elsewhere.
+	// first disassociate the corpse
+	if (players[playersactive[i]].mo)
+		P_RemoveMobj(players[playersactive[i]].mo);
+
+	G_SpawnPlayer(playersactive[i], false); //respawn the lucky player in his dedicated spawn location.
+}
+
+static void P_SetupCamera(void)
+{
+	if (players[displayplayer].mo && (server || addedtogame))
+	{
+		camera.x = players[displayplayer].mo->x;
+		camera.y = players[displayplayer].mo->y;
+		camera.z = players[displayplayer].mo->z;
+		camera.angle = players[displayplayer].mo->angle;
+		camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
+	}
+	else
+	{
+		mapthing_t *thing;
+
+		switch (gametype)
+		{
+		case GT_MATCH:
+		case GT_TAG:
+			thing = deathmatchstarts[0];
+			break;
+
+		default:
+			thing = playerstarts[0];
+			break;
+		}
+
+		if (thing)
+		{
+			camera.x = thing->x;
+			camera.y = thing->y;
+			camera.z = thing->z;
+			camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
+			camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
+		}
+	}
+}
+
+static void P_InitCamera(void)
+{
+	if (!dedicated)
+	{
+		P_SetupCamera();
+
+		// Salt: CV_ClearChangedFlags() messes with your settings :(
+		/*if (!cv_cam_height.changed)
+			CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
+		if (!cv_cam2_height.changed)
+			CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
+
+		if (!cv_cam_dist.changed)
+			CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
+		if (!cv_cam2_dist.changed)
+			CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
+
+			// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
+		if (!cv_cam_rotate.changed)
+			CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
+		if (!cv_cam2_rotate.changed)
+			CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
+
+		if (!cv_analog[0].changed)
+			CV_SetValue(&cv_analog[0], 0);
+		if (!cv_analog[1].changed)
+			CV_SetValue(&cv_analog[1], 0);
+
+		displayplayer = consoleplayer; // Start with your OWN view, please!
+	}
+
+	if (twodlevel)
+	{
+		CV_SetValue(&cv_analog[0], false);
+		CV_SetValue(&cv_analog[1], false);
+	}
+	else
+	{
+		if (cv_useranalog[0].value)
+			CV_SetValue(&cv_analog[0], true);
+
+		if ((splitscreen && cv_useranalog[1].value) || botingame)
+			CV_SetValue(&cv_analog[1], true);
+	}
+}
+
+static boolean CanSaveLevel(INT32 mapnum)
+{
+	if (ultimatemode) // never save in ultimate (probably redundant with cursaveslot also being checked)
+		return false;
+
+	if (G_IsSpecialStage(mapnum) // don't save in special stages
+		|| mapnum == lastmaploaded) // don't save if the last map loaded was this one
+		return false;
+
+	// Any levels that have the savegame flag can save normally.
+	// If the game is complete for this save slot, then any level can save!
+	// On the other side of the spectrum, if lastmaploaded is 0, then the save file has only just been created and needs to save ASAP!
+	return (mapheaderinfo[mapnum-1]->levelflags & LF_SAVEGAME || gamecomplete || !lastmaploaded);
+}
+
+static void P_RunSpecialStageWipe(void)
+{
+	tic_t starttime = I_GetTime();
+	tic_t endtime = starttime + (3*TICRATE)/2;
+	tic_t nowtime;
+
+	S_StartSound(NULL, sfx_s3kaf);
+
+	// Fade music! Time it to S3KAF: 0.25 seconds is snappy.
+	if (RESETMUSIC ||
+		strnicmp(S_MusicName(),
+		(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap - 1]->musname : mapmusname, 7))
+		S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE)
+
+	F_WipeStartScreen();
+	wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
+
+#ifdef HWRENDER
+	// uh..........
+	if (rendermode == render_opengl)
+		F_WipeColorFill(0);
+#endif
+
+	F_WipeEndScreen();
+	F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
+
+	I_OsPolling();
+	I_FinishUpdate(); // page flip or blit buffer
+	if (moviemode)
+		M_SaveFrame();
+
+	nowtime = lastwipetic;
+
+	// Hold on white for extra effect.
+	while (nowtime < endtime)
+	{
+		// wait loop
+		while (!((nowtime = I_GetTime()) - lastwipetic))
+			I_Sleep();
+		lastwipetic = nowtime;
+		if (moviemode) // make sure we save frames for the white hold too
+			M_SaveFrame();
+	}
+}
+
+static void P_RunLevelWipe(void)
+{
+	F_WipeStartScreen();
+	wipestyleflags |= WSF_FADEOUT;
+
+#ifdef HWRENDER
+	// uh..........
+	if (rendermode == render_opengl)
+		F_WipeColorFill(31);
+#endif
+
+	F_WipeEndScreen();
+	// for titlemap: run a specific wipe if specified
+	// needed for exiting time attack
+	if (wipetypepre != INT16_MAX)
+		F_RunWipe(
+		(wipetypepre >= 0 && F_WipeExists(wipetypepre)) ? wipetypepre : wipedefs[wipe_level_toblack],
+			false);
+	wipetypepre = -1;
+}
+
+static void P_InitPlayers(void)
+{
+	UINT8 i;
+
+	for (i = 0; i < MAXPLAYERS; i++)
+	{
+		if (!playeringame[i])
+			continue;
+
+		// Start players with pity shields if possible
+		players[i].pity = -1;
+
+		players[i].mo = NULL;
 
-	free(gpath);
+		if (!G_PlatformGametype())
+			G_DoReborn(i);
+		else // gametype is GT_COOP or GT_RACE
+		{
+			G_SpawnPlayer(i, players[i].starposttime);
+			if (players[i].starposttime)
+				P_ClearStarPost(players[i].starpostnum);
+		}
+	}
 }
 
-static void P_LoadNightsGhosts(void)
+static void P_WriteLetter(void)
 {
-	const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
-	char *gpath = malloc(glen);
+	char *buf, *b;
 
-	if (!gpath)
+	if (!unlockables[27].unlocked) // pandora's box
 		return;
 
-	sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
+	if (modeattacking)
+		return;
 
-	// Best Score ghost
-	if (cv_ghost_bestscore.value && FIL_FileExists(va("%s-score-best.lmp", gpath)))
-			G_AddGhost(va("%s-score-best.lmp", gpath));
+#ifndef DEVELOP
+	if (modifiedgame)
+		return;
+#endif
 
-	// Best Time ghost
-	if (cv_ghost_besttime.value && FIL_FileExists(va("%s-time-best.lmp", gpath)))
-			G_AddGhost(va("%s-time-best.lmp", gpath));
+	if (netgame || multiplayer)
+		return;
 
-	// Last ghost
-	if (cv_ghost_last.value && FIL_FileExists(va("%s-last.lmp", gpath)))
-		G_AddGhost(va("%s-last.lmp", gpath));
+	if (gamemap != 0x1d35 - 016464)
+		return;
 
-	// Guest ghost
-	if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
-		G_AddGhost(va("%s-guest.lmp", gpath));
+	P_SpawnMobj(0640370000, 0x11000000, 0x3180000, MT_LETTER)->angle = ANGLE_90;
 
-	free(gpath);
-}
+	if (textprompts[199]->page[1].backcolor == 259)
+		return;
 
-static void P_SetupCamera(void)
-{
-	if (players[displayplayer].mo && (server || addedtogame))
+	buf = W_CacheLumpName("WATERMAP", PU_STATIC);
+	b = buf;
+
+	while ((*b != 65) && (b - buf < 256))
 	{
-		camera.x = players[displayplayer].mo->x;
-		camera.y = players[displayplayer].mo->y;
-		camera.z = players[displayplayer].mo->z;
-		camera.angle = players[displayplayer].mo->angle;
-		camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
+		*b = (*b - 65) & 255;
+		b++;
 	}
-	else
-	{
-		mapthing_t *thing;
+	*b = '\0';
 
-		switch (gametype)
-		{
-		case GT_MATCH:
-		case GT_TAG:
-			thing = deathmatchstarts[0];
-			break;
+	Z_Free(textprompts[199]->page[1].text);
+	textprompts[199]->page[1].text = Z_StrDup(buf);
+	textprompts[199]->page[1].lines = 4;
+	textprompts[199]->page[1].backcolor = 259;
+	Z_Free(buf);
+}
 
-		default:
-			thing = playerstarts[0];
-			break;
-		}
+static void P_InitGametype(void)
+{
+	UINT8 i;
 
-		if (thing)
+	P_InitPlayers();
+
+	// restore time in netgame (see also g_game.c)
+	if ((netgame || multiplayer) && gametype == GT_COOP && cv_coopstarposts.value == 2)
+	{
+		// is this a hack? maybe
+		tic_t maxstarposttime = 0;
+		for (i = 0; i < MAXPLAYERS; i++)
 		{
-			camera.x = thing->x;
-			camera.y = thing->y;
-			camera.z = thing->z;
-			camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
-			camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
+			if (playeringame[i] && players[i].starposttime > maxstarposttime)
+				maxstarposttime = players[i].starposttime;
 		}
+		leveltime = maxstarposttime;
 	}
-}
 
-static boolean CanSaveLevel(INT32 mapnum)
-{
-	if (ultimatemode) // never save in ultimate (probably redundant with cursaveslot also being checked)
-		return false;
+	P_WriteLetter();
 
-	if (G_IsSpecialStage(mapnum) // don't save in special stages
-		|| mapnum == lastmaploaded) // don't save if the last map loaded was this one
-		return false;
+	if (modeattacking == ATTACKING_RECORD && !demoplayback)
+		P_LoadRecordGhosts();
+	else if (modeattacking == ATTACKING_NIGHTS && !demoplayback)
+		P_LoadNightsGhosts();
 
-	// Any levels that have the savegame flag can save normally.
-	// If the game is complete for this save slot, then any level can save!
-	// On the other side of the spectrum, if lastmaploaded is 0, then the save file has only just been created and needs to save ASAP!
-	return (mapheaderinfo[mapnum-1]->levelflags & LF_SAVEGAME || gamecomplete || !lastmaploaded);
+	if (G_TagGametype())
+		P_InitTagGametype();
+	else if (gametype == GT_RACE && server)
+		CV_StealthSetValue(&cv_numlaps,
+		(cv_basenumlaps.value)
+			? cv_basenumlaps.value
+			: mapheaderinfo[gamemap - 1]->numlaps);
 }
 
 /** Loads a level from a lump or external wad.
   *
-  * \param skipprecip If true, don't spawn precipitation.
+  * \param fromnetsave If true, skip some stuff because we're loading a netgame snapshot.
   * \todo Clean up, refactor, split up; get rid of the bloat.
   */
-boolean P_SetupLevel(boolean skipprecip)
+boolean P_LoadLevel(boolean fromnetsave)
 {
 	// use gamemap to get map number.
 	// 99% of the things already did, so.
 	// Map header should always be in place at this point
-	INT32 i, loadprecip = 1, ranspecialwipe = 0;
-	INT32 loademblems = 1;
-	INT32 fromnetsave = 0;
-	boolean loadedbm = false;
+	INT32 i, ranspecialwipe = 0;
 	sector_t *ss;
-	boolean chase;
 	levelloading = true;
 
 	// This is needed. Don't touch.
@@ -2674,20 +3049,18 @@ boolean P_SetupLevel(boolean skipprecip)
 	if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#')
 		P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
 
-	P_LevelInitStuff();
+	P_InitLevelSettings();
 
 	postimgtype = postimgtype2 = postimg_none;
 
 	if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0')
 		P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter);
 
-	// chasecam on in chaos, race, coop
-	// chasecam off in match, tag, capture the flag
-	chase = (gametype == GT_RACE || gametype == GT_COMPETITION || gametype == GT_COOP)
-		|| (maptol & TOL_2D);
-
 	if (!dedicated)
 	{
+		// chasecam on in first-person gametypes and 2D
+		boolean chase = (!(gametyperules & GTR_FIRSTPERSON)) || (maptol & TOL_2D);
+
 		// Salt: CV_ClearChangedFlags() messes with your settings :(
 		/*if (!cv_cam_speed.changed)
 			CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
@@ -2717,48 +3090,7 @@ boolean P_SetupLevel(boolean skipprecip)
 		ranspecialwipe = 2;
 	else if (rendermode != render_none && G_IsSpecialStage(gamemap))
 	{
-		tic_t starttime = I_GetTime();
-		tic_t endtime = starttime + (3*TICRATE)/2;
-		tic_t nowtime;
-
-		S_StartSound(NULL, sfx_s3kaf);
-
-		// Fade music! Time it to S3KAF: 0.25 seconds is snappy.
-		if (RESETMUSIC ||
-			strnicmp(S_MusicName(),
-				(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7))
-			S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE)
-
-		F_WipeStartScreen();
-		wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
-
-#ifdef HWRENDER
-		// uh..........
-		if (rendermode == render_opengl)
-			F_WipeColorFill(0);
-#endif
-
-		F_WipeEndScreen();
-		F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
-
-		I_OsPolling();
-		I_FinishUpdate(); // page flip or blit buffer
-		if (moviemode)
-			M_SaveFrame();
-
-		nowtime = lastwipetic;
-
-		// Hold on white for extra effect.
-		while (nowtime < endtime)
-		{
-			// wait loop
-			while (!((nowtime = I_GetTime()) - lastwipetic))
-				I_Sleep();
-			lastwipetic = nowtime;
-			if (moviemode) // make sure we save frames for the white hold too
-				M_SaveFrame();
-		}
-
+		P_RunSpecialStageWipe();
 		ranspecialwipe = 1;
 	}
 
@@ -2784,25 +3116,7 @@ boolean P_SetupLevel(boolean skipprecip)
 	// Let's fade to black here
 	// But only if we didn't do the special stage wipe
 	if (rendermode != render_none && !ranspecialwipe)
-	{
-		F_WipeStartScreen();
-		wipestyleflags |= WSF_FADEOUT;
-
-#ifdef HWRENDER
-		// uh..........
-		if (rendermode == render_opengl)
-			F_WipeColorFill(31);
-#endif
-
-		F_WipeEndScreen();
-		// for titlemap: run a specific wipe if specified
-		// needed for exiting time attack
-		if (wipetypepre != INT16_MAX)
-			F_RunWipe(
-				(wipetypepre >= 0 && F_WipeExists(wipetypepre)) ? wipetypepre : wipedefs[wipe_level_toblack],
-				false);
-		wipetypepre = -1;
-	}
+		P_RunLevelWipe();
 
 	if (!titlemapinaction)
 	{
@@ -2860,14 +3174,7 @@ boolean P_SetupLevel(boolean skipprecip)
 	P_InitThinkers();
 	P_InitCachedActions();
 
-	/// \note for not spawning precipitation, etc. when loading netgame snapshots
-	if (skipprecip)
-	{
-		fromnetsave = 1;
-		loadprecip = 0;
-		loademblems = 0;
-	}
-	else if (savedata.lives > 0)
+	if (!fromnetsave && savedata.lives > 0)
 	{
 		numgameovers = savedata.numgameovers;
 		players[consoleplayer].continues = savedata.continues;
@@ -2881,9 +3188,7 @@ boolean P_SetupLevel(boolean skipprecip)
 
 	// internal game map
 	maplumpname = G_BuildMapName(gamemap);
-	//lastloadedmaplumpnum = LUMPERROR;
 	lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
-
 	if (lastloadedmaplumpnum == INT16_MAX)
 		I_Error("Map %s not found.\n", maplumpname);
 
@@ -2893,111 +3198,12 @@ boolean P_SetupLevel(boolean skipprecip)
 	// SRB2 determines the sky texture to be used depending on the map header.
 	P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
 
