diff --git a/src/d_player.h b/src/d_player.h
index 40178dac1f..ee9e64f0c8 100644
--- a/src/d_player.h
+++ b/src/d_player.h
@@ -380,6 +380,7 @@ class player_t
 {
 public:
 	player_t();
+	~player_t();
 	player_t &operator= (const player_t &p);
 
 	void Serialize (FArchive &arc);
@@ -454,7 +455,6 @@ public:
 	int			extralight;				// so gun flashes light up areas
 	short		fixedcolormap;			// can be set to REDCOLORMAP, etc.
 	short		fixedlightlevel;
-	pspdef_t	psprites[NUMPSPRITES];	// view sprites (gun, etc)
 	int			morphTics;				// player is a chicken/pig if > 0
 	PClassPlayerPawn *MorphedPlayerClass;		// [MH] (for SBARINFO) class # for this player instance when morphed
 	int			MorphStyle;				// which effects to apply for this player instance when morphed
@@ -526,6 +526,12 @@ public:
 	}
 
 	int GetSpawnClass();
+
+	// PSprite layers
+	DPSprite *psprites; // view sprites (gun, etc)
+	void TickPSprites();
+	void DestroyPSprites();
+	DPSprite *GetPSprite(psprnum_t layer); // Used ONLY for compatibility with the old hardcoded layers.
 };
 
 // Bookkeeping on players - state.
diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp
index 21119f8a0b..a96fab8fcd 100644
--- a/src/g_doom/a_doomweaps.cpp
+++ b/src/g_doom/a_doomweaps.cpp
@@ -73,16 +73,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
 
 	bool accurate;
 
-	if (self->player != NULL)
+	if (self->player != nullptr)
 	{
 		AWeapon *weapon = self->player->ReadyWeapon;
-		if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
+		if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
 		{
 			if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
 				return 0;
 
-			P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
-			self->player->psprites[ps_flash].processPending = true;
+			self->player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
 		}
 		self->player->mo->PlayAttacking2 ();
 
@@ -263,19 +262,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
 	int i;
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 
 	S_Sound (self, CHAN_WEAPON,  "weapons/shotgf", 1, ATTN_NORM);
 	AWeapon *weapon = self->player->ReadyWeapon;
-	if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
+	if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
 	{
 		if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
 			return 0;
-		P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
-		self->player->psprites[ps_flash].processPending = true;
+		player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
 	}
 	player->mo->PlayAttacking2 ();
 
@@ -300,19 +298,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
 	int 		damage;
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 
 	S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
 	AWeapon *weapon = self->player->ReadyWeapon;
-	if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
+	if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
 	{
 		if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
 			return 0;
-		P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
-		self->player->psprites[ps_flash].processPending = true;
+		player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
 	}
 	player->mo->PlayAttacking2 ();
 
@@ -384,15 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
 			if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
 			{
 				// we're ok so set the state
-				P_SetPsprite (player, ps_flash, flashstate + index);
-				player->psprites[ps_flash].processPending = true;
+				player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
 				return;
 			}
 			else
 			{
 				// oh, no! The state is beyond the end of the state table so use the original flash state.
-				P_SetPsprite (player, ps_flash, flashstate);
-				player->psprites[ps_flash].processPending = true;
+				player->GetPSprite(ps_flash)->SetState(flashstate, true);
 				return;
 			}
 		}
@@ -408,8 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
 	{ // Invalid state. With no index offset, it should at least be valid.
 		index = 0;
 	}
-	P_SetPsprite (player, ps_flash, flashstate + index);
-	player->psprites[ps_flash].processPending = true;
+	player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
 }
 
 //
@@ -421,13 +415,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
 
 	player_t *player;
 
-	if (self == NULL || NULL == (player = self->player))
+	if (self == nullptr || nullptr == (player = self->player))
 	{
 		return 0;
 	}
 
 	AWeapon *weapon = player->ReadyWeapon;
-	if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
+	if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
 	{
 		if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
 			return 0;
@@ -435,12 +429,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
 		S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
 
 		FState *flash = weapon->FindState(NAME_Flash);
-		if (flash != NULL)
+		if (flash != nullptr)
 		{
 			// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
 			FState * atk = weapon->FindState(NAME_Fire);
 
