OrgHeights
{
	56, 56, 56, 56, 16, 56, 8, 16, 64, 8, 56, 56,
	56, 56, 56, 64, 8, 64, 56, 100, 64, 110, 56, 56,
	72, 16, 32, 32, 32, 16, 42, 8, 8, 8,
	8, 8, 8, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 68, 84, 84,
	68, 52, 84, 68, 52, 52, 68, 16, 16, 16,
	16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
	16, 16, 16, 16, 88, 88, 64, 64, 64, 64,
	16, 16, 16
};

// This is a list of all the action functions used by each of Doom's states.
ActionList
{
	NULL, Light0, WeaponReady, Lower, Raise, NULL,
	Punch, NULL, NULL, ReFire, WeaponReady, Lower,
	Raise, NULL, FirePistol, NULL, ReFire, Light1,
	WeaponReady, Lower, Raise, NULL, FireShotgun, NULL,
	NULL, NULL, NULL, NULL, NULL, ReFire, Light1,
	Light2, WeaponReady, Lower, Raise, NULL,
	FireShotgun2, NULL, CheckReload, OpenShotgun2, NULL,
	LoadShotgun2, NULL, CloseShotgun2, ReFire, NULL, NULL,
	Light1, Light2, WeaponReady, Lower, Raise,
	FireCGun, FireCGun, ReFire, Light1, Light2,
	WeaponReady, Lower, Raise, GunFlash, FireMissile,
	ReFire, Light1, NULL, Light2, Light2, WeaponReady,
	WeaponReady, Lower, Raise, Saw, Saw, ReFire,
	WeaponReady, Lower, Raise, FirePlasma, ReFire,
	Light1, Light1, WeaponReady, Lower, Raise,
	BFGsound, GunFlash, FireBFG, ReFire, Light1,
	Light2, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, BFGSpray, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, Explode, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	Pain, NULL, PlayerScream, Fall, NULL, NULL, NULL,
	NULL, NULL, XScream, Fall, NULL, NULL, NULL, NULL,
	NULL, NULL, Look, Look, Chase, Chase, Chase,
	Chase, Chase, Chase, Chase, Chase, FaceTarget,
	PosAttack, NULL, NULL, Pain, NULL, Scream, Fall,
	NULL, NULL, NULL, XScream, Fall, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
	Look, Chase, Chase, Chase, Chase, Chase,
	Chase, Chase, Chase, FaceTarget, SPosAttack, NULL,
	NULL, Pain, NULL, Scream, Fall, NULL, NULL, NULL,
	XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, Look, Look,
	VileChase, VileChase, VileChase, VileChase,
	VileChase, VileChase, VileChase, VileChase,
	VileChase, VileChase, VileChase, VileChase,
	VileStart, FaceTarget, VileTarget, FaceTarget,
	FaceTarget, FaceTarget, FaceTarget, FaceTarget,
	FaceTarget, VileAttack, NULL, NULL, NULL, NULL, NULL,
	Pain, NULL, Scream, Fall, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, StartFire, Fire, Fire, Fire,
	FireCrackle, Fire, Fire, Fire, Fire, Fire,
	Fire, Fire, Fire, Fire, Fire, Fire, Fire,
	Fire, FireCrackle, Fire, Fire, Fire, Fire,
	Fire, Fire, Fire, Fire, Fire, Fire, Fire,
	NULL, NULL, NULL, NULL, NULL, Tracer, Tracer, NULL,
	NULL, NULL, Look, Look, Chase, Chase, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, Chase, Chase, FaceTarget, SkelWhoosh,
	FaceTarget, SkelFist, FaceTarget, FaceTarget,
	SkelMissile, FaceTarget, NULL, Pain, NULL, NULL,
	Scream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
	Look, Chase, Chase, Chase, Chase, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, FatRaise, FatAttack1, FaceTarget, FaceTarget,
	FatAttack2, FaceTarget, FaceTarget, FatAttack3,
	FaceTarget, FaceTarget, NULL, Pain, NULL, Scream,
	Fall, NULL, NULL, NULL, NULL, NULL, NULL, BossDeath,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	Look, Look, Chase, Chase, Chase, Chase,
	Chase, Chase, Chase, Chase, FaceTarget,
	CPosAttack, CPosAttack, CPosRefire, NULL, Pain,
	NULL, Scream, Fall, NULL, NULL, NULL, NULL, NULL,
	XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, Look, Look, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, FaceTarget, FaceTarget, TroopAttack, NULL,
	Pain, NULL, Scream, NULL, Fall, NULL, NULL,
	XScream, NULL, Fall, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, Look, Look, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, FaceTarget, FaceTarget, SargAttack, NULL,
	Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, Look, Chase,
	FaceTarget, FaceTarget, HeadAttack, NULL, Pain,
	NULL, NULL, Scream, NULL, NULL, Fall, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, Look, Look, Chase, Chase, Chase, Chase,
	Chase, Chase, Chase, Chase, FaceTarget,
	FaceTarget, BruisAttack, NULL, Pain, NULL, Scream,
	NULL, Fall, NULL, NULL, BossDeath, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, Look, Look, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, FaceTarget, FaceTarget, BruisAttack, NULL,
	Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
	Look, Chase, Chase, FaceTarget, SkullAttack, NULL,
	NULL, NULL, Pain, NULL, Scream, NULL, Fall, NULL,
	NULL, Look, Look, Metal, Chase, Chase, Chase,
	Metal, Chase, Chase, Chase, Metal, Chase,
	Chase, Chase, FaceTarget, SPosAttack, SPosAttack,
	SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, BossDeath, Look,
	Look, NULL, BabyMetal, Chase, Chase, Chase,
	Chase, Chase, BabyMetal, Chase, Chase, Chase,
	Chase, Chase, FaceTarget, BspiAttack, NULL,
	SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
	NULL, NULL, BossDeath, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	Look, Look, Hoof, Chase, Chase, Chase,
	Chase, Chase, Metal, Chase, FaceTarget,
	CyberAttack, FaceTarget, CyberAttack, FaceTarget,
	CyberAttack, Pain, NULL, Scream, NULL, NULL, NULL,
	Fall, NULL, NULL, NULL, BossDeath, Look, Chase,
	Chase, Chase, Chase, Chase, Chase, FaceTarget,
	FaceTarget, FaceTarget, PainAttack, NULL, Pain,
	NULL, Scream, NULL, NULL, PainDie, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, Look, Look, Chase,
	Chase, Chase, Chase, Chase, Chase, Chase,
	Chase, FaceTarget, FaceTarget, CPosAttack,
	FaceTarget, CPosAttack, CPosRefire, NULL, Pain,
	NULL, Scream, Fall, NULL, NULL, NULL, XScream,
	Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, Scream,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, KeenDie,
	NULL, NULL, Pain, NULL, BrainPain, BrainScream,
	NULL, NULL, BrainDie, Look, BrainAwake, BrainSpit,
	SpawnSound, SpawnFly, SpawnFly, SpawnFly, Fire,
	Fire, Fire, Fire, Fire, Fire, Fire, Fire,
	NULL, NULL, BrainExplode, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, Scream, NULL, Explode,
	
