diff --git a/appveyor.yml b/appveyor.yml
index 25b95d292791f5dc11e67431133b3fbc8fcb6c0d..b0544a90b549ab0e526e2f0902a8b4093837478f 100644
--- a/appveyor.yml
+++ b/appveyor.yml
@@ -47,7 +47,7 @@ before_build:
 - upx -V
 - ccache -V
 - ccache -s
-- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC53=1 CCACHE=1
+- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1
 
 build_script:
 - cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean
diff --git a/src/Makefile.cfg b/src/Makefile.cfg
index 72404becca345b380fb9a60795f3a05734337db3..80d018c4b5993ad01e1ddbfd34cff1f2564a3398 100644
--- a/src/Makefile.cfg
+++ b/src/Makefile.cfg
@@ -7,6 +7,23 @@
 # and other things
 #
 
+
+ifdef GCC63
+GCC62=1
+endif
+
+ifdef GCC62
+GCC61=1
+endif
+
+ifdef GCC61
+GCC54=1
+endif
+
+ifdef GCC54
+GCC53=1
+endif
+
 ifdef GCC53
 GCC52=1
 endif
@@ -164,19 +181,29 @@ ifdef GCC45
 WFLAGS+=-Wunsuffixed-float-constants
 endif
 endif
+
 ifdef NOLDWARNING
 LDFLAGS+=-Wl,--as-needed
 endif
+
 ifdef ERRORMODE
 WFLAGS+=-Werror
 endif
+
+WFLAGS+=$(OLDWFLAGS)
+
 ifdef GCC43
  #WFLAGS+=-Wno-error=clobbered
 endif
 ifdef GCC46
  WFLAGS+=-Wno-error=suggest-attribute=noreturn
 endif
-WFLAGS+=$(OLDWFLAGS)
+ifdef GCC54
+ WFLAGS+=-Wno-logical-op -Wno-error=logical-op
+endif
+ifdef GCC61
+ WFLAGS+=-Wno-tautological-compare -Wno-error=tautological-compare
+endif
 
 
 #indicate platform and what interface use with
diff --git a/src/d_main.c b/src/d_main.c
index 63f6bd02c68dfe075a362eee29c83fad88a25619..b23ffebb476dc6e80b6d8e138ddc28a4aa792cf0 100644
--- a/src/d_main.c
+++ b/src/d_main.c
@@ -187,7 +187,7 @@ UINT8 altdown = 0; // 0x1 left, 0x2 right
 //
 static inline void D_ModifierKeyResponder(event_t *ev)
 {
-	if (ev->type == ev_keydown) switch (ev->data1)
+	if (ev->type == ev_keydown || ev->type == ev_console) switch (ev->data1)
 	{
 		case KEY_LSHIFT: shiftdown |= 0x1; return;
 		case KEY_RSHIFT: shiftdown |= 0x2; return;
diff --git a/src/d_net.c b/src/d_net.c
index fae1ea311dcf87f1f19c4eb9b6781de4e7e26bf4..7f16c302d1c3267c0f1b5476b3e4b10cbfb6593f 100644
--- a/src/d_net.c
+++ b/src/d_net.c
@@ -991,12 +991,14 @@ void Command_Droprate(void)
 	packetdroprate = droprate;
 }
 
+#ifndef NONET
 static boolean ShouldDropPacket(void)
 {
 	return (packetdropquantity[netbuffer->packettype])
 		|| (packetdroprate != 0 && rand() < (RAND_MAX * (packetdroprate / 100.f))) || packetdroprate == 100;
 }
 #endif
+#endif
 
 //
 // HSendPacket
diff --git a/src/dehacked.c b/src/dehacked.c
index a611b19854e47684952cd4d97e42da41cfcea9d4..38aaa72d917f23f0474788fba64993996cc35c93 100644
--- a/src/dehacked.c
+++ b/src/dehacked.c
@@ -4763,11 +4763,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
 	"S_METALSONIC_FLOAT",
 	"S_METALSONIC_VECTOR",
 	"S_METALSONIC_STUN",
-	"S_METALSONIC_BLOCK",
 	"S_METALSONIC_RAISE",
 	"S_METALSONIC_GATHER",
 	"S_METALSONIC_DASH",
 	"S_METALSONIC_BOUNCE",
+	"S_METALSONIC_BADBOUNCE",
 	"S_METALSONIC_SHOOT",
 	"S_METALSONIC_PAIN",
 	"S_METALSONIC_DEATH",
diff --git a/src/g_game.c b/src/g_game.c
index e801891fa551f19ce1d0412034f405fd513b9fd2..b20d91f9fd67902bed254f82295851ac53c1d18e 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -2899,7 +2899,7 @@ static void G_DoCompleted(void)
 	if (nextmap < NUMMAPS && !mapheaderinfo[nextmap])
 		P_AllocMapHeader(nextmap);
 
-	if (skipstats)
+	if (skipstats && !modeattacking) // Don't skip stats if we're in record attack
 		G_AfterIntermission();
 	else
 	{
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index 54dd9485439db543f69f846480ef3719ea32ad88..3a0bf70544b4b63e25f64b00595e5d2976eb758b 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -1836,7 +1836,7 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
 	}
 }
 
-static inline void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
+static  void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
 {
 	INT32     val, count, pindex;
 	GLfloat s, t;
diff --git a/src/info.c b/src/info.c
index dadb4bfe000dfbbfaaab490f1ddbd1c2b2304706..2374f65fcb357dd2ab3ab3c451c9d9e7dfd17b7c 100644
--- a/src/info.c
+++ b/src/info.c
@@ -1350,14 +1350,14 @@ state_t states[NUMSTATES] =
 	{SPR_METL,  4, -1, {NULL},         0, 0, S_NULL},             // S_METALSONIC_FLOAT
 	{SPR_METL, 12, -1, {NULL},         0, 0, S_METALSONIC_STUN},  // S_METALSONIC_VECTOR
 	{SPR_METL,  0, -1, {NULL},         0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN
-	{SPR_METL, 13, -1, {NULL},         0, 0, S_NULL},             // S_METALSONIC_BLOCK
 	{SPR_METL, 13, 40, {NULL},         0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE
 	{SPR_METL, 14, -1, {NULL},         0, 0, S_NULL},             // S_METALSONIC_GATHER
-	{SPR_METL,  9, -1, {NULL},         0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
+	{SPR_METL, 15, -1, {NULL},         0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
 	{SPR_METL, 14, -1, {NULL},         0, 0, S_NULL},             // S_METALSONIC_BOUNCE
+	{SPR_METL, 16, -1, {NULL},         0, 0, S_NULL},             // S_METALSONIC_BADBOUNCE
 	{SPR_METL, 13, -1, {NULL},         0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT
 	{SPR_METL, 11, 40, {A_Pain},       0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN
-	{SPR_METL,  0, -1, {A_BossDeath},  0, 0, S_NULL},             // S_METALSONIC_DEATH
+	{SPR_METL, 11, -1, {A_BossDeath},  0, 0, S_NULL},             // S_METALSONIC_DEATH
 	{SPR_METL,  3,  4, {NULL},         0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
 	{SPR_METL,  4,  4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2
 	{SPR_METL,  5,  4, {NULL},         0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3
@@ -4933,7 +4933,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		S_METALSONIC_PAIN,  // painstate
 		S_METALSONIC_VECTOR,// painchance
 		sfx_dmpain,         // painsound
-		S_METALSONIC_BLOCK, // meleestate
+		S_METALSONIC_BADBOUNCE, // meleestate
 		S_METALSONIC_SHOOT, // missilestate
 		S_METALSONIC_DEATH, // deathstate
 		S_METALSONIC_FLEE1, // xdeathstate
@@ -4942,7 +4942,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		16*FRACUNIT,        // radius
 		48*FRACUNIT,        // height
 		0,                  // display offset
-		sfx_mspogo,         // mass
+		sfx_s3k5a,          // mass
 		3,                  // damage
 		sfx_mswarp,         // activesound
 		MF_NOGRAVITY|MF_BOSS|MF_SLIDEME, // flags
diff --git a/src/info.h b/src/info.h
index 54291cb3ca0bb3f9e4558f12f90e08457d015d40..d5508d50165c121a41a379fb5b3270414c7ca7ba 100644
--- a/src/info.h
+++ b/src/info.h
@@ -1556,11 +1556,11 @@ typedef enum state
 	S_METALSONIC_FLOAT,
 	S_METALSONIC_VECTOR,
 	S_METALSONIC_STUN,
-	S_METALSONIC_BLOCK,
 	S_METALSONIC_RAISE,
 	S_METALSONIC_GATHER,
 	S_METALSONIC_DASH,
 	S_METALSONIC_BOUNCE,
+	S_METALSONIC_BADBOUNCE,
 	S_METALSONIC_SHOOT,
 	S_METALSONIC_PAIN,
 	S_METALSONIC_DEATH,
diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index de78fa2c0132793667d91a1f135970ba9931caa8..daea8a5c3425fee158bb4dcca8a147dfd5d703cd 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -25,7 +25,10 @@
 #include "lua_libs.h"
 #include "lua_hud.h" // hud_running errors
 