-			int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
+			int theflash = clamp (int(player->GetPSprite(ps_weapon)->GetState() - atk), 0, 1);
 
 			if (flash[theflash].sprite != flash->sprite)
 			{
diff --git a/src/g_game.cpp b/src/g_game.cpp
index 7c31e09c06..3c9d274c80 100644
--- a/src/g_game.cpp
+++ b/src/g_game.cpp
@@ -1750,6 +1750,8 @@ void G_DoPlayerPop(int playernum)
 		players[playernum].mo = NULL;
 		players[playernum].camera = NULL;
 	}
+
+	players[playernum].DestroyPSprites();
 }
 
 void G_ScreenShot (char *filename)
diff --git a/src/g_heretic/a_chicken.cpp b/src/g_heretic/a_chicken.cpp
index 3251e3812d..cb8bc7fc93 100644
--- a/src/g_heretic/a_chicken.cpp
+++ b/src/g_heretic/a_chicken.cpp
@@ -123,9 +123,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
 
 void P_UpdateBeak (AActor *self)
 {
-	if (self->player != NULL)
+	if (self->player != nullptr)
 	{
-		self->player->psprites[ps_weapon].sy = WEAPONTOP + self->player->chickenPeck / 2;
+		self->player->GetPSprite(ps_weapon)->y = WEAPONTOP + self->player->chickenPeck / 2;
 	}
 }
 
@@ -141,12 +141,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
-	player->psprites[ps_weapon].sy = WEAPONTOP;
-	P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
+	player->GetPSprite(ps_weapon)->y = WEAPONTOP;
+	player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetReadyState());
 	return 0;
 }
 
@@ -192,7 +192,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
 	}
 	P_PlayPeck (player->mo);
 	player->chickenPeck = 12;
-	player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7;
+	player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl1() & 7;
 	return 0;
 }
 
@@ -227,6 +227,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
 	}
 	P_PlayPeck (player->mo);
 	player->chickenPeck = 12;
-	player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3;
+	player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl2()&3;
 	return 0;
 }
diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp
index 5043210619..8b5409f5b7 100644
--- a/src/g_heretic/a_hereticweaps.cpp
+++ b/src/g_heretic/a_hereticweaps.cpp
@@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
 	FTranslatedLineTarget t;
 	int actualdamage = 0;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -267,13 +267,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
 	PARAM_INT(power);
 
 	AWeapon *weapon = player->ReadyWeapon;
-	if (weapon != NULL)
+	if (weapon != nullptr)
 	{
 		if (!weapon->DepleteAmmo (weapon->bAltFire))
 			return 0;
 	}
-	player->psprites[ps_weapon].sx = ((pr_gatk()&3)-2);
-	player->psprites[ps_weapon].sy = WEAPONTOP + (pr_gatk()&3);
+	player->GetPSprite(ps_weapon)->x = ((pr_gatk()&3)-2);
+	player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_gatk()&3);
 	Angle = self->Angles.Yaw;
 	if (power)
 	{
@@ -425,7 +425,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
 	AActor *ball;
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -436,13 +436,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
 		return 0;
 	}
 	AWeapon *weapon = player->ReadyWeapon;
-	if (weapon != NULL)
+	if (weapon != nullptr)
 	{
 		if (!weapon->DepleteAmmo(weapon->bAltFire))
 			return 0;
 	}
-	player->psprites[ps_weapon].sx = ((pr_maceatk() & 3) - 2);
-	player->psprites[ps_weapon].sy = WEAPONTOP + (pr_maceatk() & 3);
+	player->GetPSprite(ps_weapon)->x = ((pr_maceatk() & 3) - 2);
+	player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_maceatk() & 3);
 	ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
 	if (ball)
 	{
@@ -1158,7 +1158,7 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
 
 void APhoenixRodPowered::EndPowerup ()
 {
-	P_SetPsprite (Owner->player, ps_weapon, SisterWeapon->GetReadyState());
+	Owner->player->GetPSprite(ps_weapon)->SetState(SisterWeapon->GetReadyState());
 	DepleteAmmo (bAltFire);
 	Owner->player->refire = 0;
 	S_StopSound (Owner, CHAN_WEAPON);
@@ -1298,7 +1298,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
 	player_t *player;
 	APhoenixRod *flamethrower;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -1306,9 +1306,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
 	soundid = "weapons/phoenixpowshoot";
 