-	P_MakeMapMD5(lastloadedmaplumpnum, &mapmd5);
-
-	// HACK ALERT: Cache the WAD, get the map data into the tables, free memory.
-	// As it is implemented right now, we're assuming an uncompressed WAD.
-	// (As in, a normal PWAD, not ZWAD or anything. The lump itself can be compressed.)
-	// We're not accounting for extra lumps and scrambled lump positions. Any additional data will cause an error.
-	if (W_IsLumpWad(lastloadedmaplumpnum))
-	{
-		// Remember that we're assuming that the WAD will have a specific set of lumps in a specific order.
-		UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
-		//filelump_t *fileinfo = wadData + ((wadinfo_t *)wadData)->infotableofs;
-		filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
-		UINT32 numlumps = ((wadinfo_t *)wadData)->numlumps;
-
-		if (numlumps < ML_REJECT) // at least 9 lumps should be in the wad for a map to be loaded
-		{
-			I_Error("Bad WAD file for map %s!\n", maplumpname);
-		}
-
-		if (numlumps > ML_BLOCKMAP) // enough room for a BLOCKMAP lump at least
-		{
-			loadedbm = P_LoadRawBlockMap(
-							wadData + (fileinfo + ML_BLOCKMAP)->filepos,
-							(fileinfo + ML_BLOCKMAP)->size,
-							(fileinfo + ML_BLOCKMAP)->name);
-		}
-		P_LoadRawVertexes(wadData + (fileinfo + ML_VERTEXES)->filepos, (fileinfo + ML_VERTEXES)->size);
-		P_LoadRawSectors(wadData + (fileinfo + ML_SECTORS)->filepos, (fileinfo + ML_SECTORS)->size);
-		P_LoadRawSideDefs((fileinfo + ML_SIDEDEFS)->size);
-		P_LoadRawLineDefs(wadData + (fileinfo + ML_LINEDEFS)->filepos, (fileinfo + ML_LINEDEFS)->size);
-		P_LoadRawSideDefs2(wadData + (fileinfo + ML_SIDEDEFS)->filepos);
-		P_LoadRawSubsectors(wadData + (fileinfo + ML_SSECTORS)->filepos, (fileinfo + ML_SSECTORS)->size);
-		P_LoadRawNodes(wadData + (fileinfo + ML_NODES)->filepos, (fileinfo + ML_NODES)->size);
-		P_LoadRawSegs(wadData + (fileinfo + ML_SEGS)->filepos, (fileinfo + ML_SEGS)->size);
-		if (numlumps > ML_REJECT) // enough room for a REJECT lump at least
-		{
-			P_LoadRawReject(
-					wadData + (fileinfo + ML_REJECT)->filepos,
-					(fileinfo + ML_REJECT)->size,
-					(fileinfo + ML_REJECT)->name);
-		}
-
-		// Important: take care of the ordering of the next functions.
-		if (!loadedbm)
-			P_CreateBlockMap(); // Graue 02-29-2004
-		P_LoadLineDefs2();
-		P_GroupLines();
-		numdmstarts = numredctfstarts = numbluectfstarts = 0;
-
-		// reset the player starts
-		for (i = 0; i < MAXPLAYERS; i++)
-			playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
-
-		for (i = 0; i < MAX_DM_STARTS; i++)
-			deathmatchstarts[i] = NULL;
-
-		for (i = 0; i < 2; i++)
-			skyboxmo[i] = NULL;
-
-		for (i = 0; i < 16; i++)
-			skyboxviewpnts[i] = skyboxcenterpnts[i] = NULL;
-
-		P_MapStart();
-
-		P_PrepareRawThings(wadData + (fileinfo + ML_THINGS)->filepos, (fileinfo + ML_THINGS)->size);
-		Z_Free(wadData);
-	}
-	else
-	{
-		// Important: take care of the ordering of the next functions.
-		loadedbm = P_LoadBlockMap(lastloadedmaplumpnum + ML_BLOCKMAP);
-		P_LoadVertexes(lastloadedmaplumpnum + ML_VERTEXES);
-		P_LoadSectors(lastloadedmaplumpnum + ML_SECTORS);
-		P_LoadSideDefs(lastloadedmaplumpnum + ML_SIDEDEFS);
-		P_LoadLineDefs(lastloadedmaplumpnum + ML_LINEDEFS);
-		P_LoadSideDefs2(lastloadedmaplumpnum + ML_SIDEDEFS);
-		P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
-		P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
-		P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
-		P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
-
-		// Important: take care of the ordering of the next functions.
-		if (!loadedbm)
-			P_CreateBlockMap(); // Graue 02-29-2004
-		P_LoadLineDefs2();
-		P_GroupLines();
-		numdmstarts = numredctfstarts = numbluectfstarts = 0;
-
-		// reset the player starts
-		for (i = 0; i < MAXPLAYERS; i++)
-			playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
-
-		for (i = 0; i < MAX_DM_STARTS; i++)
-			deathmatchstarts[i] = NULL;
-
-		for (i = 0; i < 2; i++)
-			skyboxmo[i] = NULL;
-
-		for (i = 0; i < 16; i++)
-			skyboxviewpnts[i] = skyboxcenterpnts[i] = NULL;
+	P_ResetSpawnpoints();
 
-		P_MapStart();
+	P_MapStart();
 
-		P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
-	}
+	if (lastloadedmaplumpnum)
+		P_LoadMapFromFile();
 
 	// init gravity, tag lists,
 	// anything that P_ResetDynamicSlopes/P_LoadThings needs to know
@@ -3007,7 +3213,7 @@ boolean P_SetupLevel(boolean skipprecip)
 	P_ResetDynamicSlopes(fromnetsave);
 #endif
 
-	P_LoadThings(loademblems);
+	P_SpawnMapThings(!fromnetsave);
 	skyboxmo[0] = skyboxviewpnts[0];
 	skyboxmo[1] = skyboxcenterpnts[0];
 
@@ -3018,27 +3224,18 @@ boolean P_SetupLevel(boolean skipprecip)
 	// set up world state
 	P_SpawnSpecials(fromnetsave);
 
-	if (loadprecip) //  ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)
+	if (!fromnetsave) //  ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)
 		P_SpawnPrecipitation();
 
 #ifdef HWRENDER // not win32 only 19990829 by Kin
+	// Lactozilla: Free extrasubsectors regardless of renderer.
+	// Maybe we're not in OpenGL anymore.
+	if (extrasubsectors)
+		free(extrasubsectors);
+	extrasubsectors = NULL;
+	// stuff like HWR_CreatePlanePolygons is called there
 	if (rendermode == render_opengl)
-	{
-		// Lactozilla (December 8, 2019)
-		// Level setup used to free EVERY mipmap from memory.
-		// Even mipmaps that aren't related to level textures.
-		// Presumably, the hardware render code used to store textures as level data.
-		// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
-		// Level textures are only reloaded after R_LoadTextures, which is
-		// when the texture list is loaded.
-#ifdef ALAM_LIGHTING
-		// BP: reset light between levels (we draw preview frame lights on current frame)
-		HWR_ResetLights();
-#endif
-		// Correct missing sidedefs & deep water trick
-		HWR_CorrectSWTricks();
-		HWR_CreatePlanePolygons((INT32)numnodes - 1);
-	}
+		HWR_SetupLevel();
 #endif
 
 	// oh god I hope this helps
@@ -3046,161 +3243,10 @@ boolean P_SetupLevel(boolean skipprecip)
 	//  none of this needs to be done because it's not the beginning of the map when
 	//  a netgame save is being loaded, and could actively be harmful by messing with
 	//  the client's view of the data.)
-	if (fromnetsave)
-		goto netgameskip;
-	// ==========
-
-	for (i = 0; i < MAXPLAYERS; i++)
-		if (playeringame[i])
-		{
-			// Start players with pity shields if possible
-			players[i].pity = -1;
-
-			if (!G_PlatformGametype())
-			{
-				players[i].mo = NULL;
-				G_DoReborn(i);
-			}
-			else // gametype is GT_COOP or GT_RACE
-			{
-				players[i].mo = NULL;
-
-				if (players[i].starposttime)
-				{
-					G_SpawnPlayer(i, true);
-					P_ClearStarPost(players[i].starpostnum);
-				}
-				else
-					G_SpawnPlayer(i, false);
-			}
-		}
-
-	// restore time in netgame (see also g_game.c)
-	if ((netgame || multiplayer) && gametype == GT_COOP && cv_coopstarposts.value == 2)
-	{
-		// is this a hack? maybe
-		tic_t maxstarposttime = 0;
-		for (i = 0; i < MAXPLAYERS; i++)
-		{
-			if (playeringame[i] && players[i].starposttime > maxstarposttime)
-				maxstarposttime = players[i].starposttime;
-		}
-		leveltime = maxstarposttime;
-	}
-
-	if (unlockables[27].unlocked && !modeattacking // pandora's box
-#ifndef DEVELOP
-	&& !modifiedgame
-#endif
-	&& !(netgame || multiplayer) && gamemap == 0x1d35-016464)
-	{
-		P_SpawnMobj(0640370000, 0x11000000, 0x3180000, MT_LETTER)->angle = ANGLE_90;
-		if (textprompts[199]->page[1].backcolor != 259)
-		{
-			char *buf = W_CacheLumpName("WATERMAP", PU_STATIC), *b = buf;
-			while ((*b != 65) && (b-buf < 256)) { *b = (*b - 65)&255; b++; } *b = '\0';
-			Z_Free(textprompts[199]->page[1].text);
-			textprompts[199]->page[1].text = Z_StrDup(buf);
-			textprompts[199]->page[1].lines = 4;
-			textprompts[199]->page[1].backcolor = 259;
-			Z_Free(buf);
-		}
-	}
-
-	if (modeattacking == ATTACKING_RECORD && !demoplayback)
-		P_LoadRecordGhosts();
-	else if (modeattacking == ATTACKING_NIGHTS && !demoplayback)
-		P_LoadNightsGhosts();
-
-	if (G_TagGametype())
-	{
-		INT32 realnumplayers = 0;
-		INT32 playersactive[MAXPLAYERS];
-
-		//I just realized how problematic this code can be.
-		//D_NumPlayers() will not always cover the scope of the netgame.
-		//What if one player is node 0 and the other node 31?
-		//The solution? Make a temp array of all players that are currently playing and pick from them.
-		//Future todo? When a player leaves, shift all nodes down so D_NumPlayers() can be used as intended?
-		//Also, you'd never have to loop through all 32 players slots to find anything ever again.
-		for (i = 0; i < MAXPLAYERS; i++)
-		{
-			if (playeringame[i] && !players[i].spectator)
-			{
-				playersactive[realnumplayers] = i; //stores the player's node in the array.
-				realnumplayers++;
-			}
-		}
-
-		if (realnumplayers) //this should also fix the dedicated crash bug. You only pick a player if one exists to be picked.
-		{
-			i = P_RandomKey(realnumplayers);
-			players[playersactive[i]].pflags |= PF_TAGIT; //choose our initial tagger before map starts.
-
-			// Taken and modified from G_DoReborn()
-			// Remove the player so he can respawn elsewhere.
-			// first dissasociate the corpse
-			if (players[playersactive[i]].mo)
-				P_RemoveMobj(players[playersactive[i]].mo);
-
-			G_SpawnPlayer(playersactive[i], false); //respawn the lucky player in his dedicated spawn location.
-		}
-		else
-			CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
-
-	}
-	else if (gametype == GT_RACE && server)
-		CV_StealthSetValue(&cv_numlaps,
-			(cv_basenumlaps.value)
-			? cv_basenumlaps.value
-			: mapheaderinfo[gamemap - 1]->numlaps);
-
-	// ===========
-	// landing point for netgames.
-	netgameskip:
-
-	if (!dedicated)
-	{
-		P_SetupCamera();
-
-		// Salt: CV_ClearChangedFlags() messes with your settings :(
-		/*if (!cv_cam_height.changed)
-			CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
-		if (!cv_cam2_height.changed)
-			CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
-
-		if (!cv_cam_dist.changed)
-			CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
-		if (!cv_cam2_dist.changed)
-			CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
-
-		// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
-		if (!cv_cam_rotate.changed)
-			CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
-		if (!cv_cam2_rotate.changed)
-			CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
-
-		if (!cv_analog[0].changed)
-			CV_SetValue(&cv_analog[0], 0);
-		if (!cv_analog[1].changed)
-			CV_SetValue(&cv_analog[1], 0);
-
-		displayplayer = consoleplayer; // Start with your OWN view, please!
-	}
-
-	if (cv_useranalog[0].value)
-		CV_SetValue(&cv_analog[0], true);
-
-	if (splitscreen && cv_useranalog[1].value)
-		CV_SetValue(&cv_analog[1], true);
-	else if (botingame)
-		CV_SetValue(&cv_analog[1], true);
+	if (!fromnetsave)
+		P_InitGametype();
 
-	if (twodlevel)
-	{
-		CV_SetValue(&cv_analog[1], false);
-		CV_SetValue(&cv_analog[0], false);
-	}
+	P_InitCamera();
 
 	// clear special respawning que
 	iquehead = iquetail = 0;
@@ -3235,7 +3281,7 @@ boolean P_SetupLevel(boolean skipprecip)
 
 	lastmaploaded = gamemap; // HAS to be set after saving!!
 
-	if (loadprecip) // uglier hack
+	if (!fromnetsave) // uglier hack
 	{ // to make a newly loaded level start on the second frame.
 		INT32 buf = gametic % BACKUPTICS;
 		for (i = 0; i < MAXPLAYERS; i++)
@@ -3269,6 +3315,26 @@ boolean P_SetupLevel(boolean skipprecip)
 	return true;
 }
 
+#ifdef HWRENDER
+void HWR_SetupLevel(void)
+{
+	// Lactozilla (December 8, 2019)
+	// Level setup used to free EVERY mipmap from memory.
+	// Even mipmaps that aren't related to level textures.
+	// Presumably, the hardware render code used to store textures as level data.
+	// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
+	// Level textures are only reloaded after R_LoadTextures, which is
+	// when the texture list is loaded.
+#ifdef ALAM_LIGHTING
+	// BP: reset light between levels (we draw preview frame lights on current frame)
+	HWR_ResetLights();
+#endif
+	// Correct missing sidedefs & deep water trick
+	HWR_CorrectSWTricks();
+	HWR_CreatePlanePolygons((INT32)numnodes - 1);
+}
+#endif
+
 //
 // P_RunSOC
 //
diff --git a/src/p_setup.h b/src/p_setup.h
index c95dd0f630cc516aec9509e73a921609a025a05f..d7e2d886159b6b71cfe240c13902cb780328b6c4 100644
--- a/src/p_setup.h
+++ b/src/p_setup.h
@@ -96,8 +96,11 @@ void P_SetupLevelSky(INT32 skynum, boolean global);
 #ifdef SCANTHINGS
 void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum);
 #endif
-void P_LoadThingsOnly(void);
-boolean P_SetupLevel(boolean skipprecip);
+void P_RespawnThings(void);
+boolean P_LoadLevel(boolean fromnetsave);
+#ifdef HWRENDER
+void HWR_SetupLevel(void);
+#endif
 boolean P_AddWadFile(const char *wadfilename);
 boolean P_RunSOC(const char *socfilename);
 void P_LoadSoundsRange(UINT16 wadnum, UINT16 first, UINT16 num);
diff --git a/src/p_slopes.c b/src/p_slopes.c
index 89d265fa4d352009f66482afd475377dac5bebc8..e66d7ed2189135bf4c2166e7b1d17e16f037cf7e 100644
--- a/src/p_slopes.c
+++ b/src/p_slopes.c
@@ -445,10 +445,9 @@ static pslope_t *MakeViaMapthings(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag
 			I_Error("MakeViaMapthings: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
 		vx[i].x = mt->x << FRACBITS;
 		vx[i].y = mt->y << FRACBITS;
-		if (mt->extrainfo)
-			vx[i].z = mt->options << FRACBITS;
-		else
-			vx[i].z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight) + ((mt->options >> ZSHIFT) << FRACBITS);
+		vx[i].z = mt->z << FRACBITS;
+		if (!mt->extrainfo)
+			vx[i].z += R_PointInSubsector(vx[i].x, vx[i].y)->sector->floorheight;
 	}
 
 	ReconfigureViaVertexes(ret, vx[0], vx[1], vx[2]);
@@ -553,11 +552,8 @@ pslope_t *P_SlopeById(UINT16 id)
 }
 
 /// Reset slopes and read them from special lines.
-void P_ResetDynamicSlopes(const UINT32 fromsave) {
+void P_ResetDynamicSlopes(const boolean fromsave) {
 	size_t i;
-
-	boolean spawnthinkers = !(boolean)fromsave;
-
 	slopelist = NULL;
 	slopecount = 0;
 
@@ -574,14 +570,14 @@ void P_ResetDynamicSlopes(const UINT32 fromsave) {
 			case 711:
 			case 712:
 			case 713:
-				line_SpawnViaLine(i, spawnthinkers);
+				line_SpawnViaLine(i, !fromsave);
 				break;
 
 			case 704:
 			case 705:
 			case 714:
 			case 715:
-				line_SpawnViaVertexes(i, spawnthinkers);
+				line_SpawnViaVertexes(i, !fromsave);
 				break;
 
 			default:
diff --git a/src/p_slopes.h b/src/p_slopes.h
index 076fd87969454ca0746f7bed2758ea13ca2c1879..96764051b428cf013fb503db03fff1b6de5ff23c 100644
--- a/src/p_slopes.h
+++ b/src/p_slopes.h
@@ -23,7 +23,7 @@ extern UINT16 slopecount;
 void P_LinkSlopeThinkers (void);
 
 void P_CalculateSlopeNormal(pslope_t *slope);
-void P_ResetDynamicSlopes(const UINT32 fromsave);
+void P_ResetDynamicSlopes(const boolean fromsave);
 