-#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
+#define NOHUD if (hud_running)\
+return luaL_error(L, "HUD rendering code should not call this function!");
+#define INLEVEL if (gamestate != GS_LEVEL)\
+return luaL_error(L, "This function can only be used in a level!");
 
 boolean luaL_checkboolean(lua_State *L, int narg) {
 	luaL_checktype(L, narg, LUA_TBOOLEAN);
@@ -84,6 +87,86 @@ static int lib_print(lua_State *L)
 	return 0;
 }
 
+static const struct {
+	const char *meta;
+	const char *utype;
+} meta2utype[] = {
+	{META_STATE,        "state_t"},
+	{META_MOBJINFO,     "mobjinfo_t"},
+	{META_SFXINFO,      "sfxinfo_t"},
+
+	{META_MOBJ,         "mobj_t"},
+	{META_MAPTHING,     "mapthing_t"},
+
+	{META_PLAYER,       "player_t"},
+	{META_TICCMD,       "ticcmd_t"},
+	{META_SKIN,         "skin_t"},
+	{META_POWERS,       "player_t.powers"},
+	{META_SOUNDSID,     "skin_t.soundsid"},
+
+	{META_VERTEX,       "vertex_t"},
+	{META_LINE,         "line_t"},
+	{META_SIDE,         "side_t"},
+	{META_SUBSECTOR,    "subsector_t"},
+	{META_SECTOR,       "sector_t"},
+	{META_FFLOOR,       "ffloor_t"},
+#ifdef HAVE_LUA_SEGS
+	{META_SEG,          "seg_t"},
+	{META_NODE,         "node_t"},
+#endif
+	{META_MAPHEADER,    "mapheader_t"},
+
+	{META_CVAR,         "consvar_t"},
+
+	{META_SECTORLINES,  "sector_t.lines"},
+	{META_SIDENUM,      "line_t.sidenum"},
+#ifdef HAVE_LUA_SEGS
+	{META_NODEBBOX,     "node_t.bbox"},
+	{META_NODECHILDREN, "node_t.children"},
+#endif
+
+	{META_BBOX,         "bbox"},
+
+	{META_HUDINFO,      "hudinfo_t"},
+	{META_PATCH,        "patch_t"},
+	{META_COLORMAP,     "colormap"},
+	{META_CAMERA,       "camera_t"},
+	{NULL,              NULL}
+};
+
+// goes through the above list and returns the utype string for the userdata type
+// returns "unknown" instead if we couldn't find the right userdata type 
+static const char *GetUserdataUType(lua_State *L)
+{
+	UINT8 i;
+	lua_getmetatable(L, -1);
+
+	for (i = 0; meta2utype[i].meta; i++)
+	{
+		luaL_getmetatable(L, meta2utype[i].meta);
+		if (lua_rawequal(L, -1, -2))
+		{
+			lua_pop(L, 2);
+			return meta2utype[i].utype;
+		}
+		lua_pop(L, 1);
+	}
+
+	lua_pop(L, 1);
+	return "unknown";
+}
+
+// Return a string representing the type of userdata the given var is
+// e.g. players[0] -> "player_t"
+//   or players[0].powers -> "player_t.powers"
+static int lib_userdataType(lua_State *L)
+{
+	lua_settop(L, 1); // pop everything except arg 1 (in case somebody decided to add more)
+	luaL_checktype(L, 1, LUA_TUSERDATA);
+	lua_pushstring(L, GetUserdataUType(L));
+	return 1;
+}
+
 // M_RANDOM
 //////////////
 