 	flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
-	if (flamethrower == NULL || --flamethrower->FlameCount == 0)
+	if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
 	{ // Out of flame
-		P_SetPsprite (player, ps_weapon, flamethrower->FindState("Powerdown"));
+		player->GetPSprite(ps_weapon)->SetState(flamethrower->FindState("Powerdown"));
 		player->refire = 0;
 		S_StopSound (self, CHAN_WEAPON);
 		return 0;
diff --git a/src/g_hexen/a_clericstaff.cpp b/src/g_hexen/a_clericstaff.cpp
index d936e8d1db..898ff9b0e7 100644
--- a/src/g_hexen/a_clericstaff.cpp
+++ b/src/g_hexen/a_clericstaff.cpp
@@ -58,7 +58,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
 	FTranslatedLineTarget t;
 	PClassActor *puff;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
 			if (t.linetarget)
 			{
 				P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
-				if (t.linetarget != NULL)
+				if (t.linetarget != nullptr)
 				{
 					pmo->Angles.Yaw = t.angleFromSource;
 					if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
@@ -89,13 +89,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
 						{
 							pmo->health = player->health = newLife;
 						}
-						if (weapon != NULL)
+						if (weapon != nullptr)
 						{
 							FState * newstate = weapon->FindState("Drain");
-							if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
+							if (newstate != nullptr) player->GetPSprite(ps_weapon)->SetState(newstate);
 						}
 					}
-					if (weapon != NULL)
+					if (weapon != nullptr)
 					{
 						weapon->DepleteAmmo(weapon->bAltFire, false);
 					}
@@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
 	{
 		if (!--self->weaponspecial)
 		{
-			P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
+			self->player->GetPSprite(ps_weapon)->SetState(self->player->ReadyWeapon->FindState ("Blink"));
 			self->weaponspecial = (pr_blink()+50)>>2;
 		}
 		else 
diff --git a/src/g_hexen/a_fighteraxe.cpp b/src/g_hexen/a_fighteraxe.cpp
index c83726b442..7fe867697c 100644
--- a/src/g_hexen/a_fighteraxe.cpp
+++ b/src/g_hexen/a_fighteraxe.cpp
@@ -70,13 +70,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 	if (player->ReadyWeapon->Ammo1->Amount)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("ReadyGlow"));
 	}
 	else
 	{
@@ -97,13 +97,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 	if (player->ReadyWeapon->Ammo1->Amount <= 0)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Ready"));
 	}
 	else
 	{
@@ -124,13 +124,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 	if (player->ReadyWeapon->Ammo1->Amount)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("SelectGlow"));
 	}
 	else
 	{
@@ -151,13 +151,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 	if (player->ReadyWeapon->Ammo1->Amount <= 0)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Select"));
 	}
 	else
 	{
@@ -178,13 +178,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
 
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
 	if (player->ReadyWeapon->Ammo1->Amount)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("FireGlow"));
 	}
 	return 0;
 }
@@ -210,7 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
 	PClassActor *pufftype;
 	FTranslatedLineTarget t;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -241,7 +241,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
 			if (t.linetarget)
 			{
 				P_LineAttack(pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
-				if (t.linetarget != NULL)
+				if (t.linetarget != nullptr)
 				{
 					if (t.linetarget->flags3&MF3_ISMONSTER || t.linetarget->player)
 					{
@@ -265,15 +265,15 @@ axedone:
 	if (useMana == 2)
 	{
 		AWeapon *weapon = player->ReadyWeapon;
-		if (weapon != NULL)
+		if (weapon != nullptr)
 		{
 			weapon->DepleteAmmo (weapon->bAltFire, false);
 
-			if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
+			if ((weapon->Ammo1 == nullptr || weapon->Ammo1->Amount == 0) &&
 				(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
-				  weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
+				  weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
 			{
-				P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
+				player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Fire") + 5);
 			}
 		}
 	}
diff --git a/src/g_hexen/a_fighterplayer.cpp b/src/g_hexen/a_fighterplayer.cpp
index c8f3aa19f7..35b08f8601 100644
--- a/src/g_hexen/a_fighterplayer.cpp
+++ b/src/g_hexen/a_fighterplayer.cpp
@@ -105,7 +105,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
 	int i;
 	player_t *player;
 