 //
 // P_CopySectorSlope
diff --git a/src/p_spec.c b/src/p_spec.c
index d0890f3c9f1325c4f4e5452a6e5278eaf015cc65..0851e3199cac0e8d4133f6e79066dd430a43139d 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -1603,8 +1603,6 @@ static inline void P_InitTagLists(void)
 		size_t j = (unsigned)sectors[i].tag % numsectors;
 		sectors[i].nexttag = sectors[j].firsttag;
 		sectors[j].firsttag = (INT32)i;
-		sectors[i].spawn_nexttag = sectors[i].nexttag;
-		sectors[j].spawn_firsttag = sectors[j].firsttag;
 	}
 
 	for (i = numlines - 1; i != (size_t)-1; i--)
@@ -4694,7 +4692,7 @@ DoneSection2:
 		}
 
 		case 2: // Special stage GOAL sector / Exit Sector / CTF Flag Return
-			if (player->bot || !G_PlatformGametype())
+			if (player->bot || !(gametyperules & GTR_ALLOWEXIT))
 				break;
 			if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && player->nightstime > 6)
 			{
@@ -4729,7 +4727,7 @@ DoneSection2:
 			break;
 
 		case 3: // Red Team's Base
-			if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
+			if ((gametyperules & GTR_TEAMFLAGS) && P_IsObjectOnGround(player->mo))
 			{
 				if (player->ctfteam == 1 && (player->gotflag & GF_BLUEFLAG))
 				{
@@ -4762,7 +4760,7 @@ DoneSection2:
 			break;
 
 		case 4: // Blue Team's Base
-			if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
+			if ((gametyperules & GTR_TEAMFLAGS) && P_IsObjectOnGround(player->mo))
 			{
 				if (player->ctfteam == 2 && (player->gotflag & GF_REDFLAG))
 				{
@@ -6405,22 +6403,16 @@ static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flata
 {
 	if (!(master->flags & ML_NETONLY)) // Modify floor flat alignment unless ML_NETONLY flag is set
 	{
-		sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle;
+		sector->floorpic_angle = flatangle;
 		sector->floor_xoffs += xoffs;
 		sector->floor_yoffs += yoffs;
-		// saved for netgames
-		sector->spawn_flr_xoffs = sector->floor_xoffs;
-		sector->spawn_flr_yoffs = sector->floor_yoffs;
 	}
 
 	if (!(master->flags & ML_NONET)) // Modify ceiling flat alignment unless ML_NONET flag is set
 	{
-		sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle;
+		sector->ceilingpic_angle = flatangle;
 		sector->ceiling_xoffs += xoffs;
 		sector->ceiling_yoffs += yoffs;
-		// saved for netgames
-		sector->spawn_ceil_xoffs = sector->ceiling_xoffs;
-		sector->spawn_ceil_yoffs = sector->ceiling_yoffs;
 	}
 
 }
@@ -6434,14 +6426,13 @@ static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flata
   *       as they'll just be erased by UnArchiveThinkers.
   * \sa P_SpawnPrecipitation, P_SpawnFriction, P_SpawnPushers, P_SpawnScrollers
   */
-void P_SpawnSpecials(INT32 fromnetsave)
+void P_SpawnSpecials(boolean fromnetsave)
 {
 	sector_t *sector;
 	size_t i;
 	INT32 j;
 	thinkerlist_t *secthinkers;
 	thinker_t *th;
-
 	// This used to be used, and *should* be used in the future,
 	// but currently isn't.
 	(void)fromnetsave;
@@ -7187,46 +7178,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
 					EV_AddLaserThinker(&sectors[s], &sectors[sec], lines + i, secthinkers);
 				break;
 
-			case 259: // Make-Your-Own FOF!
+			case 259: // Custom FOF
 				if (lines[i].sidenum[1] != 0xffff)
 				{
-					UINT8 *data;
-					UINT16 b;
-
-					if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
-					{ // HACK: Open wad file rather quickly so we can get the data from the sidedefs lump
-						UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
-						filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
-						fileinfo += ML_SIDEDEFS; // we only need the SIDEDEFS lump
-						data = Z_Malloc(fileinfo->size, PU_STATIC, NULL);
-						M_Memcpy(data, wadData + fileinfo->filepos, fileinfo->size); // copy data
-						Z_Free(wadData); // we're done with this now
-					}
-					else // phew it's just a WAD
-						data = W_CacheLumpNum(lastloadedmaplumpnum + ML_SIDEDEFS,PU_STATIC);
-
-					for (b = 0; b < (INT16)numsides; b++)
-					{
-						register mapsidedef_t *msd = (mapsidedef_t *)data + b;
-
-						if (b == lines[i].sidenum[1])
-						{
-							if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9')
-								|| (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F'))
-							{
-								ffloortype_e FOF_Flags = axtoi(msd->toptexture);
-
-								P_AddFakeFloorsByLine(i, FOF_Flags, secthinkers);
-								break;
-							}
-							else
-								I_Error("Make-Your-Own-FOF (tag %d) needs a value in the linedef's second side upper texture field.", lines[i].tag);
-						}
-					}
-					Z_Free(data);
+					ffloortype_e fofflags = sides[lines[i].sidenum[1]].toptexture;
+					P_AddFakeFloorsByLine(i, fofflags, secthinkers);
 				}
 				else
-					I_Error("Make-Your-Own FOF (tag %d) found without a 2nd linedef side!", lines[i].tag);
+					I_Error("Custom FOF (tag %d) found without a linedef back side!", lines[i].tag);
 				break;
 
 			case 300: // Linedef executor (combines with sector special 974/975) and commands
@@ -7240,14 +7199,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
 				break;
 
 			case 308: // Race-only linedef executor. Triggers once.
-				if (gametype != GT_RACE && gametype != GT_COMPETITION)
+				if (!(gametyperules & GTR_RACE))
 					lines[i].special = 0;
 				break;
 
 			// Linedef executor triggers for CTF teams.
 			case 309:
 			case 311:
-				if (gametype != GT_CTF)
+				if (!(gametyperules & GTR_TEAMFLAGS))
 					lines[i].special = 0;
 				break;
 
diff --git a/src/p_spec.h b/src/p_spec.h
index 14d3ebb59a5ed5ca6ad5894d039c5c1f64e15e4c..630bcb3de1045cdc9eec2077a6972c0662167bea 100644
--- a/src/p_spec.h
+++ b/src/p_spec.h
@@ -35,7 +35,7 @@ void P_SetupLevelFlatAnims(void);
 
 // at map load
 void P_InitSpecials(void);
-void P_SpawnSpecials(INT32 fromnetsave);
+void P_SpawnSpecials(boolean fromnetsave);
 
 // every tic
 void P_UpdateSpecials(void);
diff --git a/src/p_user.c b/src/p_user.c
index c88566f4d1784ee68cce55e3985891f204d58393..cd338c989693cb48819a408f428ce123e0aab194 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -389,7 +389,7 @@ UINT8 P_FindLowestMare(void)
 	mobj_t *mo2;
 	UINT8 mare = UINT8_MAX;
 
-	if (gametype == GT_RACE || gametype == GT_COMPETITION)
+	if (gametyperules & GTR_RACE)
 		return 0;
 
 	// scan the thinkers
@@ -640,9 +640,7 @@ static void P_DeNightserizePlayer(player_t *player)
 	player->marebonuslap = 0;
 	player->flyangle = 0;
 	player->anotherflyangle = 0;
-#ifdef ROTSPRITE
 	player->mo->rollangle = 0;
-#endif
 
 	P_SetTarget(&player->mo->target, NULL);
 	P_SetTarget(&player->axis1, P_SetTarget(&player->axis2, NULL));
@@ -770,9 +768,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 	player->secondjump = 0;
 	player->flyangle = 0;
 	player->anotherflyangle = 0;
-#ifdef ROTSPRITE
 	player->mo->rollangle = 0;
-#endif
 
 	player->powers[pw_shield] = SH_NONE;
 	player->powers[pw_super] = 0;
@@ -795,7 +791,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		P_RestoreMusic(player);
 	}
 
-	if (gametype == GT_RACE || gametype == GT_COMPETITION)
+	if (gametyperules & GTR_RACE)
 	{
 		if (player->drillmeter < 48*20)
 			player->drillmeter = 48*20;
@@ -1602,7 +1598,7 @@ void P_RestoreMusic(player_t *player)
 		P_PlayJingle(player, JT_SUPER);
 
 	// Invulnerability
-	else if (player->powers[pw_invulnerability] > 1)
+	else if (player->powers[pw_invulnerability] > 1 && !player->powers[pw_super])
 	{
 		strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
 		S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
@@ -2183,7 +2179,7 @@ void P_DoPlayerExit(player_t *player)
 
 	if (cv_allowexitlevel.value == 0 && !G_PlatformGametype())
 		return;
-	else if (gametype == GT_RACE || gametype == GT_COMPETITION) // If in Race Mode, allow
+	else if (gametyperules & GTR_RACE) // If in Race Mode, allow
 	{
 		if (!countdown) // a 60-second wait ala Sonic 2.
 			countdown = (cv_countdowntime.value - 1)*TICRATE + 1; // Use cv_countdowntime
@@ -3112,7 +3108,7 @@ static void P_DoPlayerHeadSigns(player_t *player)
 			}
 		}
 	}
-	else if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) // If you have the flag (duh).
+	else if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) // If you have the flag (duh).
 	{
 		// Spawn a got-flag message over the head of the player that
 		// has it (but not on your own screen if you have the flag).
@@ -4637,7 +4633,13 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
 						S_StartSound(player->mo, sfx_spin);
 						break;
 					}
-					if (player->dashspeed < player->maxdash)
+					if (player->dashspeed < player->mindash)
+						player->dashspeed = player->mindash;
+
+					if (player->dashspeed > player->maxdash)
+						player->dashspeed = player->maxdash;
+
+					if (player->dashspeed < player->maxdash && player->mindash != player->maxdash)
 					{
 #define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
 						fixed_t soundcalculation = chargecalculation;
@@ -4672,7 +4674,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
 					if (player->powers[pw_carry] == CR_BRAKGOOP)
 						player->dashspeed = 0;
 
-					if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE))
+					if (!((gametyperules & GTR_RACE) && leveltime < 4*TICRATE))
 					{
 						if (player->dashspeed)
 						{
@@ -5050,7 +5052,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 	{
 		if (onground || player->climbing || player->powers[pw_carry])
 			;
-		else if (gametype == GT_CTF && player->gotflag)
+		else if ((gametyperules & GTR_TEAMFLAGS) && player->gotflag)
 			;
 		else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
 			;
@@ -5130,11 +5132,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 									boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
 									player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
 									if (elem)
-									{
-										player->pflags |= PF_NOJUMPDAMAGE;
-										P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
 										S_StartSound(player->mo, sfx_s3k43);
-									}
 									else
 									{
 										player->pflags &= ~PF_NOJUMPDAMAGE;
@@ -5275,7 +5273,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 			player->secondjump = 0;
 			player->pflags &= ~PF_THOKKED;
 		}
-		else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag))
+		else if (player->pflags & PF_SLIDING || ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) || player->pflags & PF_SHIELDABILITY)
 			;
 		/*else if (P_SuperReady(player))
 		{
@@ -5572,7 +5570,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 	{
 		player->pflags |= PF_JUMPDOWN;
 
-		if ((gametype != GT_CTF || !player->gotflag) && !player->exiting)
+		if ((!(gametyperules & GTR_TEAMFLAGS) || !player->gotflag) && !player->exiting)
 		{
 			if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP)
 			{
@@ -6829,7 +6827,6 @@ static void P_DoNiGHTSCapsule(player_t *player)
 			P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
 	}
 
-#ifdef ROTSPRITE
 	if (!(player->charflags & SF_NONIGHTSROTATION))
 	{
 		if ((player->mo->state == &states[S_PLAY_NIGHTS_PULL])
@@ -6838,7 +6835,6 @@ static void P_DoNiGHTSCapsule(player_t *player)
 		else
 			player->mo->rollangle = 0;
 	}
-#endif
 
 	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!
@@ -7101,9 +7097,7 @@ static void P_NiGHTSMovement(player_t *player)
 	INT32 i;
 	statenum_t flystate;
 	UINT16 visangle;
-#ifdef ROTSPRITE
 	angle_t rollangle = 0;
-#endif
 
 	player->pflags &= ~PF_DRILLING;
 
@@ -7142,7 +7136,7 @@ static void P_NiGHTSMovement(player_t *player)
 		&& !player->exiting)
 			player->nightstime--;
 	}
-	else if (gametype != GT_RACE && gametype != GT_COMPETITION
+	else if (!(gametyperules & GTR_RACE)
 	&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
 			&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
 	&& !(player->capsule && player->capsule->reactiontime)
@@ -7288,9 +7282,7 @@ static void P_NiGHTSMovement(player_t *player)
 		&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
 	{
 		player->mo->momx = player->mo->momy = player->mo->momz = 0;
-#ifdef ROTSPRITE
 		player->mo->rollangle = 0;
-#endif
 		return;
 	}
 
@@ -7298,7 +7290,7 @@ static void P_NiGHTSMovement(player_t *player)
 	{
 		player->mo->momx = player->mo->momy = 0;
 
-		if (gametype != GT_RACE && gametype != GT_COMPETITION)
+		if (!(gametyperules & GTR_RACE))
 			P_SetObjectMomZ(player->mo, FRACUNIT/2, (P_MobjFlip(player->mo)*player->mo->momz >= 0));
 		else
 			player->mo->momz = 0;
@@ -7616,7 +7608,6 @@ static void P_NiGHTSMovement(player_t *player)
 			flystate += (visangle*2); // S_PLAY_NIGHTS_FLY0-C - the *2 is to skip over drill states
 #endif
 		}
-#ifdef ROTSPRITE
 		else
 		{
 			angle_t a = R_PointToAngle(player->mo->x, player->mo->y) - player->mo->angle;
@@ -7634,18 +7625,15 @@ static void P_NiGHTSMovement(player_t *player)
 
 			rollangle = FixedAngle(visangle<<FRACBITS);
 		}
-#endif
 	}
 
 	if (player->mo->state != &states[flystate])
 		P_SetPlayerMobjState(player->mo, flystate);
 
-#ifdef ROTSPRITE
 	if (player->charflags & SF_NONIGHTSROTATION)
 		player->mo->rollangle = 0;
 	else
 		player->mo->rollangle = rollangle;
-#endif
 
 	if (player == &players[consoleplayer])
 		localangle = player->mo->angle;
@@ -9691,12 +9679,12 @@ static void P_DeathThink(player_t *player)
 		player->playerstate = PST_REBORN;
 	}
 
-	if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
+	if ((gametyperules & GTR_RACE) || (gametype == GT_COOP && (multiplayer || netgame)))
 	{
 		// Keep time rolling in race mode
 		if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER) && !stoppedclock)
 		{
-			if (gametype == GT_RACE || gametype == GT_COMPETITION)
+			if (gametyperules & GTR_RACE)
 			{
 				if (leveltime >= 4*TICRATE)
 					player->realtime = leveltime - 4*TICRATE;
@@ -10594,6 +10582,11 @@ boolean P_SpectatorJoinGame(player_t *player)
 		else
 			changeto = (P_RandomFixed() & 1) + 1;
 
+#ifdef HAVE_BLUA
+		if (!LUAh_TeamSwitch(player, changeto, true, false, false))
+			return false;
+#endif
+
 		if (player->mo)
 		{
 			P_RemoveMobj(player->mo);
@@ -10605,7 +10598,14 @@ boolean P_SpectatorJoinGame(player_t *player)
 
 		//Reset away view
 		if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
+		{
+#ifdef HAVE_BLUA
+			// Call ViewpointSwitch hooks here.
+			// The viewpoint was forcibly changed.
+			LUAh_ViewpointSwitch(player, &players[displayplayer], true);
+#endif
 			displayplayer = consoleplayer;
+		}
 
 		if (changeto == 1)
 			CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red team"), '\x80');
@@ -10619,8 +10619,12 @@ boolean P_SpectatorJoinGame(player_t *player)
 	{
 		// Exception for hide and seek. Don't join a game when you simply
 		// respawn in place and sit there for the rest of the round.
-		if (!(gametype == GT_HIDEANDSEEK && leveltime > (hidetime * TICRATE)))
+		if (!((gametyperules & GTR_HIDEFROZEN) && leveltime > (hidetime * TICRATE)))
 		{
+#ifdef HAVE_BLUA
+			if (!LUAh_TeamSwitch(player, 3, true, false, false))
+				return false;
+#endif
 			if (player->mo)
 			{
 				P_RemoveMobj(player->mo);
@@ -10643,7 +10647,14 @@ boolean P_SpectatorJoinGame(player_t *player)
 