	// 156 NULLs so we can get to MBF-specific entries
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL,

	// Now, these are all new to MBF.
	Die, Scream, Detonate, NULL, Look, Look,
	Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase,
	FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream,
	NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound,
	FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
	FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
	FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
	FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
	FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
	Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	Look, Chase, Chase, Chase, Chase, FaceTarget,
	BetaSkullAttack, NULL, NULL, Pain, NULL,
	NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop,
	Mushroom
};

// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
CodePConv
{
	  1,   2,   3,   4,   6,   9,  10,  11,  12,  14,
	 16,  17,  18,  19,  20,  22,  29,  30,  31,  32,
	 33,  34,  36,  38,  39,  41,  43,  44,  47,  48,
	 49,  50,  51,  52,  53,  54,  55,  56,  57,  58,
	 59,  60,  61,  62,  63,  65,  66,  67,  68,  69,
	 70,  71,  72,  73,  74,  75,  76,  77,  78,  79,
	 80,  81,  82,  83,  84,  85,  86,  87,  88,  89,
	119, 127, 157, 159, 160, 166, 167, 174, 175, 176,
	177, 178, 179, 180, 181, 182, 183, 184, 185, 188,
	190, 191, 195, 196, 207, 208, 209, 210, 211, 212,
	213, 214, 215, 216, 217, 218, 221, 223, 224, 228,
	229, 241, 242, 243, 244, 245, 246, 247, 248, 249,
	250, 251, 252, 253, 254, 255, 256, 257, 258, 259,
	260, 261, 262, 263, 264, 270, 272, 273, 281, 282,
	283, 284, 285, 286, 287, 288, 289, 290, 291, 292,
	293, 294, 295, 296, 297, 298, 299, 300, 301, 302,
	303, 304, 305, 306, 307, 308, 309, 310, 316, 317,
	321, 322, 323, 324, 325, 326, 327, 328, 329, 330,
	331, 332, 333, 334, 335, 336, 337, 338, 339, 340,
	341, 342, 344, 347, 348, 362, 363, 364, 365, 366,
	367, 368, 369, 370, 371, 372, 373, 374, 375, 376,
	377, 378, 379, 380, 381, 382, 383, 384, 385, 387,
	389, 390, 397, 406, 407, 408, 409, 410, 411, 412,
	413, 414, 415, 416, 417, 418, 419, 421, 423, 424,
	430, 431, 442, 443, 444, 445, 446, 447, 448, 449,
	450, 451, 452, 453, 454, 456, 458, 460, 463, 465,
	475, 476, 477, 478, 479, 480, 481, 482, 483, 484,
	485, 486, 487, 489, 491, 493, 502, 503, 504, 505,
	506, 508, 511, 514, 527, 528, 529, 530, 531, 532,
	533, 534, 535, 536, 537, 538, 539, 541, 543, 545,
	548, 556, 557, 558, 559, 560, 561, 562, 563, 564,
	565, 566, 567, 568, 570, 572, 574, 585, 586, 587,
	588, 589, 590, 594, 596, 598, 601, 602, 603, 604,
	605, 606, 607, 608, 609, 610, 611, 612, 613, 614,
	615, 616, 617, 618, 620, 621, 622, 631, 632, 633,
	635, 636, 637, 638, 639, 640, 641, 642, 643, 644,
	645, 646, 647, 648, 650, 652, 653, 654, 659, 674,
	675, 676, 677, 678, 679, 680, 681, 682, 683, 684,
	685, 686, 687, 688, 689, 690, 692, 696, 700, 701,
	702, 703, 704, 705, 706, 707, 708, 709, 710, 711,
	713, 715, 718, 726, 727, 728, 729, 730, 731, 732,
	733, 734, 735, 736, 737, 738, 739, 740, 741, 743,
	745, 746, 750, 751, 766, 774, 777, 779, 780, 783,
	784, 785, 786, 787, 788, 789, 790, 791, 792, 793,
	794, 795, 796, 797, 798, 801, 809, 811, // 448th
	// Now for the 74 MBF states with code pointers
	968, 969, 970, 972, 973, 974, 975, 976, 977, 978,
	979, 980, 981, 982, 983, 984, 986, 988, 990, 999,
	1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007,
	1008, 1009, 1010, 1011, 1012, 1013, 1014, 1015,
	1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023,
	1024, 1025, 1026, 1027, 1028, 1029, 1030, 1031,
	1032, 1033, 1034, 1035, 1036, 1037, 1038, 1039,
	1040, 1041, 1056, 1057, 1058, 1059, 1060, 1061,
	1062, 1065, 1071, 1073, 1074, 1075 // Total: 522
};

// Sprite names in the order Doom originally had them.
OrgSprNames
{
	TROO,SHTG,PUNG,PISG,PISF,SHTF,SHT2,CHGG,CHGF,MISG,
	MISF,SAWG,PLSG,PLSF,BFGG,BFGF,BLUD,PUFF,BAL1,BAL2,
	PLSS,PLSE,MISL,BFS1,BFE1,BFE2,TFOG,IFOG,PLAY,POSS,
	SPOS,VILE,FIRE,FATB,FBXP,SKEL,MANF,FATT,CPOS,SARG,
	HEAD,BAL7,BOSS,BOS2,SKUL,SPID,BSPI,APLS,APBX,CYBR,
	PAIN,SSWV,KEEN,BBRN,BOSF,ARM1,ARM2,BAR1,BEXP,FCAN,
	BON1,BON2,BKEY,RKEY,YKEY,BSKU,RSKU,YSKU,STIM,MEDI,
	SOUL,PINV,PSTR,PINS,MEGA,SUIT,PMAP,PVIS,CLIP,AMMO,
	ROCK,BROK,CELL,CELP,SHEL,SBOX,BPAK,BFUG,MGUN,CSAW,
	LAUN,PLAS,SHOT,SGN2,COLU,SMT2,GOR1,POL2,POL5,POL4,
	POL3,POL1,POL6,GOR2,GOR3,GOR4,GOR5,SMIT,COL1,COL2,
	COL3,COL4,CAND,CBRA,COL6,TRE1,TRE2,ELEC,CEYE,FSKU,
	COL5,TBLU,TGRN,TRED,SMBT,SMGT,SMRT,HDB1,HDB2,HDB3,
	HDB4,HDB5,HDB6,POB1,POB2,BRS1,TLMP,TLP2,
	TNT1,DOGS,PLS1,PLS2,BON3,BON4	// Added by MBF
};