-	if (NULL == (player = self->player))
+	if (nullptr == (player = self->player))
 	{
 		return 0;
 	}
@@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
 			if (pmo->weaponspecial >= 3)
 			{
 				pmo->weaponspecial = 0;
-				P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
+				player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState("Fire2"));
 				S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
 			}
 			return 0;
diff --git a/src/g_hexen/a_pig.cpp b/src/g_hexen/a_pig.cpp
index b53442c14f..58db7dfc65 100644
--- a/src/g_hexen/a_pig.cpp
+++ b/src/g_hexen/a_pig.cpp
@@ -37,9 +37,9 @@ void APigPlayer::MorphPlayerThink ()
 	}
 	if(Vel.X == 0 && Vel.Y == 0 && pr_pigplayerthink() < 64)
 	{ // Snout sniff
-		if (player->ReadyWeapon != NULL)
+		if (player->ReadyWeapon != nullptr)
 		{
-			P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
+			player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState("Grunt"));
 		}
 		S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
 		return;
diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp
index d36cdfe650..1b48678ab3 100644
--- a/src/g_shared/a_artifacts.cpp
+++ b/src/g_shared/a_artifacts.cpp
@@ -1109,17 +1109,17 @@ void APowerWeaponLevel2::InitEffect ()
 
 	Super::InitEffect();
 
-	if (Owner->player == NULL)
+	if (Owner->player == nullptr)
 		return;
 
 	weapon = Owner->player->ReadyWeapon;
 
-	if (weapon == NULL)
+	if (weapon == nullptr)
 		return;
 
 	sister = weapon->SisterWeapon;
 
-	if (sister == NULL)
+	if (sister == nullptr)
 		return;
 
 	if (!(sister->WeaponFlags & WIF_POWERED_UP))
@@ -1131,7 +1131,7 @@ void APowerWeaponLevel2::InitEffect ()
 
 	if (weapon->GetReadyState() != sister->GetReadyState())
 	{
-		P_SetPsprite (Owner->player, ps_weapon, sister->GetReadyState());
+		Owner->player->GetPSprite(ps_weapon)->SetState(sister->GetReadyState());
 	}
 }
 
@@ -1298,22 +1298,22 @@ void APowerTargeter::InitEffect ()
 
 	Super::InitEffect();
 
-	if ((player = Owner->player) == NULL)
+	if ((player = Owner->player) == nullptr)
 		return;
 
 	FState *state = FindState("Targeter");
 
-	if (state != NULL)
+	if (state != nullptr)
 	{
-		P_SetPsprite (player, ps_targetcenter, state + 0);
-		P_SetPsprite (player, ps_targetleft, state + 1);
-		P_SetPsprite (player, ps_targetright, state + 2);
+		player->GetPSprite(ps_targetcenter)->SetState(state + 0);
+		player->GetPSprite(ps_targetleft)->SetState(state + 1);
+		player->GetPSprite(ps_targetright)->SetState(state + 2);
 	}
 
-	player->psprites[ps_targetcenter].sx = (160-3);
-	player->psprites[ps_targetcenter].sy =
-		player->psprites[ps_targetleft].sy =
-		player->psprites[ps_targetright].sy = (100-3);
+	player->GetPSprite(ps_targetcenter)->x = (160-3);
+	player->GetPSprite(ps_targetcenter)->y =
+		player->GetPSprite(ps_targetleft)->y =
+		player->GetPSprite(ps_targetright)->y = (100-3);
 	PositionAccuracy ();
 }
 
@@ -1333,7 +1333,7 @@ void APowerTargeter::DoEffect ()
 {
 	Super::DoEffect ();
 
-	if (Owner != NULL && Owner->player != NULL)
+	if (Owner != nullptr && Owner->player != nullptr)
 	{
 		player_t *player = Owner->player;
 
@@ -1342,17 +1342,17 @@ void APowerTargeter::DoEffect ()
 		{
 			FState *state = FindState("Targeter");
 