@@ -246,6 +329,7 @@ static int lib_pCheckMeleeRange(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_CheckMeleeRange(actor));
@@ -256,6 +340,7 @@ static int lib_pJetbCheckMeleeRange(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_JetbCheckMeleeRange(actor));
@@ -266,6 +351,7 @@ static int lib_pFaceStabCheckMeleeRange(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_FaceStabCheckMeleeRange(actor));
@@ -276,6 +362,7 @@ static int lib_pSkimCheckMeleeRange(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_SkimCheckMeleeRange(actor));
@@ -286,6 +373,7 @@ static int lib_pCheckMissileRange(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_CheckMissileRange(actor));
@@ -296,6 +384,7 @@ static int lib_pNewChaseDir(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_NewChaseDir(actor);
@@ -309,6 +398,7 @@ static int lib_pLookForPlayers(lua_State *L)
 	boolean allaround = lua_optboolean(L, 3);
 	boolean tracer = lua_optboolean(L, 4);
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_LookForPlayers(actor, allaround, tracer, dist));
@@ -325,6 +415,7 @@ static int lib_pSpawnMobj(lua_State *L)
 	fixed_t z = luaL_checkfixed(L, 3);
 	mobjtype_t type = luaL_checkinteger(L, 4);
 	NOHUD
+	INLEVEL
 	if (type >= NUMMOBJTYPES)
 		return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
 	LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ);
@@ -335,6 +426,7 @@ static int lib_pRemoveMobj(lua_State *L)
 {
 	mobj_t *th = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!th)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (th->player)
@@ -350,6 +442,7 @@ static int lib_pIsValidSprite2(lua_State *L)
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2);
 	//HUDSAFE
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes)));
@@ -362,6 +455,7 @@ static int lib_pSpawnMissile(lua_State *L)
 	mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	mobjtype_t type = luaL_checkinteger(L, 3);
 	NOHUD
+	INLEVEL
 	if (!source || !dest)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -379,6 +473,7 @@ static int lib_pSpawnXYZMissile(lua_State *L)
 	fixed_t y = luaL_checkfixed(L, 5);
 	fixed_t z = luaL_checkfixed(L, 6);
 	NOHUD
+	INLEVEL
 	if (!source || !dest)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -398,6 +493,7 @@ static int lib_pSpawnPointMissile(lua_State *L)
 	fixed_t y = luaL_checkfixed(L, 7);
 	fixed_t z = luaL_checkfixed(L, 8);
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -415,6 +511,7 @@ static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
 	fixed_t z = luaL_checkfixed(L, 5);
 	INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -428,6 +525,7 @@ static int lib_pColorTeamMissile(lua_State *L)
 	mobj_t *missile = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	player_t *source = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!missile)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!source)
@@ -444,6 +542,7 @@ static int lib_pSPMAngle(lua_State *L)
 	UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
 	UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -458,6 +557,7 @@ static int lib_pSpawnPlayerMissile(lua_State *L)
 	mobjtype_t type = luaL_checkinteger(L, 2);
 	UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0);
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (type >= NUMMOBJTYPES)
@@ -470,6 +570,7 @@ static int lib_pMobjFlip(lua_State *L)
 {
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushinteger(L, P_MobjFlip(mobj));
@@ -480,6 +581,7 @@ static int lib_pGetMobjGravity(lua_State *L)
 {
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushfixed(L, P_GetMobjGravity(mobj));
@@ -502,6 +604,7 @@ static int lib_pFlashPal(lua_State *L)
 	UINT16 type = (UINT16)luaL_checkinteger(L, 2);
 	UINT16 duration = (UINT16)luaL_checkinteger(L, 3);
 	NOHUD
+	INLEVEL
 	if (!pl)
 		return LUA_ErrInvalid(L, "player_t");
 	P_FlashPal(pl, type, duration);
@@ -512,6 +615,7 @@ static int lib_pGetClosestAxis(lua_State *L)
 {
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	LUA_PushUserdata(L, P_GetClosestAxis(source), META_MOBJ);
@@ -530,6 +634,7 @@ static int lib_pSpawnParaloop(lua_State *L)
 	statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
 	boolean spawncenter = lua_optboolean(L, 9);
 	NOHUD
+	INLEVEL
 	if (type >= NUMMOBJTYPES)
 		return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
 	if (nstate >= NUMSTATES)
@@ -543,6 +648,7 @@ static int lib_pBossTargetPlayer(lua_State *L)
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	boolean closest = lua_optboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_BossTargetPlayer(actor, closest));
@@ -553,6 +659,7 @@ static int lib_pSupermanLook4Players(lua_State *L)
 {
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_SupermanLook4Players(actor));
@@ -564,6 +671,7 @@ static int lib_pSetScale(lua_State *L)
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	fixed_t newscale = luaL_checkfixed(L, 2);
 	NOHUD
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (newscale < FRACUNIT/100)
@@ -577,6 +685,7 @@ static int lib_pInsideANonSolidFFloor(lua_State *L)
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
 	//HUDSAFE
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!rover)
@@ -589,6 +698,7 @@ static int lib_pCheckDeathPitCollide(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_CheckDeathPitCollide(mo));
@@ -600,6 +710,7 @@ static int lib_pCheckSolidLava(lua_State *L)
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!rover)
@@ -613,6 +724,7 @@ static int lib_pCanRunOnWater(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (!rover)
@@ -628,6 +740,7 @@ static int lib_pGetPlayerHeight(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushfixed(L, P_GetPlayerHeight(player));
@@ -638,6 +751,7 @@ static int lib_pGetPlayerSpinHeight(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushfixed(L, P_GetPlayerSpinHeight(player));
@@ -648,6 +762,7 @@ static int lib_pGetPlayerControlDirection(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushinteger(L, P_GetPlayerControlDirection(player));
@@ -659,6 +774,7 @@ static int lib_pAddPlayerScore(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_AddPlayerScore(player, amount);
@@ -670,6 +786,7 @@ static int lib_pStealPlayerScore(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_StealPlayerScore(player, amount);
@@ -680,6 +797,7 @@ static int lib_pPlayerInPain(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushboolean(L, P_PlayerInPain(player));
@@ -691,6 +809,7 @@ static int lib_pDoPlayerPain(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	mobj_t *source = NULL, *inflictor = NULL;
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -705,6 +824,7 @@ static int lib_pResetPlayer(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_ResetPlayer(player);
@@ -715,6 +835,7 @@ static int lib_pIsObjectInGoop(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_IsObjectInGoop(mo));
@@ -725,6 +846,7 @@ static int lib_pIsObjectOnGround(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_IsObjectOnGround(mo));
@@ -735,6 +857,7 @@ static int lib_pInSpaceSector(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_InSpaceSector(mo));
@@ -745,6 +868,7 @@ static int lib_pInQuicksand(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	//HUDSAFE
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_InQuicksand(mo));
@@ -757,6 +881,7 @@ static int lib_pSetObjectMomZ(lua_State *L)
 	fixed_t value = luaL_checkfixed(L, 2);
 	boolean relative = lua_optboolean(L, 3);
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_SetObjectMomZ(mo, value, relative);
@@ -767,6 +892,7 @@ static int lib_pRestoreMusic(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_RestoreMusic(player);
@@ -777,6 +903,7 @@ static int lib_pSpawnShieldOrb(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_SpawnShieldOrb(player);
@@ -787,6 +914,7 @@ static int lib_pSpawnGhostMobj(lua_State *L)
 {
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	LUA_PushUserdata(L, P_SpawnGhostMobj(mobj), META_MOBJ);
@@ -798,6 +926,7 @@ static int lib_pGivePlayerRings(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	INT32 num_rings = (INT32)luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_GivePlayerRings(player, num_rings);
@@ -809,6 +938,7 @@ static int lib_pGivePlayerLives(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	INT32 numlives = (INT32)luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_GivePlayerLives(player, numlives);
@@ -819,6 +949,7 @@ static int lib_pResetScore(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_ResetScore(player);
@@ -829,6 +960,7 @@ static int lib_pDoJumpShield(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoJumpShield(player);
@@ -839,6 +971,7 @@ static int lib_pDoBubbleBounce(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoBubbleBounce(player);
@@ -849,6 +982,7 @@ static int lib_pBlackOw(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_BlackOw(player);
@@ -860,6 +994,7 @@ static int lib_pElementalFire(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean cropcircle = lua_optboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_ElementalFire(player, cropcircle);
@@ -870,6 +1005,7 @@ static int lib_pDoPlayerExit(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoPlayerExit(player);
@@ -882,6 +1018,7 @@ static int lib_pInstaThrust(lua_State *L)
 	angle_t angle = luaL_checkangle(L, 2);
 	fixed_t move = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_InstaThrust(mo, angle, move);
@@ -919,6 +1056,7 @@ static int lib_pLookForEnemies(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean nonenemies = lua_opttrueboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushboolean(L, P_LookForEnemies(player, nonenemies));
@@ -931,6 +1069,7 @@ static int lib_pNukeEnemies(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	fixed_t radius = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!inflictor || !source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_NukeEnemies(inflictor, source, radius);