StateMap
{
	// S_NULL is implicit
	Weapon,				LightDone, 1,	// S_LIGHTDONE
	Fist,				Ready, 8,	// S_PUNCH - S_PUNCH5
	Pistol,				Ready, 8,	// S_PISTOL - S_PISTOLFLASH
	Shotgun,			Ready, 14,	// S_SGUN - S_SGUNFLASH2
	SuperShotgun,		Ready, 17,	// S_DSGUN - S_DSGUNFLASH2
	Chaingun,			Ready, 8,	// S_CHAIN - S_CHAINFLASH2
	RocketLauncher,		Ready, 10,	// S_MISSILE - S_MISSILEFLASH4
	Chainsaw,			Ready, 7,	// S_SAW - S_SAW3
	PlasmaRifle,		Ready, 7,	// S_PLASMA - S_PLASMAFLASH2
	BFG9000,			Ready, 9,	// S_BFG - S_BFGFLASH2
	Blood,				Spawn, 3,	// S_BLOOD1 - S_BLOOD3
	BulletPuff,			Spawn, 4,	// S_PUFF1 - S_PUFF4
	DoomImpBall,		Spawn, 5,	// S_TBALL1 - S_TBALLX3
	CacodemonBall,		Spawn, 5,	// S_RBALL1 - S_RBALLX3
	PlasmaBall,			Spawn, 7,	// S_PLASBALL - S_PLASEXP5
	Rocket,				Spawn, 1,	// S_ROCKET
	BFGBall,			Spawn, 8,	// S_BFGSHOT - S_BFGLAND6
	BFGExtra,			Spawn, 4,	// S_BFGEXP - S_BFGEXP4
	Rocket,				Death, 3,	// S_EXPLODE1 - S_EXPLODE3
	TeleportFog,		Spawn, 12,	// S_TFOG - S_TFOG10
	ItemFog,			Spawn, 7,	// S_IFOG - S_IFOG5
	DoomPlayer,			Spawn, 9,	// S_PLAY - S_PLAY_PAIN2
	DoomPlayer,			Death1, 7,	// S_PLAY_DIE - S_PLAY_DIE7
	DoomPlayer,			XDeath1, 9,	// S_PLAY_XDIE - S_PLAY_XDIE9
	ZombieMan,			Spawn, 33,	// S_POSS_STND - S_POSS_RAISE4
	ShotgunGuy,			Spawn, 34,	// S_SPOS_STND - S_SPOS_RAISE5
	Archvile,			Spawn, 40,	// S_VILE_STND - S_VILE_DIE10
	ArchvileFire,		Spawn, 30,	// S_FIRE1 - S_FIRE30
	RevenantTracerSmoke, Spawn, 5, // S_SMOKE1 - S_SMOKE5
	RevenantTracer,		Spawn, 5,	// S_TRACER - S_TRACEEXP3
	Revenant,			Spawn, 36,	// S_SKEL_STND - S_SKEL_RAISE6
	FatShot,			Spawn, 5,	// S_FATSHOT1 - S_FATSHOTX3
	Fatso,				Spawn, 44,	// S_FATT_STND - S_FATT_RAISE8
	ChaingunGuy,		Spawn, 36,	// S_CPOS_STND - S_CPOS_RAISE7
	DoomImp,			Spawn, 33,	// S_TROO_STND - S_TROO_RAISE5
	Demon,				Spawn, 27,	// S_SARG_STND - S_SARG_RAISE6
	Cacodemon,			Spawn, 20,	// S_HEAD_STND - S_HEAD_RAISE6
	BaronBall,			Spawn, 5,	// S_BRBALL1 - S_BRBALLX3
	BaronOfHell,		Spawn, 29,	// S_BOSS_STND - S_BOSS_RAISE7
	HellKnight,			Spawn, 29,	// S_BOS2_STND - S_BOS2_RAISE7
	LostSoul,			Spawn, 16,	// S_SKULL_STND - S_SKULL_DIE6
	SpiderMastermind,	Spawn, 31, // S_SPID_STND - S_SPID_DIE11
	Arachnotron,		Spawn, 35,	// S_BSPI_STND - S_BSPI_RAISE7
	ArachnotronPlasma,	Spawn, 7,	// S_ARACH_PLAZ - S_ARACH_PLEX5
	Cyberdemon,			Spawn, 27,	// S_CYBER_STND - S_CYBER_DIE10
