diff --git a/neo/CMakeLists.txt b/neo/CMakeLists.txt
index 1e76a192..b46ab1b2 100644
--- a/neo/CMakeLists.txt
+++ b/neo/CMakeLists.txt
@@ -731,7 +731,6 @@ set(GAMED3XP_INCLUDES
d3xp/AimAssist.h
d3xp/BrittleFracture.h
d3xp/Camera.h
- #d3xp/EndLevel.h
d3xp/Entity.h
d3xp/EnvironmentProbe.h
d3xp/Fx.h
@@ -769,7 +768,6 @@ set(GAMED3XP_SOURCES
d3xp/AimAssist.cpp
d3xp/BrittleFracture.cpp
d3xp/Camera.cpp
- #d3xp/EndLevel.cpp
d3xp/Entity.cpp
d3xp/EnvironmentProbe.cpp
d3xp/Fx.cpp
diff --git a/neo/d3xp/EndLevel.cpp b/neo/d3xp/EndLevel.cpp
deleted file mode 100644
index 2cfc0e6c..00000000
--- a/neo/d3xp/EndLevel.cpp
+++ /dev/null
@@ -1,202 +0,0 @@
-/*
-===========================================================================
-
-Doom 3 BFG Edition GPL Source Code
-Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
-
-This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
-
-Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 3 of the License, or
-(at your option) any later version.
-
-Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Doom 3 BFG Edition Source Code. If not, see .
-
-In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
-
-If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
-
-===========================================================================
-*/
-
-#include "../idlib/precompiled.h"
-#pragma hdrstop
-
-#include "Game_local.h"
-
-/*
-
- game_endlevel.cpp
-
- This entity is targeted to complete a level, and it also handles
- running the stats and moving the camera.
-
-*/
-
-
-CLASS_DECLARATION( idEntity, idTarget_EndLevel )
-EVENT( EV_Activate, idTarget_EndLevel::Event_Trigger )
-END_CLASS
-
-/*
-================
-idTarget_EndLevel::Spawn
-================
-*/
-void idTarget_EndLevel::Spawn()
-{
- idStr guiName;
-
- gui = NULL;
- noGui = spawnArgs.GetBool( "noGui" );
- if( !noGui )
- {
- spawnArgs.GetString( "guiName", "guis/EndLevel.gui", guiName );
-
- if( guiName.Length() )
- {
- gui = idUserInterface::FindGui( guiName, true, false, true );
- }
- }
-
- buttonsReleased = false;
- readyToExit = false;
-
- exitCommand = "";
-}
-
-/*
-================
-idTarget_EndLevel::~idTarget_EndLevel()
-================
-*/
-idTarget_EndLevel::~idTarget_EndLevel()
-{
- //FIXME: need to go to smart ptrs for gui allocs or the unique method
- //delete gui;
-}
-
-/*
-================
-idTarget_EndLevel::Event_Trigger
-================
-*/
-void idTarget_EndLevel::Event_Trigger( idEntity* activator )
-{
- if( gameLocal.endLevel )
- {
- return;
- }
-
- // mark the endLevel, which will modify some game actions
- // and pass control to us for drawing the stats and camera position
- gameLocal.endLevel = this;
-
- // grab the activating player view position
- idPlayer* player = ( idPlayer* )( activator );
-
- initialViewOrg = player->GetEyePosition();
- initialViewAngles = idVec3( player->viewAngles[0], player->viewAngles[1], player->viewAngles[2] );
-
- // kill all the sounds
- gameSoundWorld->StopAllSounds();
-
- if( noGui )
- {
- readyToExit = true;
- }
-}
-
-/*
-================
-idTarget_EndLevel::Draw
-================
-*/
-void idTarget_EndLevel::Draw()
-{
-
- if( noGui )
- {
- return;
- }
-
- renderView_t renderView;
-
- memset( &renderView, 0, sizeof( renderView ) );
-
- renderView.width = SCREEN_WIDTH;
- renderView.height = SCREEN_HEIGHT;
- renderView.x = 0;
- renderView.y = 0;
-
- renderView.fov_x = 90;
- renderView.fov_y = gameLocal.CalcFovY( renderView.fov_x );
- renderView.time = gameLocal.time;
-
-#if 0
- renderView.vieworg = initialViewOrg;
- renderView.viewaxis = idAngles( initialViewAngles ).toMat3();
-#else
- renderView.vieworg = renderEntity.origin;
- renderView.viewaxis = renderEntity.axis;
-#endif
-
- gameRenderWorld->RenderScene( &renderView );
-
- // draw the gui on top of the 3D view
- gui->Redraw( gameLocal.time );
-}
-
-/*
-================
-idTarget_EndLevel::PlayerCommand
-================
-*/
-void idTarget_EndLevel::PlayerCommand( int buttons )
-{
- if( !( buttons & BUTTON_ATTACK ) )
- {
- buttonsReleased = true;
- return;
- }
- if( !buttonsReleased )
- {
- return;
- }
-
- // we will exit at the end of the next game frame
- readyToExit = true;
-}
-
-/*
-================
-idTarget_EndLevel::ExitCommand
-================
-*/
-const char* idTarget_EndLevel::ExitCommand()
-{
- if( !readyToExit )
- {
- return NULL;
- }
-
- idStr nextMap;
-
- if( spawnArgs.GetString( "nextMap", "", nextMap ) )
- {
- sprintf( exitCommand, "map %s", nextMap.c_str() );
- }
- else
- {
- exitCommand = "";
- }
-
- return exitCommand;
-}
diff --git a/neo/d3xp/EndLevel.h b/neo/d3xp/EndLevel.h
deleted file mode 100644
index 2c4c6989..00000000
--- a/neo/d3xp/EndLevel.h
+++ /dev/null
@@ -1,67 +0,0 @@
-/*
-===========================================================================
-
-Doom 3 BFG Edition GPL Source Code
-Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
-
-This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
-
-Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 3 of the License, or
-(at your option) any later version.
-
-Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Doom 3 BFG Edition Source Code. If not, see .
-
-In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
-
-If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
-
-===========================================================================
-*/
-
-class idTarget_EndLevel : public idEntity
-{
-public:
- CLASS_PROTOTYPE( idTarget_EndLevel );
-
- void Spawn();
- ~idTarget_EndLevel();
-
- void Draw();
- // the endLevel will be responsible for drawing the entire screen
- // when it is active
-
- void PlayerCommand( int buttons );
- // when an endlevel is active, plauer buttons get sent here instead
- // of doing anything to the player, which will allow moving to
- // the next level
-
- const char* ExitCommand();
- // the game will check this each frame, and return it to the
- // session when there is something to give
-
-private:
- idStr exitCommand;
-
- idVec3 initialViewOrg;
- idVec3 initialViewAngles;
- // set when the player triggers the exit
-
- idUserInterface* gui;
-
- bool buttonsReleased;
- // don't skip out until buttons are released, then pressed
-
- bool readyToExit;
- bool noGui;
-
- void Event_Trigger( idEntity* activator );
-};
-