@@ -942,6 +1081,7 @@ static int lib_pHomingAttack(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	mobj_t *enemy = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!source || !enemy)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_HomingAttack(source, enemy);
@@ -952,6 +1092,7 @@ static int lib_pSuperReady(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushboolean(L, P_SuperReady(player));
@@ -963,6 +1104,7 @@ static int lib_pDoJump(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoJump(player, soundandstate);
@@ -973,6 +1115,7 @@ static int lib_pSpawnThokMobj(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_SpawnThokMobj(player);
@@ -984,6 +1127,7 @@ static int lib_pSpawnSpinMobj(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	mobjtype_t type = luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (type >= NUMMOBJTYPES)
@@ -998,6 +1142,7 @@ static int lib_pTelekinesis(lua_State *L)
 	fixed_t thrust = luaL_checkfixed(L, 2);
 	fixed_t range = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_Telekinesis(player, thrust, range);
@@ -1014,6 +1159,7 @@ static int lib_pCheckPosition(lua_State *L)
 	fixed_t x = luaL_checkfixed(L, 2);
 	fixed_t y = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!thing)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_CheckPosition(thing, x, y));
@@ -1030,6 +1176,7 @@ static int lib_pTryMove(lua_State *L)
 	fixed_t y = luaL_checkfixed(L, 3);
 	boolean allowdropoff = lua_optboolean(L, 4);
 	NOHUD
+	INLEVEL
 	if (!thing)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_TryMove(thing, x, y, allowdropoff));
@@ -1044,6 +1191,7 @@ static int lib_pMove(lua_State *L)
 	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	fixed_t speed = luaL_checkfixed(L, 2);
 	NOHUD
+	INLEVEL
 	if (!actor)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_Move(actor, speed));
@@ -1060,6 +1208,7 @@ static int lib_pTeleportMove(lua_State *L)
 	fixed_t y = luaL_checkfixed(L, 3);
 	fixed_t z = luaL_checkfixed(L, 4);
 	NOHUD
+	INLEVEL
 	if (!thing)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_TeleportMove(thing, x, y, z));
@@ -1072,6 +1221,7 @@ static int lib_pSlideMove(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_SlideMove(mo);
@@ -1082,6 +1232,7 @@ static int lib_pBounceMove(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_BounceMove(mo);
@@ -1093,6 +1244,7 @@ static int lib_pCheckSight(lua_State *L)
 	mobj_t *t1 = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	mobj_t *t2 = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	//HUDSAFE?
+	INLEVEL
 	if (!t1 || !t2)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_CheckSight(t1, t2));
@@ -1107,6 +1259,7 @@ static int lib_pCheckHoopPosition(lua_State *L)
 	fixed_t z = luaL_checkfixed(L, 4);
 	fixed_t radius = luaL_checkfixed(L, 5);
 	NOHUD
+	INLEVEL
 	if (!hoopthing)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_CheckHoopPosition(hoopthing, x, y, z, radius);
@@ -1119,6 +1272,7 @@ static int lib_pRadiusAttack(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	fixed_t damagedist = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!spot || !source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_RadiusAttack(spot, source, damagedist);
@@ -1132,6 +1286,7 @@ static int lib_pFloorzAtPos(lua_State *L)
 	fixed_t z = luaL_checkfixed(L, 3);
 	fixed_t height = luaL_checkfixed(L, 4);
 	//HUDSAFE
+	INLEVEL
 	lua_pushfixed(L, P_FloorzAtPos(x, y, z, height));
 	return 1;
 }
@@ -1141,6 +1296,7 @@ static int lib_pDoSpring(lua_State *L)
 	mobj_t *spring = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	mobj_t *object = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!spring || !object)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, P_DoSpring(spring, object));
@@ -1154,6 +1310,7 @@ static int lib_pRemoveShield(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_RemoveShield(player);
@@ -1166,6 +1323,7 @@ static int lib_pDamageMobj(lua_State *L)
 	INT32 damage;
 	UINT8 damagetype;
 	NOHUD
+	INLEVEL
 	if (!target)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -1183,6 +1341,7 @@ static int lib_pKillMobj(lua_State *L)
 	mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
 	UINT8 damagetype;
 	NOHUD
+	INLEVEL
 	if (!target)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -1199,6 +1358,7 @@ static int lib_pPlayerRingBurst(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	INT32 num_rings = (INT32)luaL_optinteger(L, 2, -1);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (num_rings == -1)
@@ -1211,6 +1371,7 @@ static int lib_pPlayerWeaponPanelBurst(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayerWeaponPanelBurst(player);
@@ -1221,6 +1382,7 @@ static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayerWeaponAmmoBurst(player);
@@ -1231,6 +1393,7 @@ static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayerWeaponPanelOrAmmoBurst(player);
@@ -1242,6 +1405,7 @@ static int lib_pPlayerEmeraldBurst(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean toss = lua_optboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayerEmeraldBurst(player, toss);
@@ -1253,6 +1417,7 @@ static int lib_pPlayerFlagBurst(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean toss = lua_optboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayerFlagBurst(player, toss);
@@ -1264,6 +1429,7 @@ static int lib_pPlayRinglossSound(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	player_t *player = NULL;
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -1282,6 +1448,7 @@ static int lib_pPlayDeathSound(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	player_t *player = NULL;
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -1300,6 +1467,7 @@ static int lib_pPlayVictorySound(lua_State *L)
 	mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	player_t *player = NULL;
 	NOHUD
+	INLEVEL
 	if (!source)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@@ -1317,6 +1485,7 @@ static int lib_pPlayLivesJingle(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_PlayLivesJingle(player);
@@ -1328,6 +1497,7 @@ static int lib_pCanPickupItem(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean weapon = lua_optboolean(L, 2);
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	lua_pushboolean(L, P_CanPickupItem(player, weapon));
@@ -1338,6 +1508,7 @@ static int lib_pDoNightsScore(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoNightsScore(player);
@@ -1348,6 +1519,7 @@ static int lib_pDoMatchSuper(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoMatchSuper(player);
@@ -1363,6 +1535,7 @@ static int lib_pThrust(lua_State *L)
 	angle_t angle = luaL_checkangle(L, 2);
 	fixed_t move = luaL_checkfixed(L, 3);
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_Thrust(mo, angle, move);
@@ -1374,6 +1547,7 @@ static int lib_pSetMobjStateNF(lua_State *L)
 	mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	statenum_t state = luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!mobj)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (state >= NUMSTATES)
@@ -1389,6 +1563,7 @@ static int lib_pDoSuperTransformation(lua_State *L)
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	boolean giverings = lua_optboolean(L, 2);
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	P_DoSuperTransformation(player, giverings);
@@ -1399,6 +1574,7 @@ static int lib_pExplodeMissile(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	P_ExplodeMissile(mo);
@@ -1411,6 +1587,7 @@ static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
 	INT32 section = (INT32)luaL_checkinteger(L, 2);
 	INT32 number = (INT32)luaL_checkinteger(L, 3);
 	//HUDSAFE
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
@@ -1423,6 +1600,7 @@ static int lib_pFindSpecialLineFromTag(lua_State *L)
 	INT16 line = (INT16)luaL_checkinteger(L, 2);
 	INT32 start = (INT32)luaL_optinteger(L, 3, -1);
 	NOHUD
+	INLEVEL
 	lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start));
 	return 1;
 }
@@ -1432,6 +1610,7 @@ static int lib_pSwitchWeather(lua_State *L)
 	INT32 weathernum = (INT32)luaL_checkinteger(L, 1);
 	player_t *user = NULL;
 	NOHUD
+	INLEVEL
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup weather for only the player, otherwise setup weather for all players
 		user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
 	if (!user) // global
@@ -1447,6 +1626,7 @@ static int lib_pLinedefExecute(lua_State *L)
 	mobj_t *actor = NULL;
 	sector_t *caller = NULL;
 	NOHUD
+	INLEVEL
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
 		actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
 	if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
@@ -1459,6 +1639,7 @@ static int lib_pSpawnLightningFlash(lua_State *L)
 {
 	sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
 	NOHUD
+	INLEVEL
 	if (!sector)
 		return LUA_ErrInvalid(L, "sector_t");
 	P_SpawnLightningFlash(sector);
@@ -1471,6 +1652,7 @@ static int lib_pFadeLight(lua_State *L)
 	INT32 destvalue = (INT32)luaL_checkinteger(L, 2);
 	INT32 speed = (INT32)luaL_checkinteger(L, 3);
 	NOHUD
+	INLEVEL
 	P_FadeLight(tag, destvalue, speed);
 	return 0;
 }
@@ -1479,6 +1661,7 @@ static int lib_pThingOnSpecial3DFloor(lua_State *L)
 {
 	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!mo)
 		return LUA_ErrInvalid(L, "mobj_t");
 	LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
@@ -1489,6 +1672,7 @@ static int lib_pIsFlagAtBase(lua_State *L)
 {
 	mobjtype_t flag = luaL_checkinteger(L, 1);
 	NOHUD
+	INLEVEL
 	if (flag >= NUMMOBJTYPES)
 		return luaL_error(L, "mobj type %d out of range (0 - %d)", flag, NUMMOBJTYPES-1);
 	lua_pushboolean(L, P_IsFlagAtBase(flag));
@@ -1500,6 +1684,7 @@ static int lib_pSetupLevelSky(lua_State *L)
 	INT32 skynum = (INT32)luaL_checkinteger(L, 1);
 	player_t *user = NULL;
 	NOHUD
+	INLEVEL
 	if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup sky for only the player, otherwise setup sky for all players
 		user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
 	if (!user) // global
@@ -1518,6 +1703,7 @@ static int lib_pSetSkyboxMobj(lua_State *L)
 	int w = 0;
 