	PainElemental,		Spawn, 25,	// S_PAIN_STND - S_PAIN_RAISE6
	WolfensteinSS,		Spawn, 37,	// S_SSWV_STND - S_SSWV_RAISE5
	CommanderKeen,		Spawn, 15,	// S_KEENSTND - S_KEENPAIN2
	BossBrain,			Spawn, 6,	// S_BRAIN - S_BRAIN_DIE4
	BossEye,			Spawn, 3,	// S_BRAINEYE - S_BRAINEYE1
	SpawnShot,			Spawn, 4,	// S_SPAWN1 - S_SPAWN4
	SpawnFire,			Spawn, 8,	// S_SPAWNFIRE1 - S_SPAWNFIRE8
	BossBrain,			BrainExplode, 3,	// S_BRAINEXPLODE1 - S_BRAINEXPLODE3
	GreenArmor,			Spawn, 2,	// S_ARM1 - S_ARM1A
	BlueArmor,			Spawn, 2,	// S_ARM2 - S_ARM2A
	ExplosiveBarrel,	Spawn, 7,	// S_BAR1 - S_BEXP5
	BurningBarrel,		Spawn, 3,	// S_BBAR1 - S_BBAR3
	HealthBonus,		Spawn, 6,	// S_BON1 - S_BON1E
	ArmorBonus,			Spawn, 6,	// S_BON2 - S_BON2E
	BlueCard,			Spawn, 2,	// S_BKEY - S_BKEY2
	RedCard,			Spawn, 2,	// S_RKEY - S_RKEY2
	YellowCard,			Spawn, 2,	// S_YKEY - S_YKEY2
	BlueSkull,			Spawn, 2,	// S_BSKULL - S_BSKULL2
	RedSkull,			Spawn, 2,	// S_RSKULL - S_RSKULL2
	YellowSkull,		Spawn, 2,	// S_YSKULL - S_YSKULL2
	Stimpack,			Spawn, 1,	// S_STIM
	Medikit,			Spawn, 1,	// S_MEDI
	Soulsphere,			Spawn, 6,	// S_SOUL - S_SOUL6
	InvulnerabilitySphere, Spawn, 4, // S_PINV - S_PINV4
	Berserk,			Spawn, 1,	// S_PSTR
	BlurSphere,			Spawn, 4,	// S_PINS - P_PINS4
	Megasphere,			Spawn, 4,	// S_MEGA - S_MEGA4
	RadSuit,			Spawn, 1,	// S_SUIT
	Allmap,				Spawn, 6,	// S_PMAP - S_PMAP6
	Infrared,			Spawn, 2,	// S_PVIS - S_PVIS2
	Clip,				Spawn, 1,	// S_CLIP
	ClipBox,			Spawn, 1,	// S_AMMO
	RocketAmmo,			Spawn, 1,	// S_ROCK
	RocketBox,			Spawn, 1,	// S_BROK
	Cell,				Spawn, 1,	// S_CELL
	CellPack,			Spawn, 1,	// S_CELP
	Shell,				Spawn, 1,	// S_SHEL
	ShellBox,			Spawn, 1,	// S_SBOX
	Backpack,			Spawn, 1,	// S_BPAK
	BFG9000,			Spawn, 1,	// S_BFUG
	Chaingun,			Spawn, 1,	// S_MGUN
	Chainsaw,			Spawn, 1,	// S_CSAW
	RocketLauncher,		Spawn, 1,	// S_LAUN
	PlasmaRifle,		Spawn, 1,	// S_PLAS
	Shotgun,			Spawn, 1,	// S_SHOT
	SuperShotgun,		Spawn, 1,	// S_SHOT2
	Column,				Spawn, 1,	// S_COLU
	DoomUnusedStates,	Label1, 1,	// S_STALAG
	BloodyTwitch,		Spawn, 4,	// S_BLOODYTWITCH - S_BLOODYTWITCH4
	DoomUnusedStates,	Label2, 2,	// S_DEADTORSO - S_DEADBOTTOM
	HeadsOnAStick,		Spawn, 1,	// S_HEADSONSTICK
	Actor,				GenericCrush, 1,	// S_GIBS
	HeadOnAStick,		Spawn, 1,	// S_HEADONASTICK
	HeadCandles,		Spawn, 2,	// S_HEADCANDLES - S_HEADCANDLES2