 			//Reset away view
 			if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
+			{
+#ifdef HAVE_BLUA
+				// Call ViewpointSwitch hooks here.
+				// The viewpoint was forcibly changed.
+				LUAh_ViewpointSwitch(player, &players[displayplayer], true);
+#endif
 				displayplayer = consoleplayer;
+			}
 
 			if (gametype != GT_COOP)
 				CONS_Printf(M_GetText("%s entered the game.\n"), player_names[player-players]);
@@ -10769,7 +10780,7 @@ void P_DoPityCheck(player_t *player)
 {
 	// No pity outside of match or CTF.
 	if (player->spectator
-		|| !(gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
+		|| !(gametyperules & GTR_PITYSHIELD))
 		return;
 
 	// Apply pity shield if available.
@@ -11602,7 +11613,7 @@ void P_PlayerThink(player_t *player)
 		I_Error("player %s is in PST_REBORN\n", sizeu1(playeri));
 #endif
 
-	if (gametype == GT_RACE || gametype == GT_COMPETITION)
+	if (gametyperules & GTR_RACE)
 	{
 		INT32 i;
 
@@ -11665,7 +11676,7 @@ void P_PlayerThink(player_t *player)
 		player->exiting > 0 && player->exiting <= 1*TICRATE &&
 		(!multiplayer || gametype == GT_COOP ? !mapheaderinfo[gamemap-1]->musinterfadeout : true) &&
 			// don't fade if we're fading during intermission. follows Y_StartIntermission intertype = int_coop
-		(gametype == GT_RACE || gametype == GT_COMPETITION ? countdown2 == 0 : true) && // don't fade on timeout
+		((gametyperules & GTR_RACE) ? countdown2 == 0 : true) && // don't fade on timeout
 		player->lives > 0 && // don't fade on game over (competition)
 		P_IsLocalPlayer(player))
 	{
@@ -11780,7 +11791,7 @@ void P_PlayerThink(player_t *player)
 		player->lives = cv_startinglives.value;
 	}
 
-	if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
+	if ((gametyperules & GTR_RACE) && leveltime < 4*TICRATE)
 	{
 		cmd->buttons &= BT_USE; // Remove all buttons except BT_USE
 		cmd->forwardmove = 0;
@@ -11790,7 +11801,7 @@ void P_PlayerThink(player_t *player)
 	// Synchronizes the "real" amount of time spent in the level.
 	if (!player->exiting && !stoppedclock)
 	{
-		if (gametype == GT_RACE || gametype == GT_COMPETITION)
+		if (gametyperules & GTR_RACE)
 		{
 			if (leveltime >= 4*TICRATE)
 				player->realtime = leveltime - 4*TICRATE;
diff --git a/src/r_bsp.c b/src/r_bsp.c
index 51d9bd3fddad73389f6756305a9fe469c76beb69..6b4667aeef2afab999348a74f7a3ba4c8e505a3a 100644
--- a/src/r_bsp.c
+++ b/src/r_bsp.c
@@ -1169,9 +1169,11 @@ static void R_Subsector(size_t num)
 	while (count--)
 	{
 //		CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
+		if (!line->glseg
 #ifdef POLYOBJECTS
-		if (!line->polyseg) // ignore segs that belong to polyobjects
+		&& !line->polyseg // ignore segs that belong to polyobjects
 #endif
+		)
 		R_AddLine(line);
 		line++;
 		curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
diff --git a/src/r_data.c b/src/r_data.c
index cecd4840ccb4badf6d42434a6800ec3c7259d2bb..bfd83a62d1169e02d89084b38f60bd86a975585b 100644
--- a/src/r_data.c
+++ b/src/r_data.c
@@ -2095,7 +2095,6 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap)
 	/////////////////////
 	// This code creates the colormap array used by software renderer
 	/////////////////////
-	if (rendermode == render_soft)
 	{
 		double r, g, b, cbrightness;
 		int p;
@@ -2717,7 +2716,7 @@ void R_PrecacheLevel(void)
 				lump = sf->lumppat[k];
 				if (devparm)
 					spritememory += W_LumpLength(lump);
-				W_CachePatchNum(lump, PU_CACHE);
+				W_CachePatchNum(lump, PU_PATCH);
 			}
 		}
 	}
diff --git a/src/r_defs.h b/src/r_defs.h
index 3cc780545446509c55d0eaffcabaf5e77521b7bf..96ef953ceb54bee4f5a548241df0ec1c26c191fd 100644
--- a/src/r_defs.h
+++ b/src/r_defs.h
@@ -384,17 +384,6 @@ typedef struct sector_s
 	// for fade thinker
 	INT16 spawn_lightlevel;
 
-	// these are saved for netgames, so do not let Lua touch these!
-	INT32 spawn_nexttag, spawn_firsttag; // the actual nexttag/firsttag values may differ if the sector's tag was changed
-
-	// offsets sector spawned with (via linedef type 7)
-	fixed_t spawn_flr_xoffs, spawn_flr_yoffs;
-	fixed_t spawn_ceil_xoffs, spawn_ceil_yoffs;
-
-	// flag angles sector spawned with (via linedef type 7)
-	angle_t spawn_flrpic_angle;
-	angle_t spawn_ceilpic_angle;
-
 	// colormap structure
 	extracolormap_t *spawn_extra_colormap;
 } sector_t;
@@ -447,14 +436,10 @@ typedef struct line_s
 	polyobj_t *polyobj; // Belongs to a polyobject?
 #endif
 
-	char *text; // a concatination of all front and back texture names, for linedef specials that require a string.
+	char *text; // a concatenation of all front and back texture names, for linedef specials that require a string.
 	INT16 callcount; // no. of calls left before triggering, for the "X calls" linedef specials, defaults to 0
 } line_t;
 
-//
-// The SideDef.
-//
-
 typedef struct
 {
 	// add this to the calculated texture column
@@ -467,13 +452,16 @@ typedef struct
 	// We do not maintain names here.
 	INT32 toptexture, bottomtexture, midtexture;
 
-	// Sector the SideDef is facing.
+	// Linedef the sidedef belongs to
+	line_t *line;
+
+	// Sector the sidedef is facing.
 	sector_t *sector;
 
 	INT16 special; // the special of the linedef this side belongs to
 	INT16 repeatcnt; // # of times to repeat midtexture
 
-	char *text; // a concatination of all top, bottom, and mid texture names, for linedef specials that require a string.
+	char *text; // a concatenation of all top, bottom, and mid texture names, for linedef specials that require a string.
 
 	extracolormap_t *colormap_data; // storage for colormaps; not applied to sectors.
 } side_t;
@@ -598,6 +586,7 @@ typedef struct seg_s
 	polyobj_t *polyseg;
 	boolean dontrenderme;
 #endif
+	boolean glseg;
 } seg_t;
 
 //
@@ -742,9 +731,9 @@ typedef struct
 	boolean cached[8];
 #ifdef HWRENDER
 	aatree_t *hardware_patch[8];
-#endif
+#endif/*HWRENDER*/
 } rotsprite_t;
-#endif
+#endif/*ROTSPRITE*/
 
 typedef enum
 {
@@ -756,6 +745,24 @@ typedef enum
 	SRF_NONE        = 0xff // Initial value
 } spriterotateflags_t;     // SRF's up!
 
+// Same as a patch_t, except just the header
+// and the wadnum/lumpnum combination that points
+// to wherever the patch is in memory.
+struct patchinfo_s
+{
+	INT16 width;          // bounding box size
+	INT16 height;
+	INT16 leftoffset;     // pixels to the left of origin
+	INT16 topoffset;      // pixels below the origin
+
+	UINT16 wadnum;        // the software patch lump num for when the patch
+	UINT16 lumpnum;       // was flushed, and we need to re-create it
+
+	// next patchinfo_t in memory
+	struct patchinfo_s *next;
+};
+typedef struct patchinfo_s patchinfo_t;
+
 //
 // Sprites are patches with a special naming convention so they can be
 //  recognized by R_InitSprites.
diff --git a/src/r_main.c b/src/r_main.c
index 9cb0f3edbef0a59e4d6a1856c6ed85df0422664e..b60022d22f20c7608d793984c81f266585890e1a 100644
--- a/src/r_main.c
+++ b/src/r_main.c
@@ -19,6 +19,7 @@
 #include "r_local.h"
 #include "r_splats.h" // faB(21jan): testing
 #include "r_sky.h"
+#include "hu_stuff.h"
 #include "st_stuff.h"
 #include "p_local.h"
 #include "keys.h"
@@ -28,6 +29,7 @@
 #include "d_main.h"
 #include "v_video.h"
 #include "p_spec.h" // skyboxmo
+#include "p_setup.h"
 #include "z_zone.h"
 #include "m_random.h" // quake camera shake
 #include "r_portal.h"
@@ -1154,6 +1156,26 @@ void R_RenderPlayerView(player_t *player)
 	free(masks);
 }
 
+// Lactozilla: Renderer switching
+#ifdef HWRENDER
+void R_InitHardwareMode(void)
+{
+	HWR_AddSessionCommands();
+	HWR_Switch();
+	HWR_LoadTextures(numtextures);
+	if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))
+		HWR_SetupLevel();
+}
+#endif
+
+void R_ReloadHUDGraphics(void)
+{
+	CONS_Debug(DBG_RENDER, "R_ReloadHUDGraphics()...\n");
+	ST_LoadGraphics();
+	HU_LoadGraphics();
+	ST_ReloadSkinFaceGraphics();
+}
+
 // =========================================================================
 //                    ENGINE COMMANDS & VARS
 // =========================================================================
diff --git a/src/r_main.h b/src/r_main.h
index 58c23cd8147792e4efdf890da95a27901f7dd759..143cc1de0225e978cc2d549f64878a08603f58b5 100644
--- a/src/r_main.h
+++ b/src/r_main.h
@@ -89,6 +89,10 @@ extern consvar_t cv_tailspickup;
 
 // Called by startup code.
 void R_Init(void);
+#ifdef HWRENDER
+void R_InitHardwareMode(void);
+#endif
+void R_ReloadHUDGraphics(void);
 
 // just sets setsizeneeded true
 extern boolean setsizeneeded;
diff --git a/src/r_patch.c b/src/r_patch.c
index d4bfa9cbda29f84a07b234d91d13324a14979875..fbb64e3621a266f3febab774f4c66b52a4a60615 100644
--- a/src/r_patch.c
+++ b/src/r_patch.c
@@ -49,8 +49,6 @@
 #endif
 
 static unsigned char imgbuf[1<<26];
-fixed_t cosang2rad[ROTANGLES];
-fixed_t sinang2rad[ROTANGLES];
 
 //
 // R_CheckIfPatch
@@ -789,11 +787,9 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
 	size_t sprinfoTokenLength;
 	char *frameChar = NULL;
 	UINT8 frameFrame = 0xFF;
-#ifdef ROTSPRITE
 	INT16 frameXPivot = 0;
 	INT16 frameYPivot = 0;
 	rotaxis_t frameRotAxis = 0;
-#endif
 
 	// Sprite identifier
 	sprinfoToken = M_GetToken(NULL);
@@ -828,7 +824,6 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
 			}
 			while (strcmp(sprinfoToken,"}")!=0)
 			{
-#ifdef ROTSPRITE
 				if (stricmp(sprinfoToken, "XPIVOT")==0)
 				{
 					Z_Free(sprinfoToken);
@@ -852,7 +847,6 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
 					else if ((stricmp(sprinfoToken, "Z")==0) || (stricmp(sprinfoToken, "ZAXIS")==0) || (stricmp(sprinfoToken, "YAW")==0))
 						frameRotAxis = ROTAXIS_Z;
 				}
-#endif
 				Z_Free(sprinfoToken);
 
 				sprinfoToken = M_GetToken(NULL);
@@ -866,11 +860,9 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
 	}
 
 	// set fields
-#ifdef ROTSPRITE
 	info->pivot[frameFrame].x = frameXPivot;
 	info->pivot[frameFrame].y = frameYPivot;
 	info->pivot[frameFrame].rotaxis = frameRotAxis;
-#endif
 }
 
 //
@@ -1093,16 +1085,60 @@ void R_LoadSpriteInfoLumps(UINT16 wadnum, UINT16 numlumps)
 	for (i = 0; i < numlumps; i++, lumpinfo++)
 	{
 		name = lumpinfo->name;
-		// load SPRTINFO lumps
-		if (!stricmp(name, "SPRTINFO"))
+		// Load SPRTINFO and SPR_ lumps as SpriteInfo
+		if (!memcmp(name, "SPRTINFO", 8) || !memcmp(name, "SPR_", 4))
 			R_ParseSPRTINFOLump(wadnum, i);
-		// load SPR_ lumps (as DEHACKED lump)
-		else if (!memcmp(name, "SPR_", 4))
-			DEH_LoadDehackedLumpPwad(wadnum, i, false);
 	}
 }
 
+static UINT16 GetPatchPixel(patch_t *patch, INT32 x, INT32 y, boolean flip)
+{
+	fixed_t ofs;
+	column_t *column;
+	UINT8 *source;
+
+	if (x >= 0 && x < SHORT(patch->width))
+	{
+		INT32 topdelta, prevdelta = -1;
+		column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[flip ? (patch->width-1-x) : x]));
+		while (column->topdelta != 0xff)
+		{
+			topdelta = column->topdelta;
+			if (topdelta <= prevdelta)
+				topdelta += prevdelta;
+			prevdelta = topdelta;
+			source = (UINT8 *)(column) + 3;
+			for (ofs = 0; ofs < column->length; ofs++)
+			{
+				if ((topdelta + ofs) == y)
+					return source[ofs];
+			}
+			column = (column_t *)((UINT8 *)column + column->length + 4);
+		}
+	}
+
+	return 0xFF00;
+}
+
 #ifdef ROTSPRITE
+//
+// R_GetRollAngle
+//
+// Angles precalculated in R_InitSprites.
+//
+fixed_t rollcosang[ROTANGLES];
+fixed_t rollsinang[ROTANGLES];
+INT32 R_GetRollAngle(angle_t rollangle)
+{
+	INT32 ra = AngleFixed(rollangle)>>FRACBITS;
+#if (ROTANGDIFF > 1)
+	ra += (ROTANGDIFF/2);
+#endif
+	ra /= ROTANGDIFF;
+	ra %= ROTANGLES;
+	return ra;
+}
+
 //
 // R_CacheRotSprite
 //
@@ -1114,8 +1150,8 @@ void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, sp
 	INT32 angle;
 	patch_t *patch;
 	patch_t *newpatch;
-	UINT16 *rawsrc, *rawdst;
-	size_t size, size2;
+	UINT16 *rawdst;
+	size_t size;
 	INT32 bflip = (flip != 0x00);
 
 #define SPRITE_XCENTER (leftoffset)
@@ -1160,23 +1196,12 @@ void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, sp
 			leftoffset = width - leftoffset;
 		}
 
-		// Draw the sprite to a temporary buffer.
-		size = (width*height);
-		rawsrc = Z_Malloc(size * sizeof(UINT16), PU_STATIC, NULL);
-
-		// can't memset here
-		for (i = 0; i < size; i++)
-			rawsrc[i] = 0xFF00;
-
-		R_PatchToFlat_16bpp(patch, rawsrc, bflip);
-
-		// Don't cache angle = 0
 		for (angle = 1; angle < ROTANGLES; angle++)
 		{
 			INT32 newwidth, newheight;
 
-			ca = cosang2rad[angle];
-			sa = sinang2rad[angle];
+			ca = rollcosang[angle];
+			sa = rollsinang[angle];
 
 			// Find the dimensions of the rotated patch.
 			{
@@ -1237,17 +1262,15 @@ void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, sp
 #undef BOUNDARYADJUST
 			}
 
-			size2 = (newwidth * newheight);
-			if (!size2)
-				size2 = size;
-
-			rawdst = Z_Malloc(size2 * sizeof(UINT16), PU_STATIC, NULL);
+			// Draw the rotated sprite to a temporary buffer.
+			size = (newwidth * newheight);
+			if (!size)
+				size = (width * height);
 
-			// can't memset here
-			for (i = 0; i < size2; i++)
+			rawdst = Z_Malloc(size * sizeof(UINT16), PU_STATIC, NULL);
+			for (i = 0; i < size; i++)
 				rawdst[i] = 0xFF00;
 
-			// Draw the rotated sprite to a temporary buffer.
 			for (dy = 0; dy < newheight; dy++)
 			{
 				for (dx = 0; dx < newwidth; dx++)
@@ -1259,7 +1282,7 @@ void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, sp
 					sx >>= FRACBITS;
 					sy >>= FRACBITS;
 					if (sx >= 0 && sy >= 0 && sx < width && sy < height)
-						rawdst[(dy*newwidth)+dx] = rawsrc[(sy*width)+sx];
+						rawdst[(dy*newwidth)+dx] = GetPatchPixel(patch, sx, sy, bflip);
 				}
 			}
 
@@ -1296,7 +1319,6 @@ void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, sp
 		sprframe->rotsprite.cached[rot] = true;
 