-			if (state != NULL)
+			if (state != nullptr)
 			{
 				if (EffectTics & 32)
 				{
-					P_SetPsprite (player, ps_targetright, NULL);
-					P_SetPsprite (player, ps_targetleft, state+1);
+					player->GetPSprite(ps_targetright)->SetState(nullptr);
+					player->GetPSprite(ps_targetleft)->SetState(state + 1);
 				}
 				else if (EffectTics & 16)
 				{
-					P_SetPsprite (player, ps_targetright, state+2);
-					P_SetPsprite (player, ps_targetleft, NULL);
+					player->GetPSprite(ps_targetright)->SetState(state + 2);
+					player->GetPSprite(ps_targetleft)->SetState(nullptr);
 				}
 			}
 		}
@@ -1362,11 +1362,11 @@ void APowerTargeter::DoEffect ()
 void APowerTargeter::EndEffect ()
 {
 	Super::EndEffect();
-	if (Owner != NULL && Owner->player != NULL)
+	if (Owner != nullptr && Owner->player != nullptr)
 	{
-		P_SetPsprite (Owner->player, ps_targetcenter, NULL);
-		P_SetPsprite (Owner->player, ps_targetleft, NULL);
-		P_SetPsprite (Owner->player, ps_targetright, NULL);
+		Owner->player->GetPSprite(ps_targetcenter)->SetState(nullptr);
+		Owner->player->GetPSprite(ps_targetleft)->SetState(nullptr);
+		Owner->player->GetPSprite(ps_targetright)->SetState(nullptr);
 	}
 }
 
@@ -1374,10 +1374,10 @@ void APowerTargeter::PositionAccuracy ()
 {
 	player_t *player = Owner->player;
 
-	if (player != NULL)
+	if (player != nullptr)
 	{
-		player->psprites[ps_targetleft].sx = (160-3) - ((100 - player->mo->accuracy));
-		player->psprites[ps_targetright].sx = (160-3)+ ((100 - player->mo->accuracy));
+		player->GetPSprite(ps_targetleft)->x = (160-3) - ((100 - player->mo->accuracy));
+		player->GetPSprite(ps_targetright)->x = (160-3)+ ((100 - player->mo->accuracy));
 	}
 }
 
diff --git a/src/g_shared/a_weapons.cpp b/src/g_shared/a_weapons.cpp
index adb010d0c8..f561a26de9 100644
--- a/src/g_shared/a_weapons.cpp
+++ b/src/g_shared/a_weapons.cpp
@@ -608,15 +608,18 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
 
 void AWeapon::PostMorphWeapon ()
 {
-	if (Owner == NULL)
+	DPSprite *pspr;
+	if (Owner == nullptr)
 	{
 		return;
 	}
 	Owner->player->PendingWeapon = WP_NOCHANGE;
 	Owner->player->ReadyWeapon = this;
-	Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
 	Owner->player->refire = 0;
-	P_SetPsprite (Owner->player, ps_weapon, GetUpState());
+
+	pspr = Owner->player->GetPSprite(ps_weapon);
+	pspr->y = WEAPONBOTTOM;
+	pspr->SetState(GetUpState());
 }
 
 //===========================================================================
diff --git a/src/g_strife/a_strifestuff.cpp b/src/g_strife/a_strifestuff.cpp
index 097965e345..98ffa0f960 100644
--- a/src/g_strife/a_strifestuff.cpp
+++ b/src/g_strife/a_strifestuff.cpp
@@ -350,11 +350,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
 
 	S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
 
-	if (self->player != NULL && self->player->mo == self)
+	if (self->player != nullptr && self->player->mo == self)
 	{
-		P_SetPsprite (self->player, ps_weapon, self->FindState("FireHands"));
-		P_SetPsprite (self->player, ps_flash, NULL);
-		self->player->ReadyWeapon = NULL;
+		self->player->GetPSprite(ps_weapon)->SetState(self->FindState("FireHands"));
+		self->player->GetPSprite(ps_flash)->SetState(nullptr);
+		self->player->ReadyWeapon = nullptr;
 		self->player->PendingWeapon = WP_NOCHANGE;
 		self->player->playerstate = PST_LIVE;
 		self->player->extralight = 3;
@@ -376,12 +376,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
 {
 	PARAM_ACTION_PROLOGUE;
 