	DeadStick,			Spawn, 1,	// S_DEADSTICK
	LiveStick,			Spawn, 2,	// S_LIVESTICK
	Meat2,				Spawn, 1,	// S_MEAT2
	Meat3,				Spawn, 1,	// S_MEAT3
	Meat4,				Spawn, 1,	// S_MEAT4
	Meat5,				Spawn, 1,	// S_MEAT5
	Stalagtite,			Spawn, 1,	// S_STALAGTITE
	TallGreenColumn,	Spawn, 1,	// S_TALLGRNCOL
	ShortGreenColumn,	Spawn, 1,	// S_SHRTGRNCOL
	TallRedColumn,		Spawn, 1,	// S_TALLREDCOL
	ShortRedColumn,		Spawn, 1,	// S_SHRTREDCOL
	Candlestick,		Spawn, 1,	// S_CANDLESTIK
	Candelabra,			Spawn, 1,	// S_CANDELABRA
	SkullColumn,		Spawn, 1,	// S_SKULLCOL
	TorchTree,			Spawn, 1,	// S_TORCHTREE
	BigTree,			Spawn, 1,	// S_BIGTREE
	TechPillar,			Spawn, 1,	// S_TECHPILLAR
	EvilEye,			Spawn, 4,	// S_EVILEYE - S_EVILEYE4
	FloatingSkull,		Spawn, 3,	// S_FLOATSKULL - S_FLOATSKULL3
	HeartColumn,		Spawn, 2,	// S_HEARTCOL - S_HEARTCOL2
	BlueTorch,			Spawn, 4,	// S_BLUETORCH - S_BLUETORCH4
	GreenTorch,			Spawn, 4,	// S_GREENTORCH - S_GREENTORCH4
	RedTorch,			Spawn, 4,	// S_REDTORCH - S_REDTORCH4
	ShortBlueTorch,		Spawn, 4,	// S_BTORCHSHRT - S_BTORCHSHRT4
	ShortGreenTorch,	Spawn, 4,	// S_GTORCHSHRT - S_GTORCHSHRT4
	ShortRedTorch,		Spawn, 4,	// S_RTORCHSHRT - S_RTORCHSHRT4
	HangNoGuts,			Spawn, 1,	// S_HANGNOGUTS
	HangBNoBrain,		Spawn, 1,	// S_HANGBNOBRAIN
	HangTLookingDown,	Spawn, 1,	// S_HANGTLOOKDN
	HangTSkull,			Spawn, 1,	// S_HANGTSKULL
	HangTLookingUp,		Spawn, 1,	// S_HANGTLOOKUP
	HangTNoBrain,		Spawn, 1,	// S_HANGTNOBRAIN
	ColonGibs,			Spawn, 1,	// S_COLONGIBS
	SmallBloodPool,		Spawn, 1,	// S_SMALLPOOL
	BrainStem,			Spawn, 1,	// S_BRAINSTEM
	TechLamp,			Spawn, 4,	// S_TECHLAMP - S_TECHLAMP4
	TechLamp2,			Spawn, 4,	// S_TECH2LAMP - S_TECH2LAMP4
	DoomUnusedStates,	TNT, 1,			// [MBF] S_TNT1							967
	Grenade,			Grenade, 1,		// [MBF] S_GRENADE						968
	Grenade,			Detonate, 3,	// [MBF] S_DETONATE - S_DETONATE3		969-971
	MBFHelperDog,		Spawn, 27,		// [MBF] S_DOGS_STND - S_DOGS_RAISE6	972-998
	BFG9000,			OldFire, 43,	// [MBF] S_OLDBFG1 - S_OLDBFG43			999-1041
	PlasmaBall1,		Spawn, 7,		// [MBF] S_PLS1BALL - S_PLS1EXP5		1042-1048
	PlasmaBall2,		Spawn, 5,		// [MBF] S_PLS2BALL - S_PLS2BALLX3		1049-1053
	EvilSceptre,		Spawn, 1,		// [MBF] S_BON3							1054
	UnholyBible,		Spawn, 1,		// [MBF] S_BON4							1055
	BetaSkull,			Spawn, 19,		// [MBF] S_BSKUL_STND - S_BSKUL_DIE8	1056-1074
	Grenade,			Mushroom, 1,	// [MBF] S_MUSHROOM						1075
};