 	NOHUD
+	INLEVEL
 	if (!lua_isnil(L,1)) // nil leaves mo as NULL to remove the skybox rendering.
 	{
 		mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); // otherwise it is a skybox mobj.
@@ -1564,6 +1750,7 @@ static int lib_pStartQuake(lua_State *L)
 	static mappoint_t q_epicenter = {0,0,0};
 
 	NOHUD
+	INLEVEL
 
 	// While technically we don't support epicenter and radius,
 	// we get their values anyway if they exist.
@@ -1625,6 +1812,7 @@ static int lib_evCrumbleChain(lua_State *L)
 	sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
 	ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
 	NOHUD
+	INLEVEL
 	if (!sec)
 		return LUA_ErrInvalid(L, "sector_t");
 	if (!rover)
@@ -1633,6 +1821,33 @@ static int lib_evCrumbleChain(lua_State *L)
 	return 0;
 }
 
+static int lib_evStartCrumble(lua_State *L)
+{
+	sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
+	ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
+	boolean floating = lua_optboolean(L, 3);
+	player_t *player = NULL;
+	fixed_t origalpha;
+	boolean crumblereturn = lua_optboolean(L, 6);
+	NOHUD
+	if (!sec)
+		return LUA_ErrInvalid(L, "sector_t");
+	if (!rover)
+		return LUA_ErrInvalid(L, "ffloor_t");
+	if (!lua_isnone(L, 4) && lua_isuserdata(L, 4))
+	{
+		player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER));
+		if (!player)
+			return LUA_ErrInvalid(L, "player_t");
+	}
+	if (!lua_isnone(L,5))
+		origalpha = luaL_checkfixed(L, 5);
+	else
+		origalpha = rover->alpha;
+	lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn) != 0);
+	return 0;
+}
+
 // R_DEFS
 ////////////
 
@@ -1681,6 +1896,7 @@ static int lib_rPointInSubsector(lua_State *L)
 	fixed_t x = luaL_checkfixed(L, 1);
 	fixed_t y = luaL_checkfixed(L, 2);
 	//HUDSAFE
+	INLEVEL
 	LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
 	return 1;
 }
@@ -1715,6 +1931,7 @@ static int lib_rSetPlayerSkin(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	NOHUD
+	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (lua_isnoneornil(L, 2))
@@ -1899,6 +2116,7 @@ static int lib_sOriginPlaying(lua_State *L)
 {
 	void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	NOHUD
+	INLEVEL
 	if (!origin)
 		return LUA_ErrInvalid(L, "mobj_t");
 	lua_pushboolean(L, S_OriginPlaying(origin));
@@ -1920,6 +2138,7 @@ static int lib_sSoundPlaying(lua_State *L)
 	void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
 	sfxenum_t id = luaL_checkinteger(L, 2);
 	NOHUD
+	INLEVEL
 	if (!origin)
 		return LUA_ErrInvalid(L, "mobj_t");
 	if (id >= NUMSFX)
@@ -1935,6 +2154,7 @@ static int lib_gBuildMapName(lua_State *L)
 {
 	INT32 map = luaL_optinteger(L, 1, gamemap);
 	//HUDSAFE
+	INLEVEL
 	lua_pushstring(L, G_BuildMapName(map));
 	return 1;
 }
@@ -1943,6 +2163,7 @@ static int lib_gDoReborn(lua_State *L)
 {
 	INT32 playernum = luaL_checkinteger(L, 1);
 	NOHUD
+	INLEVEL
 	if (playernum >= MAXPLAYERS)
 		return luaL_error(L, "playernum %d out of range (0 - %d)", playernum, MAXPLAYERS-1);
 	G_DoReborn(playernum);
@@ -1953,6 +2174,7 @@ static int lib_gExitLevel(lua_State *L)
 {
 	int n = lua_gettop(L); // Num arguments
 	NOHUD
+	INLEVEL
 
 	// LUA EXTENSION: Custom exit like support
 	// Supported:
@@ -1979,6 +2201,7 @@ static int lib_gIsSpecialStage(lua_State *L)
 {
 	INT32 mapnum = luaL_optinteger(L, 1, gamemap);
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_IsSpecialStage(mapnum));
 	return 1;
 }
@@ -1986,6 +2209,7 @@ static int lib_gIsSpecialStage(lua_State *L)
 static int lib_gGametypeUsesLives(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_GametypeUsesLives());
 	return 1;
 }
@@ -1993,6 +2217,7 @@ static int lib_gGametypeUsesLives(lua_State *L)
 static int lib_gGametypeHasTeams(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_GametypeHasTeams());
 	return 1;
 }
@@ -2000,6 +2225,7 @@ static int lib_gGametypeHasTeams(lua_State *L)
 static int lib_gGametypeHasSpectators(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_GametypeHasSpectators());
 	return 1;
 }
@@ -2007,6 +2233,7 @@ static int lib_gGametypeHasSpectators(lua_State *L)
 static int lib_gRingSlingerGametype(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_RingSlingerGametype());
 	return 1;
 }
@@ -2014,6 +2241,7 @@ static int lib_gRingSlingerGametype(lua_State *L)
 static int lib_gPlatformGametype(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_PlatformGametype());
 	return 1;
 }
@@ -2021,6 +2249,7 @@ static int lib_gPlatformGametype(lua_State *L)
 static int lib_gTagGametype(lua_State *L)
 {
 	//HUDSAFE
+	INLEVEL
 	lua_pushboolean(L, G_TagGametype());
 	return 1;
 }
@@ -2068,6 +2297,7 @@ static int lib_gTicsToMilliseconds(lua_State *L)
 
 static luaL_Reg lib[] = {
 	{"print", lib_print},
+	{"userdataType", lib_userdataType},
 
 	// m_random
 	{"P_RandomFixed",lib_pRandomFixed},
@@ -2203,6 +2433,7 @@ static luaL_Reg lib[] = {
 	{"P_SetSkyboxMobj",lib_pSetSkyboxMobj},
 	{"P_StartQuake",lib_pStartQuake},
 	{"EV_CrumbleChain",lib_evCrumbleChain},
+	{"EV_StartCrumble",lib_evStartCrumble},
 
 	// r_defs
 	{"R_PointToAngle",lib_rPointToAngle},
diff --git a/src/lua_blockmaplib.c b/src/lua_blockmaplib.c
index 33f350d6912863df71db33a36f070af221c38f34..d90ef4d67bd6c8d5149da6175f297245675ddc1a 100644
--- a/src/lua_blockmaplib.c
+++ b/src/lua_blockmaplib.c
@@ -186,6 +186,9 @@ static int lib_searchBlockmap(lua_State *L)
 	UINT8 funcret = 0;
 	blockmap_func searchFunc;
 
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
+
 	lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
 	luaL_checktype(L, 1, LUA_TFUNCTION);
 
diff --git a/src/lua_consolelib.c b/src/lua_consolelib.c
index 28cc917628cad6e94c4da1cb92d676f9cf26868e..322fecb64f1739b3d9749e731f1eef59b9f8570c 100644
--- a/src/lua_consolelib.c
+++ b/src/lua_consolelib.c
@@ -22,7 +22,10 @@
 #include "lua_libs.h"
 #include "lua_hud.h" // hud_running errors
 
-#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
+#define NOHUD if (hud_running)\
+return luaL_error(L, "HUD rendering code should not call this function!");
+#define INLEVEL if (gamestate != GS_LEVEL)\
+return luaL_error(L, "This function can only be used in a level!");
 
 static const char *cvname = NULL;
 
@@ -412,6 +415,7 @@ static int lib_consPrintf(lua_State *L)
 	if (n < 2)
 		return luaL_error(L, "CONS_Printf requires at least two arguments: player and text.");
 	//HUDSAFE
+	INLEVEL
 	plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
 	if (!plr)
 		return LUA_ErrInvalid(L, "player_t");
diff --git a/src/lua_hook.h b/src/lua_hook.h
index 7192a2979e0da5a8e9368898cea8dc5670658d9d..88867db2b8b051891518f51566489b39aa909dda 100644
--- a/src/lua_hook.h
+++ b/src/lua_hook.h
@@ -45,6 +45,7 @@ enum hook {
 	hook_PlayerSpawn,
 	hook_ShieldSpawn,
 	hook_ShieldSpecial,
+	hook_MobjMoveBlocked,
 
 	hook_MAX // last hook
 };
@@ -81,5 +82,6 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8
 #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
 #define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
 #define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
+#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
 