-	if (self->player != NULL && self->player->mo == self)
+	if (self->player != nullptr && self->player->mo == self)
 	{
 		self->player->playerstate = PST_DEAD;
-		P_SetPsprite (self->player, ps_weapon,
-			self->player->psprites[ps_weapon].state +
-			(self->FindState("FireHandsLower") - self->FindState("FireHands")));
+
+		DPSprite *psp;
+		psp = self->player->GetPSprite(ps_weapon);
+		psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
 	}
 	return 0;
 }
@@ -390,13 +391,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
 {
 	PARAM_ACTION_PROLOGUE;
 
-	if (self->player != NULL)
+	if (self->player != nullptr)
 	{
-		pspdef_t *psp = &self->player->psprites[ps_weapon];
-		psp->sy += 9;
-		if (psp->sy > WEAPONBOTTOM*2)
+		DPSprite *psp = self->player->GetPSprite(ps_weapon);
+		psp->y += 9;
+		if (psp->y > WEAPONBOTTOM*2)
 		{
-			P_SetPsprite (self->player, ps_weapon, NULL);
+			psp->SetState(nullptr);
 		}
 		if (self->player->extralight > 0) self->player->extralight--;
 	}
diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp
index 96d53d4312..32ae963663 100644
--- a/src/g_strife/a_strifeweapons.cpp
+++ b/src/g_strife/a_strifeweapons.cpp
@@ -216,10 +216,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
 
 	player_t *player = self->player;
 
-	if (player == NULL)
+	if (player == nullptr)
 		return 0;
 
-	P_SetPsprite (player, ps_flash, NULL);
+	player->GetPSprite(ps_flash)->SetState(nullptr);
 	return 0;
 }
 
@@ -233,9 +233,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
 {
 	PARAM_ACTION_PROLOGUE;
 
-	if (self->player != NULL)
+	if (self->player != nullptr)
 	{
-		P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
+		self->player->GetPSprite(ps_flash)->SetState(self->player->ReadyWeapon->FindState(NAME_Flash));
 	}
 	return 0;
 }
@@ -498,10 +498,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
 
 	S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
 
-	if (self->player != NULL)
+	if (self->player != nullptr)
 	{
-		self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() / 64.;
-		self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() / 64.;
+		self->player->GetPSprite(ps_weapon)->x += pr_mauler2.Random2() / 64.;
+		self->player->GetPSprite(ps_weapon)->y += pr_mauler2.Random2() / 64.;
 	}
 	return 0;
 }
@@ -698,24 +698,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
 	DAngle an;
 	AWeapon *weapon;
 
-	if (player == NULL || grenadetype == NULL)
+	if (player == nullptr || grenadetype == nullptr)
 		return 0;
 
-	if ((weapon = player->ReadyWeapon) == NULL)
+	if ((weapon = player->ReadyWeapon) == nullptr)
 		return 0;
 
 	if (!weapon->DepleteAmmo (weapon->bAltFire))
 		return 0;
 
-	P_SetPsprite (player, ps_flash, flash);
-	self->player->psprites[ps_flash].processPending = true;
+	player->GetPSprite(ps_flash)->SetState(flash, true);
 
-	if (grenadetype != NULL)
+	if (grenadetype != nullptr)
 	{
 		self->AddZ(32);
 		grenade = P_SpawnSubMissile (self, grenadetype, self);
 		self->AddZ(-32);
-		if (grenade == NULL)
+		if (grenade == nullptr)
 			return 0;
 
 		if (grenade->SeeSound != 0)
@@ -849,15 +848,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
 {
 	PARAM_ACTION_PROLOGUE;
 
+	DPSprite *pspr;
 	int pieces;
 
-	if (self->player == NULL)
+	if (self->player == nullptr)
 	{
 		return 0;
 	}
 	pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
-	P_SetPsprite (self->player, ps_weapon,
-		self->player->psprites[ps_weapon].state + pieces);
+	pspr = self->player->GetPSprite(ps_weapon);
+	pspr->SetState(pspr->GetState() + pieces);
 	return 0;
 }
 
@@ -875,9 +875,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
 {
 	PARAM_ACTION_PROLOGUE;
 
+	DPSprite *pspr;
 	int pieces;
 