// Sound equivalences. When a patch tries to change a sound, use these sound names.
SoundMap
{
	"weapons/pistol",
	"weapons/shotgf",
	"weapons/shotgr",
	"weapons/sshotf",
	"weapons/sshoto",
	"weapons/sshotc",
	"weapons/sshotl",
	"weapons/plasmaf",
	"weapons/bfgf",
	"weapons/sawup",
	"weapons/sawidle",
	"weapons/sawfull",
	"weapons/sawhit",
	"weapons/rocklf",
	"weapons/bfgx",
	"imp/attack",
	"imp/shotx",
	"plats/pt1_strt",
	"plats/pt1_stop",
	"doors/dr1_open",
	"doors/dr1_clos",
	"plats/pt1_mid",
	"switches/normbutn",
	"switches/exitbutn",
	"*pain100",
	"demon/pain",
	"grunt/pain",
	"vile/pain",
	"fatso/pain",
	"pain/pain",
	"misc/gibbed",
	"misc/i_pkup",
	"misc/w_pkup",
	"*land",
	"misc/teleport",
	"grunt/sight",
	"grunt/sight",
	"grunt/sight",
	"imp/sight",
	"imp/sight",
	"demon/sight",
	"caco/sight",
	"baron/sight",
	"cyber/sight",
	"spider/sight",
	"baby/sight",
	"knight/sight",
	"vile/sight",
	"fatso/sight",
	"pain/sight",
	"skull/melee",
	"demon/melee",
	"skeleton/melee",
	"vile/start",
	"imp/melee",
	"skeleton/swing",
	"*death",
	"*xdeath",
	"grunt/death",
	"grunt/death",
	"grunt/death",
	"imp/death",
	"imp/death",
	"demon/death",
	"caco/death",
	"misc/unused",
	"baron/death",
	"cyber/death",
	"spider/death",
	"baby/death",
	"vile/death",
	"knight/death",
	"pain/death",
	"skeleton/death",
	"grunt/active",
	"imp/active",
	"demon/active",
	"baby/active",
	"baby/walk",
	"vile/active",
	"*grunt",
	"world/barrelx",
	"*fist",
	"cyber/hoof",
	"spider/walk",
	"weapons/chngun",
	"misc/chat2",
	"doors/dr2_open",
	"doors/dr2_clos",
	"misc/spawn",
	"vile/firecrkl",
	"vile/firestrt",
	"misc/p_pkup",
	"brain/spit",
	"brain/cube",
	"brain/sight",
	"brain/pain",
	"brain/death",
	"fatso/attack",
	"fatso/death",
	"wolfss/sight",
	"wolfss/death",
	"keen/pain",
	"keen/death",
	"skeleton/active",
	"skeleton/sight",
	"skeleton/attack",
	"misc/chat",
	"dog/sight",
	"dog/attack",
	"dog/active",
	"dog/death",
	"dog/pain",
	