 #endif
diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c
index f7ea252248d145c4360bf6663988798dacba295d..dadc1861ac879ce3ffd9dba3db3bee65b9af11d2 100644
--- a/src/lua_hooklib.c
+++ b/src/lua_hooklib.c
@@ -56,6 +56,7 @@ const char *const hookNames[hook_MAX+1] = {
 	"PlayerSpawn",
 	"ShieldSpawn",
 	"ShieldSpecial",
+	"MobjMoveBlocked",
 	NULL
 };
 
@@ -126,6 +127,7 @@ static int lib_addHook(lua_State *L)
 	case hook_BossDeath:
 	case hook_MobjRemoved:
 	case hook_HurtMsg:
+	case hook_MobjMoveBlocked:
 		hook.s.mt = MT_NULL;
 		if (lua_isnumber(L, 2))
 			hook.s.mt = lua_tonumber(L, 2);
@@ -184,6 +186,7 @@ static int lib_addHook(lua_State *L)
 	case hook_MobjDeath:
 	case hook_BossDeath:
 	case hook_MobjRemoved:
+	case hook_MobjMoveBlocked:
 		lastp = &mobjhooks[hook.s.mt];
 		break;
 	case hook_JumpSpecial:
diff --git a/src/lua_maplib.c b/src/lua_maplib.c
index 9f6d3e7fa34a87d16518d72288f3700343b55da9..f1bfcb8f1b845e0b3161df7084415badaa01d5d4 100644
--- a/src/lua_maplib.c
+++ b/src/lua_maplib.c
@@ -264,12 +264,19 @@ static const char *const bbox_opt[] = {
 static const char *const array_opt[] ={"iterate",NULL};
 static const char *const valid_opt[] ={"valid",NULL};
 
+///////////////////////////////////
+// sector list iterate functions //
+///////////////////////////////////
+
 // iterates through a sector's thinglist!
 static int lib_iterateSectorThinglist(lua_State *L)
 {
 	mobj_t *state = NULL;
 	mobj_t *thing = NULL;
 
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
+
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do <block> end'.");
 
@@ -303,6 +310,9 @@ static int lib_iterateSectorFFloors(lua_State *L)
 	ffloor_t *state = NULL;
 	ffloor_t *ffloor = NULL;
 
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
+
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do <block> end'.");
 
@@ -338,6 +348,10 @@ static int sector_iterate(lua_State *L)
 	return 3;
 }
 
+////////////////////
+// sector.lines[] //
+////////////////////
+
 // sector.lines, i -> sector.lines[i]
 // sector.lines.valid, for validity checking
 static int sectorlines_get(lua_State *L)
@@ -399,6 +413,10 @@ static int sectorlines_num(lua_State *L)
 	return 1;
 }
 
+//////////////
+// sector_t //
+//////////////
+
 static int sector_get(lua_State *L)
 {
 	sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
@@ -540,6 +558,10 @@ static int sector_num(lua_State *L)
 	return 1;
 }
 
+/////////////////
+// subsector_t //
+/////////////////
+
 static int subsector_get(lua_State *L)
 {
 	subsector_t *subsector = *((subsector_t **)luaL_checkudata(L, 1, META_SUBSECTOR));
@@ -579,6 +601,10 @@ static int subsector_num(lua_State *L)
 	return 1;
 }
 
+////////////
+// line_t //
+////////////
+
 static int line_get(lua_State *L)
 {
 	line_t *line = *((line_t **)luaL_checkudata(L, 1, META_LINE));
@@ -676,6 +702,10 @@ static int line_num(lua_State *L)
 	return 1;
 }
 
+////////////////////
+// line.sidenum[] //
+////////////////////
+
 static int sidenum_get(lua_State *L)
 {
 	UINT16 *sidenum = *((UINT16 **)luaL_checkudata(L, 1, META_SIDENUM));
@@ -704,6 +734,10 @@ static int sidenum_get(lua_State *L)
 	return 1;
 }
 
+////////////
+// side_t //
+////////////
+
 static int side_get(lua_State *L)
 {
 	side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
@@ -805,6 +839,10 @@ static int side_num(lua_State *L)
 	return 1;
 }
 
+//////////////
+// vertex_t //
+//////////////
+
 static int vertex_get(lua_State *L)
 {
 	vertex_t *vertex = *((vertex_t **)luaL_checkudata(L, 1, META_VERTEX));
@@ -845,6 +883,11 @@ static int vertex_num(lua_State *L)
 }
 
 #ifdef HAVE_LUA_SEGS
+
+///////////
+// seg_t //
+///////////
+
 static int seg_get(lua_State *L)
 {
 	seg_t *seg = *((seg_t **)luaL_checkudata(L, 1, META_SEG));
@@ -902,6 +945,10 @@ static int seg_num(lua_State *L)
 	return 1;
 }
 
+////////////
+// node_t //
+////////////
+
 static int node_get(lua_State *L)
 {
 	node_t *node = *((node_t **)luaL_checkudata(L, 1, META_NODE));
@@ -949,6 +996,11 @@ static int node_num(lua_State *L)
 	lua_pushinteger(L, node-nodes);
 	return 1;
 }
+
+///////////////
+// node.bbox //
+///////////////
+
 /*
 // node.bbox[i][j]: i = 0 or 1, j = 0 1 2 or 3
 // NOTE: 2D arrays are NOT double pointers,
@@ -1028,6 +1080,10 @@ static int nodebbox_call(lua_State *L)
 	return 1;
 }
 
+/////////////////////
+// node.children[] //
+/////////////////////
+
 // node.children[i]: i = 0 or 1
 static int nodechildren_get(lua_State *L)
 {
@@ -1063,6 +1119,10 @@ static int nodechildren_get(lua_State *L)
 }
 #endif
 
+//////////
+// bbox //
+//////////
+
 // bounding box (aka fixed_t array with four elements)
 // NOTE: may be useful for polyobjects or other things later
 static int bbox_get(lua_State *L)
@@ -1100,9 +1160,15 @@ static int bbox_get(lua_State *L)
 	return 1;
 }
 
+///////////////
+// sectors[] //
+///////////////
+
 static int lib_iterateSectors(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1120,6 +1186,8 @@ static int lib_iterateSectors(lua_State *L)
 static int lib_getSector(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1146,9 +1214,15 @@ static int lib_numsectors(lua_State *L)
 	return 1;
 }
 
+//////////////////
+// subsectors[] //
+//////////////////
+
 static int lib_iterateSubsectors(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1166,6 +1240,8 @@ static int lib_iterateSubsectors(lua_State *L)
 static int lib_getSubsector(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1192,9 +1268,15 @@ static int lib_numsubsectors(lua_State *L)
 	return 1;
 }
 
+/////////////
+// lines[] //
+/////////////
+
 static int lib_iterateLines(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1212,6 +1294,8 @@ static int lib_iterateLines(lua_State *L)
 static int lib_getLine(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1238,9 +1322,15 @@ static int lib_numlines(lua_State *L)
 	return 1;
 }
 
+/////////////
+// sides[] //
+/////////////
+
 static int lib_iterateSides(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1258,6 +1348,8 @@ static int lib_iterateSides(lua_State *L)
 static int lib_getSide(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1284,9 +1376,15 @@ static int lib_numsides(lua_State *L)
 	return 1;
 }
 
+////////////////
+// vertexes[] //
+////////////////
+
 static int lib_iterateVertexes(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1304,6 +1402,8 @@ static int lib_iterateVertexes(lua_State *L)
 static int lib_getVertex(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1331,9 +1431,16 @@ static int lib_numvertexes(lua_State *L)
 }
 
 #ifdef HAVE_LUA_SEGS
+
+////////////
+// segs[] //
+////////////
+
 static int lib_iterateSegs(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1351,6 +1458,8 @@ static int lib_iterateSegs(lua_State *L)
 static int lib_getSeg(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1377,9 +1486,15 @@ static int lib_numsegs(lua_State *L)
 	return 1;
 }
 