 		// free image data
-		Z_Free(rawsrc);
 		Z_Free(patch);
 	}
 #undef SPRITE_XCENTER
@@ -1374,4 +1396,19 @@ void R_FreeSkinRotSprite(size_t skinnum)
 		skinsprites++;
 	}
 }
+
+//
+// R_FreeAllRotSprite
+//
+// Free ALL sprite rotation data from memory.
+//
+void R_FreeAllRotSprite(void)
+{
+	INT32 i;
+	size_t s;
+	for (s = 0; s < numsprites; s++)
+		R_FreeSingleRotSprite(&sprites[s]);
+	for (i = 0; i < numskins; ++i)
+		R_FreeSkinRotSprite(i);
+}
 #endif
diff --git a/src/r_patch.h b/src/r_patch.h
index 8a8ab5602bbebaa507a84cb129b82d5a35bac53d..2961448a0bc10d1401ae5bf39e8dc06f6664a30f 100644
--- a/src/r_patch.h
+++ b/src/r_patch.h
@@ -18,7 +18,6 @@
 #include "doomdef.h"
 
 // Structs
-#ifdef ROTSPRITE
 typedef enum
 {
 	ROTAXIS_X, // Roll (the default)
@@ -31,13 +30,10 @@ typedef struct
 	INT32 x, y;
 	rotaxis_t rotaxis;
 } spriteframepivot_t;
-#endif
 
 typedef struct
 {
-#ifdef ROTSPRITE
 	spriteframepivot_t pivot[64];
-#endif
 	boolean available;
 } spriteinfo_t;
 
@@ -66,11 +62,13 @@ void R_ParseSPRTINFOLump(UINT16 wadNum, UINT16 lumpNum);
 
 // Sprite rotation
 #ifdef ROTSPRITE
+INT32 R_GetRollAngle(angle_t rollangle);
 void R_CacheRotSprite(spritenum_t sprnum, UINT8 frame, spriteinfo_t *sprinfo, spriteframe_t *sprframe, INT32 rot, UINT8 flip);
 void R_FreeSingleRotSprite(spritedef_t *spritedef);
 void R_FreeSkinRotSprite(size_t skinnum);
-extern fixed_t cosang2rad[ROTANGLES];
-extern fixed_t sinang2rad[ROTANGLES];
+extern fixed_t rollcosang[ROTANGLES];
+extern fixed_t rollsinang[ROTANGLES];
+void R_FreeAllRotSprite(void);
 #endif
 
 #endif // __R_PATCH__
diff --git a/src/r_segs.c b/src/r_segs.c
index 29120ebb89b4b7bac4ca3bdb7de6d16852dafe0a..1af1cb2a23fefcb91015e82b79857693d670e9d2 100644
--- a/src/r_segs.c
+++ b/src/r_segs.c
@@ -165,7 +165,7 @@ static void R_DrawWallSplats(void)
 		mfloorclip = floorclip;
 		mceilingclip = ceilingclip;
 
-		patch = W_CachePatchNum(splat->patch, PU_CACHE);
+		patch = W_CachePatchNum(splat->patch, PU_PATCH);
 
 		dc_texturemid = splat->top + (SHORT(patch->height)<<(FRACBITS-1)) - viewz;
 		if (splat->yoffset)
@@ -308,6 +308,10 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
 	//   for horizontal / vertical / diagonal. Diagonal?
 	// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
 	curline = ds->curline;
+
+	if (curline->glseg)
+		return;
+
 	frontsector = curline->frontsector;
 	backsector = curline->backsector;
 	texnum = R_GetTextureNum(curline->sidedef->midtexture);
diff --git a/src/r_splats.c b/src/r_splats.c
index 414e93eb6f6bac225435926e7d497e939b21bd5b..f690dfa9417a4dff9a45d5605c719d6a9860208c 100644
--- a/src/r_splats.c
+++ b/src/r_splats.c
@@ -147,7 +147,7 @@ void R_AddWallSplat(line_t *wallline, INT16 sectorside, const char *patchname, f
 	splat->flags = flags;
 
 	// bad.. but will be needed for drawing anyway..
-	patch = W_CachePatchNum(splat->patch, PU_CACHE);
+	patch = W_CachePatchNum(splat->patch, PU_PATCH);
 
 	// offset needed by draw code for texture mapping
 	linelength = P_SegLength((seg_t *)wallline);
diff --git a/src/r_state.h b/src/r_state.h
index 75566923b140adfdffb47a3f64282e3f4ea3a3b5..4e1eb388e7d0a05d46a9c5ee80970c7b2545d2c9 100644
--- a/src/r_state.h
+++ b/src/r_state.h
@@ -63,6 +63,7 @@ extern seg_t *segs;
 
 extern size_t numsectors;
 extern sector_t *sectors;
+extern sector_t *spawnsectors;
 
 extern size_t numsubsectors;
 extern subsector_t *subsectors;
@@ -72,9 +73,11 @@ extern node_t *nodes;
 
 extern size_t numlines;
 extern line_t *lines;
+extern line_t *spawnlines;
 
 extern size_t numsides;
 extern side_t *sides;
+extern side_t *spawnsides;
 
 //
 // POV data.
diff --git a/src/r_things.c b/src/r_things.c
index aa2a73515adfd2d75d450e18b6d9d10c9b050f34..b9871c06bf155e478b2dd804eeb5e5a7089e784d 100644
--- a/src/r_things.c
+++ b/src/r_things.c
@@ -126,11 +126,10 @@ static void R_InstallSpriteLump(UINT16 wad,            // graphics patch
 		for (ang = 0; ang < ROTANGLES; ang++)
 			sprtemp[frame].rotsprite.patch[r][ang] = NULL;
 #ifdef HWRENDER
-		if (rendermode == render_opengl)
-			sprtemp[frame].rotsprite.hardware_patch[r] = M_AATreeAlloc(AATREE_ZUSER);
-#endif // HWRENDER
+		sprtemp[frame].rotsprite.hardware_patch[r] = M_AATreeAlloc(AATREE_ZUSER);
+#endif/*HWRENDER*/
 	}
-#endif
+#endif/*ROTSPRITE*/
 
 	if (rotation == 0)
 	{
@@ -500,7 +499,7 @@ void R_InitSprites(void)
 {
 	size_t i;
 #ifdef ROTSPRITE
-	INT32 angle, realangle = 0;
+	INT32 angle;
 	float fa;
 #endif
 
@@ -508,12 +507,11 @@ void R_InitSprites(void)
 		negonearray[i] = -1;
 
 #ifdef ROTSPRITE
-	for (angle = 0; angle < ROTANGLES; angle++)
+	for (angle = 1; angle < ROTANGLES; angle++)
 	{
-		fa = ANG2RAD(FixedAngle(realangle<<FRACBITS));
-		cosang2rad[angle] = FLOAT_TO_FIXED(cos(-fa));
-		sinang2rad[angle] = FLOAT_TO_FIXED(sin(-fa));
-		realangle += ROTANGDIFF;
+		fa = ANG2RAD(FixedAngle((ROTANGDIFF * angle)<<FRACBITS));
+		rollcosang[angle] = FLOAT_TO_FIXED(cos(-fa));
+		rollsinang[angle] = FLOAT_TO_FIXED(sin(-fa));
 	}
 #endif
 
@@ -1127,8 +1125,7 @@ static void R_ProjectSprite(mobj_t *thing)
 	fixed_t spr_offset, spr_topoffset;
 #ifdef ROTSPRITE
 	patch_t *rotsprite = NULL;
-	angle_t arollangle = thing->rollangle;
-	UINT32 rollangle = AngleFixed(arollangle)>>FRACBITS;
+	INT32 rollangle = 0;
 #endif
 
 #ifndef PROPERPAPER
@@ -1260,11 +1257,11 @@ static void R_ProjectSprite(mobj_t *thing)
 	spr_topoffset = spritecachedinfo[lump].topoffset;
 
 #ifdef ROTSPRITE
-	if (rollangle > 0)
+	if (thing->rollangle)
 	{
+		rollangle = R_GetRollAngle(thing->rollangle);
 		if (!sprframe->rotsprite.cached[rot])
 			R_CacheRotSprite(thing->sprite, (thing->frame & FF_FRAMEMASK), sprinfo, sprframe, rot, flip);
-		rollangle /= ROTANGDIFF;
 		rotsprite = sprframe->rotsprite.patch[rot][rollangle];
 		if (rotsprite != NULL)
 		{
@@ -2839,7 +2836,7 @@ boolean R_SkinUsable(INT32 playernum, INT32 skinnum)
 {
 	return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
 		|| (!skins[skinnum].availability)
-		|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
+		|| (((netgame || multiplayer) && playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
 		|| (modeattacking) // If you have someone else's run you might as well take a look
 		|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
 		|| (netgame && (cv_forceskin.value == skinnum)) // Force 2.
diff --git a/src/s_sound.c b/src/s_sound.c
index a494990407693568ed6ddda9ad042784dd3d8c66..0235d8376ce791b7859ab8997153709a2b336848 100644
--- a/src/s_sound.c
+++ b/src/s_sound.c
@@ -61,7 +61,9 @@ static void GameMIDIMusic_OnChange(void);
 static void GameSounds_OnChange(void);
 static void GameDigiMusic_OnChange(void);
 
+#ifdef HAVE_OPENMPT
 static void ModFilter_OnChange(void);
+#endif
 
 static lumpnum_t S_GetMusicLumpNum(const char *mname);
 
diff --git a/src/screen.c b/src/screen.c
index 507067705e473223272be23d22f1c28c80564fe3..f9d81f8af3fd71a0e655a76fdb0ed25607093870 100644
--- a/src/screen.c
+++ b/src/screen.c
@@ -53,6 +53,7 @@ void (*spanfuncs_npo2[SPANDRAWFUNC_MAX])(void);
 // ------------------
 viddef_t vid;
 INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
+UINT8 setrenderneeded = 0;
 
 static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
 
@@ -62,7 +63,11 @@ consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, N
 consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
 consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
 
-static void SCR_ChangeFullscreen (void);
+static void SCR_ActuallyChangeRenderer(void);
+CV_PossibleValue_t cv_renderer_t[] = {{1, "Software"}, {2, "OpenGL"}, {0, NULL}};
+consvar_t cv_renderer = {"renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer, 0, NULL, NULL, 0, 0, NULL};
+
+static void SCR_ChangeFullscreen(void);
 
 consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL};
 
@@ -87,19 +92,8 @@ boolean R_3DNow = false;
 boolean R_MMXExt = false;
 boolean R_SSE2 = false;
 
-
-void SCR_SetMode(void)
+void SCR_SetDrawFuncs(void)
 {
-	if (dedicated)
-		return;
-
-	if (!setmodeneeded || WipeInAction)
-		return; // should never happen and don't change it during a wipe, BAD!
-
-	VID_SetMode(--setmodeneeded);
-
-	V_SetPalette(0);
-
 	//
 	//  setup the right draw routines for either 8bpp or 16bpp
 	//
@@ -193,9 +187,37 @@ void SCR_SetMode(void)
 	if (SCR_IsAspectCorrect(vid.width, vid.height))
 		CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
 */
+}
+
+void SCR_SetMode(void)
+{
+	if (dedicated)
+		return;
+
+	if (!(setmodeneeded || setrenderneeded) || WipeInAction)
+		return; // should never happen and don't change it during a wipe, BAD!
+
+	// Lactozilla: Renderer switching
+	if (setrenderneeded)
+	{
+		Z_PreparePatchFlush();
+		needpatchflush = true;
+		needpatchrecache = true;
+		VID_CheckRenderer();
+		if (!setmodeneeded)
+			VID_SetMode(vid.modenum);
+	}
+
+	if (setmodeneeded)
+		VID_SetMode(--setmodeneeded);
+
+	V_SetPalette(0);
+
+	SCR_SetDrawFuncs();
 
 	// set the apprpriate drawer for the sky (tall or INT16)
 	setmodeneeded = 0;
+	setrenderneeded = 0;
 }
 
 // do some initial settings for the game loading screen
@@ -383,6 +405,8 @@ void SCR_CheckDefaultMode(void)
 		// see note above
 		setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1;
 	}
+
+	SCR_ActuallyChangeRenderer();
 }
 
 // sets the modenum as the new default video mode to be saved in the config file
@@ -412,6 +436,50 @@ void SCR_ChangeFullscreen(void)
 #endif
 }
 
+static int target_renderer = 0;
+
+void SCR_ActuallyChangeRenderer(void)
+{
+	setrenderneeded = target_renderer;
+	// setting the same renderer twice WILL crash your game, so let's not, please
+	if (rendermode == setrenderneeded)
+		setrenderneeded = 0;
+}
+
+// Lactozilla: Renderer switching
+void SCR_ChangeRenderer(void)
+{
+	setrenderneeded = 0;
+
+	if (con_startup)
+	{
+		target_renderer = cv_renderer.value;
+		if (M_CheckParm("-opengl"))
+			target_renderer = rendermode = render_opengl;
+		else if (M_CheckParm("-software"))
+			target_renderer = rendermode = render_soft;
+		// set cv_renderer back
+		SCR_ChangeRendererCVars(rendermode);
+		return;
+	}
+
+	if (cv_renderer.value == 1)
+		target_renderer = render_soft;
+	else if (cv_renderer.value == 2)
+		target_renderer = render_opengl;
+	SCR_ActuallyChangeRenderer();
+}
+
+void SCR_ChangeRendererCVars(INT32 mode)
+{
+	// set cv_renderer back
+	if (mode == render_soft)
+		CV_StealthSetValue(&cv_renderer, 1);
+	else if (mode == render_opengl)
+		CV_StealthSetValue(&cv_renderer, 2);
+	CV_StealthSetValue(&cv_newrenderer, cv_renderer.value);
+}
+
 boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
 {
 	return
diff --git a/src/screen.h b/src/screen.h
index 470acb4b9699bac380afcc0770fa2fa99e358832..d47cdff9aa3ccf45555c79314e8430faeef63339 100644
--- a/src/screen.h
+++ b/src/screen.h
@@ -170,18 +170,27 @@ extern boolean R_SSE2;
 // ----------------
 // screen variables
 // ----------------
+
 extern viddef_t vid;
 extern INT32 setmodeneeded; // mode number to set if needed, or 0
 
+void SCR_ChangeRenderer(void);
+void SCR_ChangeRendererCVars(INT32 mode);
+extern UINT8 setrenderneeded;
+
 extern INT32 scr_bpp;
 extern UINT8 *scr_borderpatch; // patch used to fill the view borders
 
-extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_fullscreen;
+extern CV_PossibleValue_t cv_renderer_t[];
+
+extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_renderer, cv_fullscreen;
+extern consvar_t cv_newrenderer;
 // wait for page flipping to end or not
 extern consvar_t cv_vidwait;
 
 // Change video mode, only at the start of a refresh.
 void SCR_SetMode(void);
+void SCR_SetDrawFuncs(void);
 // Recalc screen size dependent stuff
 void SCR_Recalc(void);
 // Check parms once at startup
diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c
index e054381eec6183cba9b46d4948dc4f0723a0b088..8065162929001c4e92de7ad75bac7dc5278a51ab 100644
--- a/src/sdl/i_video.c
+++ b/src/sdl/i_video.c
@@ -71,6 +71,7 @@
 #include "../i_video.h"
 #include "../console.h"
 #include "../command.h"
+#include "../r_main.h"
 #include "sdlmain.h"
 #ifdef HWRENDER
 #include "../hardware/hw_main.h"
@@ -1208,7 +1209,6 @@ void I_FinishUpdate(void)
 		SDL_RenderCopy(renderer, texture, NULL, NULL);
 		SDL_RenderPresent(renderer);
 	}
-
 #ifdef HWRENDER
 	else if (rendermode == render_opengl)
 	{
@@ -1408,37 +1408,53 @@ void VID_PrepareModeList(void)
 #endif
 }
 