};

// Names of different actor types, in original Doom 2 order
InfoNames
{
	DoomPlayer,
	ZombieMan,
	ShotgunGuy,
	Archvile,
	ArchvileFire,
	Revenant,
	RevenantTracer,
	RevenantTracerSmoke,
	Fatso,
	FatShot,
	ChaingunGuy,
	DoomImp,
	Demon,
	Spectre,
	Cacodemon,
	BaronOfHell,
	BaronBall,
	HellKnight,
	LostSoul,
	SpiderMastermind,
	Arachnotron,
	Cyberdemon,
	PainElemental,
	WolfensteinSS,
	CommanderKeen,
	BossBrain,
	BossEye,
	BossTarget,
	SpawnShot,
	SpawnFire,
	ExplosiveBarrel,
	DoomImpBall,
	CacodemonBall,
	Rocket,
	PlasmaBall,
	BFGBall,
	ArachnotronPlasma,
	BulletPuff,
	Blood,
	TeleportFog,
	ItemFog,
	TeleportDest,
	BFGExtra,
	GreenArmor,
	BlueArmor,
	HealthBonus,
	ArmorBonus,
	BlueCard,
	RedCard,
	YellowCard,
	YellowSkull,
	RedSkull,
	BlueSkull,
	Stimpack,
	Medikit,
	Soulsphere,
	InvulnerabilitySphere,
	Berserk,
	BlurSphere,
	RadSuit,
	Allmap,
	Infrared,
	Megasphere,
	Clip,
	ClipBox,
	RocketAmmo,
	RocketBox,
	Cell,
	CellPack,
	Shell,
	ShellBox,
	Backpack,
	BFG9000,
	Chaingun,
	Chainsaw,
	RocketLauncher,
	PlasmaRifle,
	Shotgun,
	SuperShotgun,
	TechLamp,
	TechLamp2,
	Column,
	TallGreenColumn,
	ShortGreenColumn,
	TallRedColumn,
	ShortRedColumn,
	SkullColumn,
	HeartColumn,
	EvilEye,
	FloatingSkull,
	TorchTree,
	BlueTorch,
	GreenTorch,
	RedTorch,
	ShortBlueTorch,
	ShortGreenTorch,
	ShortRedTorch,
	Stalagtite,
	TechPillar,
	Candlestick,
	Candelabra,
	BloodyTwitch,
	Meat2,
	Meat3,
	Meat4,
	Meat5,
	NonsolidMeat2,
	NonsolidMeat4,
	NonsolidMeat3,
	NonsolidMeat5,
	NonsolidTwitch,
	DeadCacodemon,
	DeadMarine,
	DeadZombieMan,
	DeadDemon,
	DeadLostSoul,
	DeadDoomImp,
	DeadShotgunGuy,
	GibbedMarine,
	GibbedMarineExtra,
	HeadsOnAStick,
	Gibs,
	HeadOnAStick,
	HeadCandles,
	DeadStick,
	LiveStick,
	BigTree,
	BurningBarrel,
	HangNoGuts,
	HangBNoBrain,
	HangTLookingDown,
	HangTSkull,
	HangTLookingUp,
	HangTNoBrain,
	ColonGibs,
	SmallBloodPool,
	BrainStem,
// Boom additional actors:
	PointPusher,
	PointPuller,
// MBF additional actors:
	MBFHelperDog,
	PlasmaBall1,
	PlasmaBall2,
	EvilSceptre,
	UnholyBible
};