+/////////////
+// nodes[] //
+/////////////
+
 static int lib_iterateNodes(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -1397,6 +1512,8 @@ static int lib_iterateNodes(lua_State *L)
 static int lib_getNode(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
@@ -1424,6 +1541,10 @@ static int lib_numnodes(lua_State *L)
 }
 #endif
 
+//////////////
+// ffloor_t //
+//////////////
+
 static int ffloor_get(lua_State *L)
 {
 	ffloor_t *ffloor = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR));
@@ -1567,6 +1688,10 @@ static int ffloor_set(lua_State *L)
 	return 0;
 }
 
+/////////////////////
+// mapheaderinfo[] //
+/////////////////////
+
 static int lib_getMapheaderinfo(lua_State *L)
 {
 	// i -> mapheaderinfo[i-1]
@@ -1599,6 +1724,10 @@ static int lib_nummapheaders(lua_State *L)
 	return 1;
 }
 
+/////////////////
+// mapheader_t //
+/////////////////
+
 static int mapheaderinfo_get(lua_State *L)
 {
 	mapheader_t *header = *((mapheader_t **)luaL_checkudata(L, 1, META_MAPHEADER));
diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c
index 9ebc38a61123b756a0085b0730df8836ca9ca3fd..93febf209424fb616c69c503c6b405946415dbd0 100644
--- a/src/lua_mobjlib.c
+++ b/src/lua_mobjlib.c
@@ -751,6 +751,8 @@ static int mapthing_set(lua_State *L)
 static int lib_iterateMapthings(lua_State *L)
 {
 	size_t i = 0;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 		return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do <block> end'.");
 	lua_settop(L, 2);
@@ -768,6 +770,8 @@ static int lib_iterateMapthings(lua_State *L)
 static int lib_getMapthing(lua_State *L)
 {
 	int field;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	lua_settop(L, 2);
 	lua_remove(L, 1); // dummy userdata table is unused.
 	if (lua_isnumber(L, 1))
diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c
index 29f1c6ff0059cf1a1281747ca1d7a7b9aa39a24e..0900528ed016ab0b62b013392805361af2d6e5d3 100644
--- a/src/lua_playerlib.c
+++ b/src/lua_playerlib.c
@@ -25,6 +25,8 @@
 static int lib_iteratePlayers(lua_State *L)
 {
 	INT32 i = -1;
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	if (lua_gettop(L) < 2)
 	{
 		//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
@@ -51,6 +53,8 @@ static int lib_getPlayer(lua_State *L)
 {
 	const char *field;
 	// i -> players[i]
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "You cannot access this outside of a level!");
 	if (lua_type(L, 2) == LUA_TNUMBER)
 	{
 		lua_Integer i = luaL_checkinteger(L, 2);
diff --git a/src/lua_thinkerlib.c b/src/lua_thinkerlib.c
index d5251425a9f29fd708784fbe36a3d38231d23051..b8cf1baec64f09b3065679409be925abdb23e5b1 100644
--- a/src/lua_thinkerlib.c
+++ b/src/lua_thinkerlib.c
@@ -29,6 +29,9 @@ static int lib_iterateThinkers(lua_State *L)
 	actionf_p1 searchFunc;
 	const char *searchMeta;
 
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
+
 	lua_settop(L, 2);
 	lua_remove(L, 1); // remove state now.
 
@@ -84,6 +87,8 @@ static int lib_iterateThinkers(lua_State *L)
 
 static int lib_startIterate(lua_State *L)
 {
+	if (gamestate != GS_LEVEL)
+		return luaL_error(L, "This function can only be used in a level!");
 	luaL_checkoption(L, 1, iter_opt[0], iter_opt);
 	lua_pushcfunction(L, lib_iterateThinkers);
 	lua_pushvalue(L, 1);
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 4e196519ee4d4f046dcc684d80f5d424f5594ebb..b40ff5930f43093b2fd9ebdd6e24acdea4b0eb9c 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -2052,7 +2052,8 @@ void P_XYMovement(mobj_t *mo)
 	if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
 		P_PushableCheckBustables(mo);
 
-	if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
+	if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true)
+		&& !(P_MobjWasRemoved(mo) || mo->eflags & MFE_SPRUNG))
 	{
 		// blocked move
 		moved = false;
@@ -2062,7 +2063,17 @@ void P_XYMovement(mobj_t *mo)
 				B_MoveBlocked(player);
 		}
 
-		if (mo->flags & MF_BOUNCE)
+#ifdef HAVE_BLUA
+		if (LUAh_MobjMoveBlocked(mo))
+		{
+			if (P_MobjWasRemoved(mo))
+				return;
+		}
+		else
+#endif
+		if (P_MobjWasRemoved(mo))
+			return;
+		else if (mo->flags & MF_BOUNCE)
 		{
 			P_BounceMove(mo);
 			xmove = ymove = 0;
@@ -5596,6 +5607,15 @@ static void P_Boss7Thinker(mobj_t *mobj)
 
 }
 
+#define vectorise mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS)));\
+				if (P_RandomChance(FRACUNIT/2))\
+					mobj->movedir = InvAngle(mobj->movedir);\
+				mobj->threshold = 6 + (FixedMul(24<<FRACBITS, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);\
+				if (mobj->info->activesound)\
+					S_StartSound(mobj, mobj->info->activesound);\
+				if (mobj->info->painchance)\
+					P_SetMobjState(mobj, mobj->info->painchance)
+
 // Metal Sonic battle boss
 // You CAN put multiple Metal Sonics in a single map
 // because I am a totally competent programmer who can do shit right.
@@ -5640,19 +5660,41 @@ static void P_Boss9Thinker(mobj_t *mobj)
 	if (mobj->health <= 0)
 		return;
 
+	if ((statenum_t)(mobj->state-states) == mobj->info->meleestate)
+	{
+		P_InstaThrust(mobj, mobj->angle, -4*FRACUNIT);
+		P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true);
+		mobj->momz -= gravity;
+		if (mobj->z < mobj->watertop)
+		{
+			mobj->watertop = mobj->target->floorz + 32*FRACUNIT;
+			P_SetMobjState(mobj, mobj->info->spawnstate);
+		}
+		return;
+	}
+
 	if ((!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)))
 	{
+		if (mobj->tracer)
+			P_RemoveMobj(mobj->tracer);
 		P_BossTargetPlayer(mobj, false);
 		if (mobj->target && (!P_IsObjectOnGround(mobj->target) || mobj->target->player->pflags & PF_SPINNING))
 			P_SetTarget(&mobj->target, NULL); // Wait for them to hit the ground first
 		if (!mobj->target) // Still no target, aww.
 		{
 			// Reset the boss.
+			if (mobj->tracer)
+				P_RemoveMobj(mobj->tracer);
 			P_SetMobjState(mobj, mobj->info->spawnstate);
 			mobj->fuse = 0;
 			mobj->momx = FixedDiv(mobj->momx, FRACUNIT + (FRACUNIT>>2));
 			mobj->momy = FixedDiv(mobj->momy, FRACUNIT + (FRACUNIT>>2));
 			mobj->momz = FixedDiv(mobj->momz, FRACUNIT + (FRACUNIT>>2));
+			mobj->watertop = mobj->floorz + 32*FRACUNIT;
+			mobj->momz = (mobj->watertop - mobj->z)>>3;
+			mobj->threshold = 0;
+			mobj->movecount = 0;
+			mobj->flags = mobj->info->flags;
 			return;
 		}
 		else if (!mobj->fuse)
@@ -5700,7 +5742,8 @@ static void P_Boss9Thinker(mobj_t *mobj)
 			}
 			if (spawner) {
 				mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER);
-				missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/4);
+				if (mobj->health > mobj->info->damage)
+					missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/5);
 				if (dist == 0)
 					missile->fuse = 0;
 				else
@@ -5712,16 +5755,22 @@ static void P_Boss9Thinker(mobj_t *mobj)
 