-INT32 VID_SetMode(INT32 modeNum)
+static SDL_bool Impl_CreateContext(void)
 {
-	SDLdoUngrabMouse();
-
-	vid.recalc = 1;
-	vid.bpp = 1;
-
-	if (modeNum >= 0 && modeNum < MAXWINMODES)
+	// Renderer-specific stuff
+#ifdef HWRENDER
+	if (rendermode == render_opengl)
 	{
-		vid.width = windowedModes[modeNum][0];
-		vid.height = windowedModes[modeNum][1];
-		vid.modenum = modeNum;
+		if (!sdlglcontext)
+			sdlglcontext = SDL_GL_CreateContext(window);
+		if (sdlglcontext == NULL)
+		{
+			SDL_DestroyWindow(window);
+			I_Error("Failed to create a GL context: %s\n", SDL_GetError());
+		}
+		SDL_GL_MakeCurrent(window, sdlglcontext);
 	}
 	else
+#endif
+	if (rendermode == render_soft)
 	{
-		// just set the desktop resolution as a fallback
-		SDL_DisplayMode mode;
-		SDL_GetWindowDisplayMode(window, &mode);
-		if (mode.w >= 2048)
-		{
-			vid.width = 1920;
-			vid.height = 1200;
-		}
-		else
+		int flags = 0; // Use this to set SDL_RENDERER_* flags now
+		if (usesdl2soft)
+			flags |= SDL_RENDERER_SOFTWARE;
+		else if (cv_vidwait.value)
+			flags |= SDL_RENDERER_PRESENTVSYNC;
+
+		if (!renderer)
+			renderer = SDL_CreateRenderer(window, -1, flags);
+		if (renderer == NULL)
 		{
-			vid.width = mode.w;
-			vid.height = mode.h;
+			CONS_Printf(M_GetText("Couldn't create rendering context: %s\n"), SDL_GetError());
+			return SDL_FALSE;
 		}
-		vid.modenum = -1;
+		SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
+	}
+	return SDL_TRUE;
+}
+
+void VID_CheckRenderer(void)
+{
+	if (dedicated)
+		return;
+
+	if (setrenderneeded)
+	{
+		rendermode = setrenderneeded;
+		Impl_CreateContext();
 	}
-	//Impl_SetWindowName("SRB2 "VERSIONSTRING);
 
 	SDLSetMode(vid.width, vid.height, USE_FULLSCREEN);
 	Impl_VideoSetupBuffer();
@@ -1450,8 +1466,39 @@ INT32 VID_SetMode(INT32 modeNum)
 			SDL_FreeSurface(bufSurface);
 			bufSurface = NULL;
 		}
+#ifdef HWRENDER
+		HWR_FreeTextureCache();
+#endif
+		SCR_SetDrawFuncs();
+	}
+#ifdef HWRENDER
+	else if (rendermode == render_opengl)
+	{
+		I_StartupHardwareGraphics();
+		R_InitHardwareMode();
+		HWR_Switch();
 	}
+#endif
+}
+
+INT32 VID_SetMode(INT32 modeNum)
+{
+	SDLdoUngrabMouse();
+
+	vid.recalc = 1;
+	vid.bpp = 1;
 
+	if (modeNum < 0)
+		modeNum = 0;
+	if (modeNum >= MAXWINMODES)
+		modeNum = MAXWINMODES-1;
+
+	vid.width = windowedModes[modeNum][0];
+	vid.height = windowedModes[modeNum][1];
+	vid.modenum = modeNum;
+
+	//Impl_SetWindowName("SRB2 "VERSIONSTRING);
+	VID_CheckRenderer();
 	return SDL_TRUE;
 }
 
@@ -1472,8 +1519,7 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
 		flags |= SDL_WINDOW_BORDERLESS;
 
 #ifdef HWRENDER
-	if (rendermode == render_opengl)
-		flags |= SDL_WINDOW_OPENGL;
+	flags |= SDL_WINDOW_OPENGL;
 #endif
 
 	// Create a window
@@ -1486,38 +1532,7 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
 		return SDL_FALSE;
 	}
 
-	// Renderer-specific stuff
-#ifdef HWRENDER
-	if (rendermode == render_opengl)
-	{
-		sdlglcontext = SDL_GL_CreateContext(window);
-		if (sdlglcontext == NULL)
-		{
-			SDL_DestroyWindow(window);
-			I_Error("Failed to create a GL context: %s\n", SDL_GetError());
-		}
-		SDL_GL_MakeCurrent(window, sdlglcontext);
-	}
-	else
-#endif
-	if (rendermode == render_soft)
-	{
-		flags = 0; // Use this to set SDL_RENDERER_* flags now
-		if (usesdl2soft)
-			flags |= SDL_RENDERER_SOFTWARE;
-		else if (cv_vidwait.value)
-			flags |= SDL_RENDERER_PRESENTVSYNC;
-
-		renderer = SDL_CreateRenderer(window, -1, flags);
-		if (renderer == NULL)
-		{
-			CONS_Printf(M_GetText("Couldn't create rendering context: %s\n"), SDL_GetError());
-			return SDL_FALSE;
-		}
-		SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
-	}
-
-	return SDL_TRUE;
+	return Impl_CreateContext();
 }
 
 /*
@@ -1572,17 +1587,14 @@ static void Impl_VideoSetupSDLBuffer(void)
 static void Impl_VideoSetupBuffer(void)
 {
 	// Set up game's software render buffer
-	//if (rendermode == render_soft)
+	vid.rowbytes = vid.width * vid.bpp;
+	vid.direct = NULL;
+	if (vid.buffer)
+		free(vid.buffer);
+	vid.buffer = calloc(vid.rowbytes*vid.height, NUMSCREENS);
+	if (!vid.buffer)
 	{
-		vid.rowbytes = vid.width * vid.bpp;
-		vid.direct = NULL;
-		if (vid.buffer)
-			free(vid.buffer);
-		vid.buffer = calloc(vid.rowbytes*vid.height, NUMSCREENS);
-		if (!vid.buffer)
-		{
-			I_Error("%s", M_GetText("Not enough memory for video buffer\n"));
-		}
+		I_Error("%s", M_GetText("Not enough memory for video buffer\n"));
 	}
 }
 
@@ -1626,10 +1638,13 @@ void I_StartupGraphics(void)
 		))
 			framebuffer = SDL_TRUE;
 	}
-	if (M_CheckParm("-software"))
-	{
+
+#ifdef HWRENDER
+	if (M_CheckParm("-opengl"))
+		rendermode = render_opengl;
+	else if (M_CheckParm("-software"))
+#endif
 		rendermode = render_soft;
-	}
 
 	usesdl2soft = M_CheckParm("-softblit");
 	borderlesswindow = M_CheckParm("-borderless");
@@ -1637,44 +1652,7 @@ void I_StartupGraphics(void)
 	//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2);
 	VID_Command_ModeList_f();
 #ifdef HWRENDER
-	if (M_CheckParm("-opengl") || rendermode == render_opengl)
-	{
-		rendermode = render_opengl;
-		HWD.pfnInit             = hwSym("Init",NULL);
-		HWD.pfnFinishUpdate     = NULL;
-		HWD.pfnDraw2DLine       = hwSym("Draw2DLine",NULL);
-		HWD.pfnDrawPolygon      = hwSym("DrawPolygon",NULL);
-		HWD.pfnRenderSkyDome    = hwSym("RenderSkyDome",NULL);
-		HWD.pfnSetBlend         = hwSym("SetBlend",NULL);
-		HWD.pfnClearBuffer      = hwSym("ClearBuffer",NULL);
-		HWD.pfnSetTexture       = hwSym("SetTexture",NULL);
-		HWD.pfnReadRect         = hwSym("ReadRect",NULL);
-		HWD.pfnGClipRect        = hwSym("GClipRect",NULL);
-		HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL);
-		HWD.pfnSetSpecialState  = hwSym("SetSpecialState",NULL);
-		HWD.pfnSetPalette       = hwSym("SetPalette",NULL);
-		HWD.pfnGetTextureUsed   = hwSym("GetTextureUsed",NULL);
-		HWD.pfnDrawModel        = hwSym("DrawModel",NULL);
-		HWD.pfnCreateModelVBOs  = hwSym("CreateModelVBOs",NULL);
-		HWD.pfnSetTransform     = hwSym("SetTransform",NULL);
-		HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
-		HWD.pfnPostImgRedraw    = hwSym("PostImgRedraw",NULL);
-		HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
-		HWD.pfnStartScreenWipe  = hwSym("StartScreenWipe",NULL);
-		HWD.pfnEndScreenWipe    = hwSym("EndScreenWipe",NULL);
-		HWD.pfnDoScreenWipe     = hwSym("DoScreenWipe",NULL);
-		HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL);
-		HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
-		HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
-		HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
-		// check gl renderer lib
-		if (HWD.pfnGetRenderVersion() != VERSION)
-			I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n"));
-		if (!HWD.pfnInit(I_Error)) // let load the OpenGL library
-		{
-			rendermode = render_soft;
-		}
-	}
+	I_StartupHardwareGraphics();
 #endif
 
 	// Fury: we do window initialization after GL setup to allow
@@ -1734,6 +1712,50 @@ void I_StartupGraphics(void)
 	graphics_started = true;
 }
 
+void I_StartupHardwareGraphics(void)
+{
+#ifdef HWRENDER
+	static boolean glstartup = false;
+	if (!glstartup)
+	{
+		HWD.pfnInit             = hwSym("Init",NULL);
+		HWD.pfnFinishUpdate     = NULL;
+		HWD.pfnDraw2DLine       = hwSym("Draw2DLine",NULL);
+		HWD.pfnDrawPolygon      = hwSym("DrawPolygon",NULL);
+		HWD.pfnRenderSkyDome    = hwSym("RenderSkyDome",NULL);
+		HWD.pfnSetBlend         = hwSym("SetBlend",NULL);
+		HWD.pfnClearBuffer      = hwSym("ClearBuffer",NULL);
+		HWD.pfnSetTexture       = hwSym("SetTexture",NULL);
+		HWD.pfnReadRect         = hwSym("ReadRect",NULL);
+		HWD.pfnGClipRect        = hwSym("GClipRect",NULL);
+		HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL);
+		HWD.pfnSetSpecialState  = hwSym("SetSpecialState",NULL);
+		HWD.pfnSetPalette       = hwSym("SetPalette",NULL);
+		HWD.pfnGetTextureUsed   = hwSym("GetTextureUsed",NULL);
+		HWD.pfnDrawModel        = hwSym("DrawModel",NULL);
+		HWD.pfnCreateModelVBOs  = hwSym("CreateModelVBOs",NULL);
+		HWD.pfnSetTransform     = hwSym("SetTransform",NULL);
+		HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
+		HWD.pfnPostImgRedraw    = hwSym("PostImgRedraw",NULL);
+		HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
+		HWD.pfnStartScreenWipe  = hwSym("StartScreenWipe",NULL);
+		HWD.pfnEndScreenWipe    = hwSym("EndScreenWipe",NULL);
+		HWD.pfnDoScreenWipe     = hwSym("DoScreenWipe",NULL);
+		HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL);
+		HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
+		HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
+		HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
+		// check gl renderer lib
+		if (HWD.pfnGetRenderVersion() != VERSION)
+			I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n"));
+		if (!HWD.pfnInit(I_Error)) // let load the OpenGL library
+			rendermode = render_soft;
+		else
+			glstartup = true;
+	}
+#endif
+}
+
 void I_ShutdownGraphics(void)
 {
 	const rendermode_t oldrendermode = rendermode;
diff --git a/src/sdl/sdl_sound.c b/src/sdl/sdl_sound.c
index 33b366bf60320270eb77df832e12257cc3f6b020..b8991293c344b65a8bc63ca356512896e3ffede6 100644
--- a/src/sdl/sdl_sound.c
+++ b/src/sdl/sdl_sound.c
@@ -1432,6 +1432,8 @@ static void I_ResumeGME(void)
 
 boolean I_LoadSong(char *data, size_t len)
 {
+	(void)data;
+	(void)len;
 	return false;
 }
 
@@ -1493,6 +1495,7 @@ boolean I_FadeSongFromVolume(UINT8 target_volume, UINT8 source_volume, UINT32 ms
 	(void)target_volume;
 	(void)source_volume;
 	(void)ms;
+	(void)callback;
 	return false;
 }
 
@@ -1500,6 +1503,7 @@ boolean I_FadeSong(UINT8 target_volume, UINT32 ms, void (*callback)(void))
 {
 	(void)target_volume;
 	(void)ms;
+	(void)callback;
 	return false;
 }
 
diff --git a/src/st_stuff.c b/src/st_stuff.c
index 03b32285d9e844f314a19d3242d71e547dab7144..bc4ab1a544b216c1456e16a8d4305bfdd46ac738 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -694,7 +694,7 @@ static void ST_drawTime(void)
 	else
 	{
 		// Counting down the hidetime?
-		if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime <= (hidetime*TICRATE)))
+		if ((gametyperules & GTR_HIDETIME) && (stplyr->realtime <= (hidetime*TICRATE)))
 		{
 			tics = (hidetime*TICRATE - stplyr->realtime);
 			if (tics < 3*TICRATE)
@@ -705,11 +705,11 @@ static void ST_drawTime(void)
 		else
 		{
 			// Hidetime finish!
-			if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime < ((hidetime+1)*TICRATE)))
+			if ((gametyperules & GTR_HIDETIME) && (stplyr->realtime < ((hidetime+1)*TICRATE)))
 				ST_drawRaceNum(hidetime*TICRATE - stplyr->realtime);
 
 			// Time limit?
-			if (gametype != GT_COOP && gametype != GT_RACE && gametype != GT_COMPETITION && cv_timelimit.value && timelimitintics > 0)
+			if ((gametyperules & GTR_TIMELIMIT) && cv_timelimit.value && timelimitintics > 0)
 			{
 				if (timelimitintics > stplyr->realtime)
 				{
@@ -723,7 +723,7 @@ static void ST_drawTime(void)
 				downwards = true;
 			}
 			// Post-hidetime normal.
-			else if (gametype == GT_TAG || gametype == GT_HIDEANDSEEK)
+			else if (gametyperules & GTR_TAG)
 				tics = stplyr->realtime - hidetime*TICRATE;
 			// "Shadow! What are you doing? Hurry and get back here
 			// right now before the island blows up with you on it!"
@@ -912,7 +912,7 @@ static void ST_drawLivesArea(void)
 	else if (stplyr->spectator)
 		v_colmap = V_GRAYMAP;
 	// Tag
-	else if (gametype == GT_TAG || gametype == GT_HIDEANDSEEK)
+	else if (gametyperules & GTR_TAG)
 	{
 		if (stplyr->pflags & PF_TAGIT)
 		{
@@ -1187,21 +1187,33 @@ tic_t lt_exitticker = 0, lt_endtime = 0;
 
 //
 // Load the graphics for the title card.
+// Don't let LJ see this
 //
 static void ST_cacheLevelTitle(void)
 {
-	if (!(mapheaderinfo[gamemap-1]->levelflags & LF_WARNINGTITLE))
-	{
-		lt_patches[0] = (patch_t *)W_CachePatchName("LTACTBLU", PU_HUDGFX);
-		lt_patches[1] = (patch_t *)W_CachePatchName("LTZIGZAG", PU_HUDGFX);
-		lt_patches[2] = (patch_t *)W_CachePatchName("LTZZTEXT", PU_HUDGFX);
-	}
-	else // boss map
-	{
-		lt_patches[0] = (patch_t *)W_CachePatchName("LTACTRED", PU_HUDGFX);
-		lt_patches[1] = (patch_t *)W_CachePatchName("LTZIGRED", PU_HUDGFX);
-		lt_patches[2] = (patch_t *)W_CachePatchName("LTZZWARN", PU_HUDGFX);
-	}
+#define SETPATCH(default, warning, custom, idx) \
+{ \
+	lumpnum_t patlumpnum = LUMPERROR; \
+	if (mapheaderinfo[gamemap-1]->custom[0] != '\0') \
+	{ \
+		patlumpnum = W_CheckNumForName(mapheaderinfo[gamemap-1]->custom); \
+		if (patlumpnum != LUMPERROR) \
+			lt_patches[idx] = (patch_t *)W_CachePatchNum(patlumpnum, PU_HUDGFX); \
+	} \
+	if (patlumpnum == LUMPERROR) \
+	{ \
+		if (!(mapheaderinfo[gamemap-1]->levelflags & LF_WARNINGTITLE)) \
+			lt_patches[idx] = (patch_t *)W_CachePatchName(default, PU_HUDGFX); \
+		else \
+			lt_patches[idx] = (patch_t *)W_CachePatchName(warning, PU_HUDGFX); \
+	} \
+}
+
+	SETPATCH("LTACTBLU", "LTACTRED", ltactdiamond, 0)
+	SETPATCH("LTZIGZAG", "LTZIGRED", ltzzpatch, 1)
+	SETPATCH("LTZZTEXT", "LTZZWARN", ltzztext, 2)
+
+#undef SETPATCH
 }
 
 //
@@ -1226,6 +1238,9 @@ void ST_startTitleCard(void)
 //
 void ST_preDrawTitleCard(void)
 {
+	if (!G_IsTitleCardAvailable())
+		return;
+
 	if (lt_ticker >= (lt_endtime + TICRATE))
 		return;
 
@@ -1241,6 +1256,9 @@ void ST_preDrawTitleCard(void)
 //
 void ST_runTitleCard(void)
 {
+	if (!G_IsTitleCardAvailable())
+		return;
+
 	if (lt_ticker >= (lt_endtime + TICRATE))
 		return;
 
@@ -1294,6 +1312,9 @@ void ST_drawTitleCard(void)
 	INT32 zzticker;
 	patch_t *actpat, *zigzag, *zztext;
 