ThingBits
{
	 0, 0, SPECIAL,
	 1, 0, SOLID,
	 2, 0, SHOOTABLE,
	 3, 0, NOSECTOR,
	 4, 0, NOBLOCKMAP,
	 5, 0, AMBUSH,
	 6, 0, JUSTHIT,
	 7, 0, JUSTATTACKED,
	 8, 0, SPAWNCEILING,
	 9, 0, NOGRAVITY,
	10, 0, DROPOFF,
	11, 0, PICKUP,
	12, 0, NOCLIP,
	13, 0, SLIDE,
	14, 0, FLOAT,
	15, 0, TELEPORT,
	16, 0, MISSILE,
	17, 0, DROPPED,
	18, 0, SHADOW,
	19, 0, NOBLOOD,
	20, 0, CORPSE,
	21, 0, INFLOAT,
	22, 0, COUNTKILL,
	23, 0, COUNTITEM,
	24, 0, SKULLFLY,
	25, 0, NOTDMATCH,
	26, 0, TRANSLATION1,
	26, 0, TRANSLATION,		// BOOM compatibility
	27, 0, TRANSLATION2,
	27, 0, UNUSED1,			// BOOM compatibility
	28, 0, UNUSED2,			// BOOM compatibility
	29, 0, UNUSED3,			// BOOM compatibility
	30, 0, UNUSED4,			// BOOM compatibility
	28, 0, TOUCHY,			// MBF compatibility
	29, 0, BOUNCES,			// MBF compatibility
	30, 0, FRIEND,			// MBF compatibility
	31, 0, TRANSLUCENT,		// BOOM compatibility
	30, 0, STEALTH,
	 1, 2, TRANSLUC25,
	 2, 2, TRANSLUC50,
	 3, 2, TRANSLUC75,

	// Names for flags2
	 0, 1, LOGRAV,
	 1, 1, WINDTHRUST,
	 2, 1, FLOORBOUNCE,
	 3, 1, BLASTED,
	 4, 1, FLY,
	 5, 1, FLOORCLIP,
	 6, 1, SPAWNFLOAT,
	 7, 1, NOTELEPORT,
	 8, 1, RIP,
	 9, 1, PUSHABLE,
	10, 1, CANSLIDE,			// Avoid conflict with SLIDE from BOOM
	11, 1, ONMOBJ,
	12, 1, PASSMOBJ,
	13, 1, CANNOTPUSH,
	14, 1, THRUGHOST,
	15, 1, BOSS,
	16, 1, FIREDAMAGE,
	17, 1, NODMGTHRUST,
	18, 1, TELESTOMP,
	19, 1, FLOATBOB,
	 4, 2, DONTDRAW,
	21, 1, IMPACT,
	22, 1, PUSHWALL,
	23, 1, MCROSS,
	24, 1, PCROSS,
	25, 1, CANTLEAVEFLOORPIC,
	26, 1, NONSHOOTABLE,
	27, 1, INVULNERABLE,
	28, 1, DORMANT,
	29, 1, ICEDAMAGE,
	30, 1, SEEKERMISSILE,
	31, 1, REFLECTIVE
};

// RenderStyles, should match those in actor.h
RenderStyles
{
	0, STYLE_None,
	1, STYLE_Normal,
	2, STYLE_Fuzzy,
	3, STYLE_SoulTrans,
	4, STYLE_OptFuzzy,
	8, STYLE_Shaded,
	6, STYLE_Translucent,
	7, STYLE_Add
};

AmmoNames
{
	Clip,
	Shell,
	Cell,
	RocketAmmo,
	GoldWandAmmo,
	NULL,
	BlasterAmmo,
	SkullRodAmmo,
	PhoenixRodAmmo,
	MaceAmmo,
	Mana1,
	Mana2
};

WeaponNames
{
	Fist,
	Pistol,
	Shotgun,
	Chaingun,
	RocketLauncher,
	PlasmaRifle,
	BFG9000,
	Chainsaw,
	SuperShotgun
};

// Codepointer aliases
// The idea is that, rather than add redundant codepointers for compatibility,
// or codepointers that would require to transform ZDoom's underlying architecture
// because they refer to things, sounds or states by their DeHackEd numbers,
// we can translate their parameters and transform them into standard functions
// when parsing a DEHACKED lump. 
Aliases
{
	A_Mushroom,		A_Mushroom,				5,
	A_Spawn,		A_SpawnItem,			5,
	A_Turn,			A_Turn,					1,
	A_Face,			A_SetAngle,				1,
	A_Scratch,		A_CustomMeleeAttack,	5,	// 19 characters for "A_CustomMeleeAttack"!
	A_PlaySound,	A_PlaySound,			5,	// A function name any longer and the definition
	A_RandomJump,	A_Jump,					3,	// for CodePointerAlias would need to be updated.
	A_LineEffect,	A_LineEffect,			2,
	A_NailBomb,		A_Explode,				7,
};