 		// Pre-threshold reactiontime stuff for attack phases
 		if (mobj->reactiontime && mobj->movecount == 3) {
+			mobj->reactiontime--;
+
 			if (mobj->movedir == 0 || mobj->movedir == 2) { // Pausing between bounces in the pinball phase
 				if (mobj->target->player->powers[pw_tailsfly]) // Trying to escape, eh?
 					mobj->watertop = mobj->target->z + mobj->target->momz*6; // Readjust your aim. >:3
 				else
 					mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
-				if (!(mobj->threshold%4))
+
+				if (!(mobj->threshold%4)) {
 					mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
+					if (!mobj->reactiontime)
+						S_StartSound(mobj, sfx_zoom); // zoom!
+				}
 			}
-			// Pausing between energy ball shots
-			mobj->reactiontime--;
+			// else -- Pausing between energy ball shots
+
 			return;
 		}
 
@@ -5793,20 +5842,28 @@ static void P_Boss9Thinker(mobj_t *mobj)
 					P_InstaThrust(mobj, mobj->angle, 30*FRACUNIT);
 				if (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true)) { // Hit a wall? Find a direction to bounce
 					mobj->threshold--;
-					if (mobj->threshold) {
-						P_SetMobjState(mobj, mobj->state->nextstate);
-						if (mobj->info->mass)
-							S_StartSound(mobj, mobj->info->mass);
-						if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce.
-							mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
-							mobj->reactiontime = TICRATE; // targetting time
-						} else { // No homing, just use P_BounceMove
-							P_BounceMove(mobj);
-							mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy);
-							mobj->reactiontime = TICRATE/4; // just a pause before you bounce away
-						}
-						mobj->momx = mobj->momy = 0;
+					P_SetMobjState(mobj, mobj->state->nextstate);
+					if (!mobj->threshold) { // failed bounce!
+						S_StartSound(mobj, sfx_mspogo);
+						P_BounceMove(mobj);
+						mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
+						mobj->momz = 4*FRACUNIT;
+						mobj->flags &= ~MF_PAIN;
+						mobj->fuse = 10*TICRATE;
+						mobj->movecount = 0;
+						P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION);
+						P_SetMobjState(mobj, mobj->info->meleestate);
+					} else if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce.
+						S_StartSound(mobj, sfx_s3k5a);
+						mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
+						mobj->reactiontime = TICRATE - 5*(mobj->info->damage - mobj->health); // targetting time
+					} else { // No homing, just use P_BounceMove
+						S_StartSound(mobj, sfx_s3kaa); // make the bounces distinct...
+						P_BounceMove(mobj);
+						mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy);
+						mobj->reactiontime = 1; // TICRATE/4; // just a pause before you bounce away
 					}
+					mobj->momx = mobj->momy = 0;
 				}
 				return;
 			}
@@ -5815,8 +5872,9 @@ static void P_Boss9Thinker(mobj_t *mobj)
 			mobj->angle += mobj->movedir;
 			P_InstaThrust(mobj, mobj->angle, -speed);
 			while (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true) && tries++ < 16) {
-				mobj->angle += mobj->movedir;
-				P_InstaThrust(mobj, mobj->angle, -speed);
+				S_StartSound(mobj, sfx_mspogo);
+				P_BounceMove(mobj);
+				mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
 			}
 			mobj->momx = mobj->momy = 0;
 			mobj->threshold--;
@@ -5933,9 +5991,9 @@ static void P_Boss9Thinker(mobj_t *mobj)
 						S_StartSound(mobj, mobj->info->seesound);
 					P_SetMobjState(mobj, mobj->info->seestate);
 					if (mobj->movedir == 2)
-						mobj->threshold = 16; // bounce 16 times
+						mobj->threshold = 12; // bounce 12 times
 					else
-						mobj->threshold = 32; // bounce 32 times
+						mobj->threshold = 24; // bounce 24 times
 					mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
 					P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
 				} else {
@@ -6018,14 +6076,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
 			if (danger) {
 				// An incoming attack is detected! What should we do?!
 				// Go into vector form!
-				mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS)));
-				if (P_RandomChance(FRACUNIT/2))
-					mobj->movedir = InvAngle(mobj->movedir);
-				mobj->threshold = 6 + (FixedMul(24<<FRACBITS, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);
-				if (mobj->info->activesound)
-					S_StartSound(mobj, mobj->info->activesound);
-				if (mobj->info->painchance)
-					P_SetMobjState(mobj, mobj->info->painchance);
+				vectorise;
 				return;
 			}
 
@@ -6040,6 +6091,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
 		}
 	}
 }
+#undef vectorise
 
 //
 // P_GetClosestAxis
diff --git a/src/p_spec.c b/src/p_spec.c
index be99a308e569ca8ff2b0bef7f345527a71a0ef92..5fffe815b71e2a1cf80d1ba79140ccc0df3ea30a 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -3111,6 +3111,51 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
 			}
 			break;
 
+		case 446: // Make block fall remotely (acts like FF_CRUMBLE)
+			{
+				INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
+				INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS);
+				sector_t *sec; // Sector that the FOF is visible in
+				ffloor_t *rover; // FOF that we are going to make fall down
+				player_t *player = NULL; // player that caused FOF to fall
+				boolean respawn = true; // should the fallen FOF respawn?
+
+				if (mo) // NULL check
+					player = mo->player;
+
+				if (line->flags & ML_NOCLIMB) // don't respawn!
+					respawn = false;
+
+				for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
+				{
+					sec = sectors + secnum;
+
+					if (!sec->ffloors)
+					{
+						CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Target sector #%d has no FOFs.\n", secnum);
+						return;
+					}
+
+					for (rover = sec->ffloors; rover; rover = rover->next)
+					{
+						if (rover->master->frontsector->tag == foftag)
+							break;
+					}
+
+					if (!rover)
+					{
+						CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Can't find a FOF control sector with tag %d\n", foftag);
+						return;
+					}
+
+					if (line->flags & ML_BLOCKMONSTERS) // FOF flags determine respawn ability instead?
+						respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts
+
+					EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn);
+				}
+			}
+			break;
+
 		case 450: // Execute Linedef Executor - for recursion
 			P_LinedefExecute(line->tag, mo, NULL);
 			break;
diff --git a/src/r_segs.c b/src/r_segs.c
index a4264eea5d7259ed9b34ba941d5c91c04174b9c1..ecf707e0f5f6132b4d0ed5df0143ccb8778a9a08 100644
--- a/src/r_segs.c
+++ b/src/r_segs.c
@@ -723,10 +723,13 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
 // Loop through R_DrawMaskedColumn calls
 static void R_DrawRepeatMaskedColumn(column_t *col)
 {
-	do {
+	while (sprtopscreen < sprbotscreen) {
 		R_DrawMaskedColumn(col);
-		sprtopscreen += dc_texheight*spryscale;
-	} while (sprtopscreen < sprbotscreen);
+		if ((INT64)sprtopscreen + dc_texheight*spryscale > (INT64)INT32_MAX) // prevent overflow
+			sprtopscreen = INT32_MAX;
+		else
+			sprtopscreen += dc_texheight*spryscale;
+	}
 }
 
 static void R_DrawRepeatFlippedMaskedColumn(column_t *col)
diff --git a/src/r_things.c b/src/r_things.c
index a4898170d8bcc06b3931d26f03b5a7acfcee9287..089eddba8873dcae15252703e19e8ebaba3313ab 100644
--- a/src/r_things.c
+++ b/src/r_things.c
@@ -957,12 +957,18 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
 #endif
 	fixed_t frac;
 	patch_t *patch;
+	INT64 overflow_test;
 
 	//Fab : R_InitSprites now sets a wad lump number
 	patch = W_CacheLumpNum(vis->patch, PU_CACHE);
 	if (!patch)
 		return;
 
+	// Check for overflow
+	overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
+	if (overflow_test < 0) overflow_test = -overflow_test;
+	if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
+
 	if (vis->transmap)
 	{
 		colfunc = fuzzcolfunc;