+	if (!G_IsTitleCardAvailable())
+		return;
+
 #ifdef HAVE_BLUA
 	if (!LUA_HudEnabled(hud_stagetitle))
 		goto luahook;
@@ -1772,7 +1793,7 @@ static void ST_drawNiGHTSHUD(void)
 		ST_drawNiGHTSLink();
 	}
 
-	if (gametype == GT_RACE || gametype == GT_COMPETITION)
+	if (gametyperules & GTR_RACE)
 	{
 		ST_drawScore();
 		ST_drawTime();
@@ -2213,34 +2234,37 @@ static void ST_drawTextHUD(void)
 
 		if (G_IsSpecialStage(gamemap))
 			textHUDdraw(M_GetText("\x82""Wait for the stage to end..."))
-		else if (gametype == GT_COOP)
+		else if (G_PlatformGametype())
 		{
-			if (stplyr->lives <= 0
-			&& cv_cooplives.value == 2
-			&& (netgame || multiplayer))
+			if (gametype == GT_COOP)
 			{
-				INT32 i;
-				for (i = 0; i < MAXPLAYERS; i++)
+				if (stplyr->lives <= 0
+				&& cv_cooplives.value == 2
+				&& (netgame || multiplayer))
 				{
-					if (!playeringame[i])
-						continue;
-
-					if (&players[i] == stplyr)
-						continue;
-
-					if (players[i].lives > 1)
-						break;
-					}
-
-				if (i != MAXPLAYERS)
-					textHUDdraw(M_GetText("You'll steal a life on respawn..."))
+					INT32 i;
+					for (i = 0; i < MAXPLAYERS; i++)
+					{
+						if (!playeringame[i])
+							continue;
+
+						if (&players[i] == stplyr)
+							continue;
+
+						if (players[i].lives > 1)
+							break;
+						}
+
+					if (i != MAXPLAYERS)
+						textHUDdraw(M_GetText("You'll steal a life on respawn..."))
+					else
+						textHUDdraw(M_GetText("Wait to respawn..."))
+				}
 				else
 					textHUDdraw(M_GetText("Wait to respawn..."))
 			}
-			else
-				textHUDdraw(M_GetText("Wait to respawn..."))
 		}
-		else
+		else if (G_GametypeHasSpectators())
 			textHUDdraw(M_GetText("\x82""FIRE:""\x80 Enter game"))
 	}
 
@@ -2283,13 +2307,14 @@ static void ST_drawTextHUD(void)
 			}
 		}
 	}
-	else if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (!stplyr->spectator))
+	else if ((gametyperules & GTR_TAG) && (!stplyr->spectator))
 	{
 		if (leveltime < hidetime * TICRATE)
 		{
 			if (stplyr->pflags & PF_TAGIT)
 			{
-				textHUDdraw(M_GetText("\x82""You are blindfolded!"))
+				if (gametyperules & GTR_BLINDFOLDED)
+					textHUDdraw(M_GetText("\x82""You are blindfolded!"))
 				textHUDdraw(M_GetText("Waiting for players to hide..."))
 			}
 			else if (gametype == GT_HIDEANDSEEK)
@@ -2304,7 +2329,8 @@ static void ST_drawTextHUD(void)
 				textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
 				donef12 = true;
 			}
-			textHUDdraw(M_GetText("You cannot move while hiding."))
+			if (gametyperules & GTR_HIDEFROZEN)
+				textHUDdraw(M_GetText("You cannot move while hiding."))
 		}
 	}
 
@@ -2326,21 +2352,27 @@ static void ST_drawTeamHUD(void)
 	if (F_GetPromptHideHud(0)) // y base is 0
 		return;
 
-	if (gametype == GT_CTF)
+	if (gametyperules & GTR_TEAMFLAGS)
 		p = bflagico;
 	else
 		p = bmatcico;
 
+#ifdef HAVE_BLUA
+	if (LUA_HudEnabled(hud_teamscores))
+#endif
 	V_DrawSmallScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
 
-	if (gametype == GT_CTF)
+	if (gametyperules & GTR_TEAMFLAGS)
 		p = rflagico;
 	else
 		p = rmatcico;
 
+#ifdef HAVE_BLUA
+	if (LUA_HudEnabled(hud_teamscores))
+#endif
 	V_DrawSmallScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
 
-	if (gametype != GT_CTF)
+	if (!(gametyperules & GTR_TEAMFLAGS))
 		goto num;
 	{
 		INT32 i;
@@ -2349,28 +2381,53 @@ static void ST_drawTeamHUD(void)
 		// Show which flags aren't at base.
 		for (i = 0; i < MAXPLAYERS; i++)
 		{
-			if (players[i].gotflag & GF_BLUEFLAG) // Blue flag isn't at base
+			if (players[i].gotflag & GF_BLUEFLAG // Blue flag isn't at base
+#ifdef HAVE_BLUA
+			&& LUA_HudEnabled(hud_teamscores)
+#endif
+			)
 				V_DrawScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(nonicon->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon);
-			if (players[i].gotflag & GF_REDFLAG) // Red flag isn't at base
+
+			if (players[i].gotflag & GF_REDFLAG // Red flag isn't at base
+#ifdef HAVE_BLUA
+			&& LUA_HudEnabled(hud_teamscores)
+#endif
+			)
 				V_DrawScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(nonicon2->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon2);
 
 			whichflag |= players[i].gotflag;
+
 			if ((whichflag & (GF_REDFLAG|GF_BLUEFLAG)) == (GF_REDFLAG|GF_BLUEFLAG))
 				break; // both flags were found, let's stop early
 		}
 
 		// Display a countdown timer showing how much time left until the flag returns to base.
 		{
-			if (blueflag && blueflag->fuse > 1)
+			if (blueflag && blueflag->fuse > 1
+#ifdef HAVE_BLUA
+			&& LUA_HudEnabled(hud_teamscores)
+#endif
+			)
 				V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (blueflag->fuse / TICRATE)));
 
-			if (redflag && redflag->fuse > 1)
+			if (redflag && redflag->fuse > 1
+#ifdef HAVE_BLUA
+			&& LUA_HudEnabled(hud_teamscores)
+#endif
+			)
 				V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (redflag->fuse / TICRATE)));
 		}
 	}
 
 num:
+#ifdef HAVE_BLUA
+	if (LUA_HudEnabled(hud_teamscores))
+#endif
 	V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", bluescore));
+
+#ifdef HAVE_BLUA
+	if (LUA_HudEnabled(hud_teamscores))
+#endif
 	V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", redscore));
 
 #undef SEP
@@ -2643,7 +2700,7 @@ static void ST_overlayDrawer(void)
 		}
 
 		// If you are in overtime, put a big honkin' flashin' message on the screen.
-		if (G_RingSlingerGametype() && cv_overtime.value
+		if (((gametyperules & GTR_TIMELIMIT) && (gametyperules & GTR_OVERTIME)) && cv_overtime.value
 		&& (leveltime > (timelimitintics + TICRATE/2)) && cv_timelimit.value && (leveltime/TICRATE % 2 == 0))
 			V_DrawCenteredString(BASEVIDWIDTH/2, 184, V_PERPLAYER, M_GetText("OVERTIME!"));
 
@@ -2658,7 +2715,7 @@ static void ST_overlayDrawer(void)
 			ST_drawMatchHUD();
 
 		// Race HUD Stuff
-		if (gametype == GT_RACE || gametype == GT_COMPETITION)
+		if (gametyperules & GTR_RACE)
 			ST_drawRaceHUD();
 
 		// Emerald Hunt Indicators
@@ -2719,6 +2776,9 @@ static void ST_overlayDrawer(void)
 
 void ST_Drawer(void)
 {
+	if (needpatchrecache)
+		R_ReloadHUDGraphics();
+
 #ifdef SEENAMES
 	if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
 	{
@@ -2763,7 +2823,7 @@ void ST_Drawer(void)
 		if (rendermode != render_none) ST_doPaletteStuff();
 
 	// Blindfold!
-	if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK)
+	if ((gametyperules & GTR_BLINDFOLDED)
 	&& (leveltime < hidetime * TICRATE))
 	{
 		if (players[displayplayer].pflags & PF_TAGIT)
diff --git a/src/v_video.c b/src/v_video.c
index c91e5f213e8fb7ec0eca1ddc9d29176dbc2d8440..4785a154186c91a8421ce89027a2b9362b0c38d2 100644
--- a/src/v_video.c
+++ b/src/v_video.c
@@ -1045,13 +1045,13 @@ void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skin
 	{
 		spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
 		spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CONTINUE];
-		patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
+		patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
 		const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE);
 
 		V_DrawMappedPatch(x, y, flags, patch, colormap);
 	}
 	else
-		V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE));
+		V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_PATCH));
 }
 
 //
diff --git a/src/w_wad.c b/src/w_wad.c
index 86972118a8c8d55a44e7d3e23bcda86d4d2cfd4d..1aa2814264935ac92aa3c11d425142fe5795836a 100644
--- a/src/w_wad.c
+++ b/src/w_wad.c
@@ -55,6 +55,7 @@
 #include "dehacked.h"
 #include "d_clisrv.h"
 #include "r_defs.h"
+#include "r_data.h"
 #include "i_system.h"
 #include "md5.h"
 #include "lua_script.h"
@@ -1375,7 +1376,6 @@ void *W_CacheLumpNumPwad(UINT16 wad, UINT16 lump, INT32 tag)
 
 void *W_CacheLumpNum(lumpnum_t lumpnum, INT32 tag)
 {
-
 	return W_CacheLumpNumPwad(WADFILENUM(lumpnum),LUMPNUM(lumpnum),tag);
 }
 
@@ -1488,12 +1488,31 @@ void *W_CacheLumpName(const char *name, INT32 tag)
 // Cache a patch into heap memory, convert the patch format as necessary
 //
 
+void W_FlushCachedPatches(void)
+{
+	if (needpatchflush)
+	{
+		Z_FreeTag(PU_CACHE);
+		Z_FreeTag(PU_PATCH);
+		Z_FreeTag(PU_HUDGFX);
+		Z_FreeTag(PU_HWRPATCHINFO);
+		Z_FreeTag(PU_HWRMODELTEXTURE);
+		Z_FreeTag(PU_HWRCACHE);
+		Z_FreeTags(PU_HWRCACHE_UNLOCKED, PU_HWRPATCHINFO_UNLOCKED);
+	}
+	needpatchflush = false;
+}
+
+// Software-only compile cache the data without conversion
 void *W_CachePatchNumPwad(UINT16 wad, UINT16 lump, INT32 tag)
 {
 #ifdef HWRENDER
 	GLPatch_t *grPatch;
 #endif
 
+	if (needpatchflush)
+		W_FlushCachedPatches();
+
 	if (!TestValidLump(wad, lump))
 		return NULL;
 
@@ -1872,3 +1891,101 @@ int W_VerifyNMUSlumps(const char *filename)
 	};
 	return W_VerifyFile(filename, NMUSlist, false);
 }
+
+/** \brief Generates a virtual resource used for level data loading.
+ *
+ * \param lumpnum_t reference
+ * \return Virtual resource
+ *
+ */
+virtres_t* vres_GetMap(lumpnum_t lumpnum)
+{
+	UINT32 i;
+	virtres_t* vres = NULL;
+	virtlump_t* vlumps = NULL;
+	size_t numlumps = 0;
+
+	if (W_IsLumpWad(lumpnum))
+	{
+		// Remember that we're assuming that the WAD will have a specific set of lumps in a specific order.
+		UINT8 *wadData = W_CacheLumpNum(lumpnum, PU_LEVEL);
+		filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
+		numlumps = ((wadinfo_t *)wadData)->numlumps;
+		vlumps = Z_Malloc(sizeof(virtlump_t)*numlumps, PU_LEVEL, NULL);
+
+		// Build the lumps.
+		for (i = 0; i < numlumps; i++)
+		{
+			vlumps[i].size = (size_t)(((filelump_t *)(fileinfo + i))->size);
+			// Play it safe with the name in this case.
+			memcpy(vlumps[i].name, (fileinfo + i)->name, 8);
+			vlumps[i].name[8] = '\0';
+			vlumps[i].data = Z_Malloc(vlumps[i].size, PU_LEVEL, NULL); // This is memory inefficient, sorry about that.
+			memcpy(vlumps[i].data, wadData + (fileinfo + i)->filepos, vlumps[i].size);
+		}
+
+		Z_Free(wadData);
+	}
+	else
+	{
+		// Count number of lumps until the end of resource OR up until next "MAPXX" lump.
+		lumpnum_t lumppos = lumpnum + 1;
+		for (i = LUMPNUM(lumppos); i < wadfiles[WADFILENUM(lumpnum)]->numlumps; i++, lumppos++, numlumps++)
+			if (memcmp(W_CheckNameForNum(lumppos), "MAP", 3) == 0)
+				break;
+		numlumps++;
+
+		vlumps = Z_Malloc(sizeof(virtlump_t)*numlumps, PU_LEVEL, NULL);
+		for (i = 0; i < numlumps; i++, lumpnum++)
+		{
+			vlumps[i].size = W_LumpLength(lumpnum);
+			memcpy(vlumps[i].name, W_CheckNameForNum(lumpnum), 8);
+			vlumps[i].name[8] = '\0';
+			vlumps[i].data = W_CacheLumpNum(lumpnum, PU_LEVEL);
+		}
+	}
+	vres = Z_Malloc(sizeof(virtres_t), PU_LEVEL, NULL);
+	vres->vlumps = vlumps;
+	vres->numlumps = numlumps;
+
+	return vres;
+}
+
+/** \brief Frees zone memory for a given virtual resource.
+ *
+ * \param Virtual resource
+ */
+void vres_Free(virtres_t* vres)
+{
+	while (vres->numlumps--)
+		Z_Free(vres->vlumps[vres->numlumps].data);
+	Z_Free(vres->vlumps);
+	Z_Free(vres);
+}
+
+/** (Debug) Prints lumps from a virtual resource into console.
+ */
+/*
+static void vres_Diag(const virtres_t* vres)
+{
+	UINT32 i;
+	for (i = 0; i < vres->numlumps; i++)
+		CONS_Printf("%s\n", vres->vlumps[i].name);
+}
+*/
+
+/** \brief Finds a lump in a given virtual resource.
+ *
+ * \param Virtual resource
+ * \param Lump name to look for
+ * \return Virtual lump if found, NULL otherwise
+ *
+ */
+virtlump_t* vres_Find(const virtres_t* vres, const char* name)
+{
+	UINT32 i;
+	for (i = 0; i < vres->numlumps; i++)
+		if (fastcmp(name, vres->vlumps[i].name))
+			return &vres->vlumps[i];
+	return NULL;
+}
diff --git a/src/w_wad.h b/src/w_wad.h
index a8be13ece29c17511a7dc5579faccdfa0789d9ad..aca67c00f3df5daafe0bf92a7d6203f147427b19 100644
--- a/src/w_wad.h
+++ b/src/w_wad.h
@@ -72,6 +72,25 @@ typedef struct
 	compmethod compression; // lump compression method
 } lumpinfo_t;
 
+// =========================================================================
+//                         'VIRTUAL' RESOURCES
+// =========================================================================
+
+typedef struct {
+	char name[9];
+	UINT8* data;
+	size_t size;
+} virtlump_t;
+
+typedef struct {
+	size_t numlumps;
+	virtlump_t* vlumps;
+} virtres_t;
+
+virtres_t* vres_GetMap(lumpnum_t);
+void vres_Free(virtres_t*);
+virtlump_t* vres_Find(const virtres_t*, const char*);
+
 // =========================================================================
 //                         DYNAMIC WAD LOADING
 // =========================================================================
@@ -177,6 +196,7 @@ void *W_CachePatchNumPwad(UINT16 wad, UINT16 lump, INT32 tag); // return a patch
 void *W_CachePatchNum(lumpnum_t lumpnum, INT32 tag); // return a patch_t
 
 void W_UnlockCachedPatch(void *patch);
+void W_FlushCachedPatches(void);
 
 void W_VerifyFileMD5(UINT16 wadfilenum, const char *matchmd5);
 
diff --git a/src/win32/win_vid.c b/src/win32/win_vid.c
index 39a60cd93b936ba3e524d18c4614a8834128a8a4..d0aab92b3e16a4d13fb4cb57039869a732bfaef1 100644
--- a/src/win32/win_vid.c
+++ b/src/win32/win_vid.c
@@ -239,6 +239,11 @@ void I_StartupGraphics(void)
 	if (!dedicated) graphics_started = true;
 }
 
+void I_StartupHardwareGraphics(void)
+{
+	// oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo yeah oh yeah woo y
+}
+
 // ------------------
 // I_ShutdownGraphics
 // Close the screen, restore previous video mode.
@@ -946,6 +951,11 @@ INT32 VID_SetMode(INT32 modenum)
 	return 1;
 }
 
+void VID_CheckRenderer(void)
+{
+	// ..............
+}
+
 // ========================================================================
 // Free the video buffer of the last video mode,
 // allocate a new buffer for the video mode to set.
diff --git a/src/y_inter.c b/src/y_inter.c
index 842bd1b287e22d7696185cdec69af5dce953aa29..be0550e72acb03a68d17bf7bd50024cf9559ce46 100644
--- a/src/y_inter.c
+++ b/src/y_inter.c
@@ -37,6 +37,10 @@
 #include "m_cond.h" // condition sets
 #include "lua_hook.h" // IntermissionThinker hook
 
+#ifdef HAVE_BLUA
+#include "lua_hud.h"
+#endif
+
 #ifdef HWRENDER
 #include "hardware/hw_main.h"
 #endif
@@ -157,6 +161,7 @@ typedef struct
 
 boolean usebuffer = false;
 static boolean useinterpic;
+static boolean safetorender = true;
 static y_buffer_t *y_buffer;
 
 static INT32 intertic;
@@ -164,6 +169,7 @@ static INT32 tallydonetic = -1;
 static INT32 endtic = -1;
 
 intertype_t intertype = int_none;
+intertype_t intermissiontypes[NUMGAMETYPES];
 
 static void Y_RescaleScreenBuffer(void);
 static void Y_AwardCoopBonuses(void);
@@ -172,6 +178,7 @@ static void Y_CalculateCompetitionWinners(void);
 static void Y_CalculateTimeRaceWinners(void);
 static void Y_CalculateMatchWinners(void);
 static void Y_UnloadData(void);
+static void Y_CleanupData(void);
 
 // Stuff copy+pasted from st_stuff.c
 #define ST_DrawNumFromHud(h,n)        V_DrawTallNum(hudinfo[h].x, hudinfo[h].y, hudinfo[h].f, n)
@@ -318,12 +325,31 @@ void Y_IntermissionDrawer(void)
 	// Bonus loops
 	INT32 i;
 
-	if (intertype == int_none || rendermode == render_none)
+	if (rendermode == render_none)
+		return;
+
+	if (intertype == int_none)
+	{
+#ifdef HAVE_BLUA
+		LUAh_IntermissionHUD();
+#endif
 		return;
+	}
 
 	if (!usebuffer)
+	// Lactozilla: Renderer switching
+	if (needpatchrecache)
+	{
+		Y_CleanupData();
+		safetorender = false;
+	}
+
+	if (!usebuffer || !safetorender)
 		V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
 
+	if (!safetorender)
+		goto dontdrawbg;
+
 	if (useinterpic)
 		V_DrawScaledPatch(0, 0, 0, interpic);
 	else if (!usetile)
@@ -358,6 +384,13 @@ void Y_IntermissionDrawer(void)
 	else
 		V_DrawPatchFill(bgtile);
 
+#ifdef HAVE_BLUA
+	LUAh_IntermissionHUD();
+	if (!LUA_HudEnabled(hud_intermissiontally))
+		goto skiptallydrawer;
+#endif
+
+dontdrawbg:
 	if (intertype == int_coop)
 	{
 		INT32 bonusy;
@@ -407,14 +440,17 @@ void Y_IntermissionDrawer(void)
 
 		bonusy = 150;
 		// Total
-		V_DrawScaledPatch(152, bonusy, 0, data.coop.ptotal);
-		V_DrawTallNum(BASEVIDWIDTH - 68, bonusy + 1, 0, data.coop.total);
+		if (safetorender)
+		{
+			V_DrawScaledPatch(152, bonusy, 0, data.coop.ptotal);
+			V_DrawTallNum(BASEVIDWIDTH - 68, bonusy + 1, 0, data.coop.total);
+		}
 		bonusy -= (3*SHORT(tallnum[0]->height)/2) + 1;
 
 		// Draw bonuses
 		for (i = 3; i >= 0; --i)
 		{
-			if (data.coop.bonuses[i].display)
+			if (data.coop.bonuses[i].display && safetorender)
 			{
 				V_DrawScaledPatch(152, bonusy, 0, data.coop.bonuspatches[i]);
 				V_DrawTallNum(BASEVIDWIDTH - 68, bonusy + 1, 0, data.coop.bonuses[i].points);
@@ -643,7 +679,8 @@ void Y_IntermissionDrawer(void)
 		char strtime[10];
 
 		// draw the header
-		V_DrawScaledPatch(112, 2, 0, data.match.result);
+		if (safetorender)
+			V_DrawScaledPatch(112, 2, 0, data.match.result);
 
 		// draw the level name
 		V_DrawCenteredString(BASEVIDWIDTH/2, 20, 0, data.match.levelstring);
@@ -907,6 +944,12 @@ void Y_IntermissionDrawer(void)
 		}
 	}
 
+#ifdef HAVE_BLUA
+skiptallydrawer:
+	if (!LUA_HudEnabled(hud_intermissionmessages))
+		return;
+#endif
+
 	if (timer)
 		V_DrawCenteredString(BASEVIDWIDTH/2, 188, V_YELLOWMAP,
 			va("start in %d seconds", timer/TICRATE));
@@ -1169,6 +1212,8 @@ void Y_StartIntermission(void)
 		I_Error("endtic is dirty");
 #endif
 
+	safetorender = true;
+
 	if (!multiplayer)
 	{
 		timer = 0;
@@ -1187,7 +1232,9 @@ void Y_StartIntermission(void)
 				timer = 1;
 		}
 
-		if (gametype == GT_COOP)
+		if (intermissiontypes[gametype] != int_none)
+			intertype = intermissiontypes[gametype];
+		else if (gametype == GT_COOP)
 			intertype = (G_IsSpecialStage(gamemap)) ? int_spec : int_coop;
 		else if (gametype == GT_TEAMMATCH)
 			intertype = int_teammatch;
@@ -1222,20 +1269,20 @@ void Y_StartIntermission(void)
 			data.coop.tics = players[consoleplayer].realtime;
 
 			for (i = 0; i < 4; ++i)
-				data.coop.bonuspatches[i] = W_CachePatchName(data.coop.bonuses[i].patch, PU_STATIC);
-			data.coop.ptotal = W_CachePatchName("YB_TOTAL", PU_STATIC);
+				data.coop.bonuspatches[i] = W_CachePatchName(data.coop.bonuses[i].patch, PU_PATCH);
+			data.coop.ptotal = W_CachePatchName("YB_TOTAL", PU_PATCH);
 
 			// get act number
 			data.coop.actnum = mapheaderinfo[gamemap-1]->actnum;
 
 			// get background patches
-			widebgpatch = W_CachePatchName("INTERSCW", PU_STATIC);
-			bgpatch = W_CachePatchName("INTERSCR", PU_STATIC);
+			widebgpatch = W_CachePatchName("INTERSCW", PU_PATCH);
+			bgpatch = W_CachePatchName("INTERSCR", PU_PATCH);
 
 			// grab an interscreen if appropriate
 			if (mapheaderinfo[gamemap-1]->interscreen[0] != '#')
 			{
-				interpic = W_CachePatchName(mapheaderinfo[gamemap-1]->interscreen, PU_STATIC);
+				interpic = W_CachePatchName(mapheaderinfo[gamemap-1]->interscreen, PU_PATCH);
 				useinterpic = true;
 				usebuffer = false;
 			}
@@ -1293,18 +1340,18 @@ void Y_StartIntermission(void)
 			Y_AwardSpecialStageBonus();
 
 			for (i = 0; i < 2; ++i)
-				data.spec.bonuspatches[i] = W_CachePatchName(data.spec.bonuses[i].patch, PU_STATIC);
+				data.spec.bonuspatches[i] = W_CachePatchName(data.spec.bonuses[i].patch, PU_PATCH);
 
-			data.spec.pscore = W_CachePatchName("YB_SCORE", PU_STATIC);
-			data.spec.pcontinues = W_CachePatchName("YB_CONTI", PU_STATIC);
+			data.spec.pscore = W_CachePatchName("YB_SCORE", PU_PATCH);
+			data.spec.pcontinues = W_CachePatchName("YB_CONTI", PU_PATCH);
 
 			// get background tile
-			bgtile = W_CachePatchName("SPECTILE", PU_STATIC);
+			bgtile = W_CachePatchName("SPECTILE", PU_PATCH);
 
 			// grab an interscreen if appropriate
 			if (mapheaderinfo[gamemap-1]->interscreen[0] != '#')
 			{
-				interpic = W_CachePatchName(mapheaderinfo[gamemap-1]->interscreen, PU_STATIC);
+				interpic = W_CachePatchName(mapheaderinfo[gamemap-1]->interscreen, PU_PATCH);
 				useinterpic = true;
 			}
 			else
@@ -1316,14 +1363,14 @@ void Y_StartIntermission(void)
 			// get special stage specific patches
 /*			if (!stagefailed && ALL7EMERALDS(emeralds))
 			{
-				data.spec.cemerald = W_CachePatchName("GOTEMALL", PU_STATIC);
+				data.spec.cemerald = W_CachePatchName("GOTEMALL", PU_PATCH);
 				data.spec.headx = 70;
 				data.spec.nowsuper = players[consoleplayer].skin
-					? NULL : W_CachePatchName("NOWSUPER", PU_STATIC);
+					? NULL : W_CachePatchName("NOWSUPER", PU_PATCH);
 			}
 			else
 			{
-				data.spec.cemerald = W_CachePatchName("CEMERALD", PU_STATIC);
+				data.spec.cemerald = W_CachePatchName("CEMERALD", PU_PATCH);
 				data.spec.headx = 48;
 				data.spec.nowsuper = NULL;
 			} */
@@ -1401,9 +1448,9 @@ void Y_StartIntermission(void)
 
 			// get RESULT header
 			data.match.result =
-				W_CachePatchName("RESULT", PU_STATIC);
+				W_CachePatchName("RESULT", PU_PATCH);
 
-			bgtile = W_CachePatchName("SRB2BACK", PU_STATIC);
+			bgtile = W_CachePatchName("SRB2BACK", PU_PATCH);
 			usetile = true;
 			useinterpic = false;
 			break;
@@ -1429,9 +1476,9 @@ void Y_StartIntermission(void)
 			data.match.levelstring[sizeof data.match.levelstring - 1] = '\0';
 
 			// get RESULT header
-			data.match.result = W_CachePatchName("RESULT", PU_STATIC);
+			data.match.result = W_CachePatchName("RESULT", PU_PATCH);
 
-			bgtile = W_CachePatchName("SRB2BACK", PU_STATIC);
+			bgtile = W_CachePatchName("SRB2BACK", PU_PATCH);
 			usetile = true;
 			useinterpic = false;
 			break;
@@ -1468,7 +1515,7 @@ void Y_StartIntermission(void)
 				data.match.blueflag = bmatcico;
 			}
 
-			bgtile = W_CachePatchName("SRB2BACK", PU_STATIC);
+			bgtile = W_CachePatchName("SRB2BACK", PU_PATCH);
 			usetile = true;
 			useinterpic = false;
 			break;
@@ -1494,7 +1541,7 @@ void Y_StartIntermission(void)
 			data.competition.levelstring[sizeof data.competition.levelstring - 1] = '\0';
 
 			// get background tile
-			bgtile = W_CachePatchName("SRB2BACK", PU_STATIC);
+			bgtile = W_CachePatchName("SRB2BACK", PU_PATCH);
 			usetile = true;
 			useinterpic = false;
 			break;
@@ -2032,7 +2079,8 @@ void Y_EndIntermission(void)
 	usebuffer = false;
 }
 
-#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL
+#define UNLOAD(x) if (x) {Z_ChangeTag(x, PU_CACHE);} x = NULL;
+#define CLEANUP(x) x = NULL;
 
 //
 // Y_UnloadData
@@ -2083,5 +2131,47 @@ static void Y_UnloadData(void)
 			//are not handled
 			break;
 	}
+}
+
+static void Y_CleanupData(void)
+{
+	// unload the background patches
+	CLEANUP(bgpatch);
+	CLEANUP(widebgpatch);
+	CLEANUP(bgtile);
+	CLEANUP(interpic);
 
+	switch (intertype)
+	{
+		case int_coop:
+			// unload the coop and single player patches
+			CLEANUP(data.coop.bonuspatches[3]);
+			CLEANUP(data.coop.bonuspatches[2]);
+			CLEANUP(data.coop.bonuspatches[1]);
+			CLEANUP(data.coop.bonuspatches[0]);
+			CLEANUP(data.coop.ptotal);
+			break;
+		case int_spec:
+			// unload the special stage patches
+			//CLEANUP(data.spec.cemerald);
+			//CLEANUP(data.spec.nowsuper);
+			CLEANUP(data.spec.bonuspatches[1]);
+			CLEANUP(data.spec.bonuspatches[0]);
+			CLEANUP(data.spec.pscore);
+			CLEANUP(data.spec.pcontinues);
+			break;
+		case int_match:
+		case int_race:
+			CLEANUP(data.match.result);
+			break;
+		case int_ctf:
+			CLEANUP(data.match.blueflag);
+			CLEANUP(data.match.redflag);
+			break;
+		default:
+			//without this default,
+			//int_none, int_tag, int_chaos, and int_classicrace
+			//are not handled
+			break;
+	}
 }
diff --git a/src/y_inter.h b/src/y_inter.h
index 7dffbff32c3ad61643d912ec2ae4deadcbaa0918..5cf2cc1b84ee8c9ac75923cac9fc9e99481e5e6f 100644
--- a/src/y_inter.h
+++ b/src/y_inter.h
@@ -31,3 +31,4 @@ typedef enum
 	int_comp,     // Competition
 } intertype_t;
 extern intertype_t intertype;
+extern intertype_t intermissiontypes[NUMGAMETYPES];
diff --git a/src/z_zone.c b/src/z_zone.c
index daad5489d32252eaf7ac116ef5c19ecd8c5bf703..5a0ff638bfd7e09512af622abf46d66565251029 100644
--- a/src/z_zone.c
+++ b/src/z_zone.c
@@ -27,6 +27,7 @@
 
 #include "doomdef.h"
 #include "doomstat.h"
+#include "r_patch.h"
 #include "i_system.h" // I_GetFreeMem
 #include "i_video.h" // rendermode
 #include "z_zone.h"
@@ -497,6 +498,35 @@ void Z_FreeTags(INT32 lowtag, INT32 hightag)
 // Utility functions
 // -----------------
 
+// for renderer switching, free a bunch of stuff
+boolean needpatchflush = false;
+boolean needpatchrecache = false;
+
+// flush all patches from memory
+// (also frees memory tagged with PU_CACHE)
+// (which are not necessarily patches but I don't care)
+void Z_FlushCachedPatches(void)
+{
+	CONS_Debug(DBG_RENDER, "Z_FlushCachedPatches()...\n");
+	Z_FreeTag(PU_CACHE);
+	Z_FreeTag(PU_PATCH);
+	Z_FreeTag(PU_HUDGFX);
+	Z_FreeTag(PU_HWRPATCHINFO);
+	Z_FreeTag(PU_HWRMODELTEXTURE);
+	Z_FreeTag(PU_HWRCACHE);
+	Z_FreeTag(PU_HWRCACHE_UNLOCKED);
+	Z_FreeTag(PU_HWRPATCHINFO_UNLOCKED);
+}
+
+// happens before a renderer switch
+void Z_PreparePatchFlush(void)
+{
+	CONS_Debug(DBG_RENDER, "Z_PreparePatchFlush()...\n");
+#ifdef ROTSPRITE
+	R_FreeAllRotSprite();
+#endif
+}
+
 // starting value of nextcleanup
 #define CLEANUPCOUNT 2000
 
diff --git a/src/z_zone.h b/src/z_zone.h
index 635c334cf78e0565b2e9bd25f4ff075c432fc115..9e5f74343aa0b009956ad13af57fa8e01be089a0 100644
--- a/src/z_zone.h
+++ b/src/z_zone.h
@@ -43,6 +43,7 @@ enum
 	PU_SOUND                 = 11, // static while playing
 	PU_MUSIC                 = 12, // static while playing
 	PU_HUDGFX                = 13, // static until WAD added
+	PU_PATCH                 = 14, // static until renderer change
 
 	PU_HWRPATCHINFO          = 21, // Hardware GLPatch_t struct for OpenGL texture cache
 	PU_HWRPATCHCOLMIPMAP     = 22, // Hardware GLMipmap_t struct colormap variation of patch
@@ -142,4 +143,10 @@ size_t Z_TagsUsage(INT32 lowtag, INT32 hightag);
 char *Z_StrDup(const char *in);
 #define Z_Unlock(p) (void)p // TODO: remove this now that NDS code has been removed
 
+// For renderer switching
+extern boolean needpatchflush;
+extern boolean needpatchrecache;
+void Z_FlushCachedPatches(void);
+void Z_PreparePatchFlush(void);
+
 #endif