-	if (self->player == NULL)
+	if (self->player == nullptr)
 	{
 		return 0;
 	}
@@ -887,8 +888,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
 	{
 		pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
 	}
-	P_SetPsprite (self->player, ps_weapon,
-		self->player->psprites[ps_weapon].state + pieces);
+	pspr = self->player->GetPSprite(ps_weapon);
+	pspr->SetState(pspr->GetState() + pieces);
 	return 0;
 }
 
@@ -904,15 +905,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
 {
 	PARAM_ACTION_PROLOGUE;
 
+	DPSprite *pspr;
 	int pieces;
 
-	if (self->player == NULL)
+	if (self->player == nullptr)
 	{
 		return 0;
 	}
 	pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
-	P_SetPsprite (self->player, ps_weapon,
-		self->player->psprites[ps_weapon].state + 4*pieces - 3);
+	pspr = self->player->GetPSprite(ps_weapon);
+	pspr->SetState(pspr->GetState() + 4*pieces - 3);
 	return 0;
 }
 
diff --git a/src/m_cheat.cpp b/src/m_cheat.cpp
index ff9e2ac9a3..bb9d41d556 100644
--- a/src/m_cheat.cpp
+++ b/src/m_cheat.cpp
@@ -314,7 +314,7 @@ void cht_DoCheat (player_t *player, int cheat)
 
 	// [GRB]
 	case CHT_RESSURECT:
-		if (player->playerstate != PST_LIVE && player->mo != NULL)
+		if (player->playerstate != PST_LIVE && player->mo != nullptr)
 		{
 			if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
 			{
@@ -343,9 +343,9 @@ void cht_DoCheat (player_t *player, int cheat)
 					player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
 				}
 				player->mo->DamageType = NAME_None;
-				if (player->ReadyWeapon != NULL)
+				if (player->ReadyWeapon != nullptr)
 				{
-					P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
+					player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetUpState());
 				}
 
 				if (player->morphTics > 0)
@@ -932,10 +932,10 @@ void cht_Take (player_t *player, const char *name, int amount)
 				if (weapon)
 					weapon->Destroy ();
 
-				player->ReadyWeapon = NULL;
+				player->ReadyWeapon = nullptr;
 				player->PendingWeapon = WP_NOCHANGE;
-				player->psprites[ps_weapon].state = NULL;
-				player->psprites[ps_flash].state = NULL;
+				player->GetPSprite(ps_weapon)->SetState(nullptr);
+				player->GetPSprite(ps_flash)->SetState(nullptr);
 			}
 		}
 
diff --git a/src/p_local.h b/src/p_local.h
index 8e64c34148..14d7e91525 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -75,7 +75,6 @@ extern int bmapnegy;
 // P_PSPR
 //
 void P_SetupPsprites (player_t* curplayer, bool startweaponup);
-void P_MovePsprites (player_t* curplayer);
 void P_DropWeapon (player_t* player);
 
 
diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp
index fe049bdb49..94f8c57c37 100644
--- a/src/p_mobj.cpp
+++ b/src/p_mobj.cpp
@@ -997,12 +997,12 @@ void AActor::ClearInventory()
 			invp = &inv->Inventory;
 		}
 	}
-	if (player != NULL)
+	if (player != nullptr)
 	{
-		player->ReadyWeapon = NULL;
+		player->ReadyWeapon = nullptr;
 		player->PendingWeapon = WP_NOCHANGE;
-		player->psprites[ps_weapon].state = NULL;
-		player->psprites[ps_flash].state = NULL;
+		player->GetPSprite(ps_weapon)->SetState(nullptr);
+		player->GetPSprite(ps_flash)->SetState(nullptr);
 	}
 }
 
diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp
index fad782b416..656ee4c38c 100644
--- a/src/p_pspr.cpp
+++ b/src/p_pspr.cpp
@@ -93,25 +93,92 @@ static const FGenericButtons ButtonChecks[] =
 
 // CODE --------------------------------------------------------------------
 
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+IMPLEMENT_POINTY_CLASS(DPSprite)
+	DECLARE_POINTER(Caller)
+	DECLARE_POINTER(Next)
+END_POINTERS
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
+: processPending(true), firstTic(true), Owner(owner), Caller(caller), ID(id)
+{
+	DPSprite **prev = &Owner->psprites;
+	while (*prev && (*prev)->ID < ID)
+		prev = &(*prev)->Next;
+
+	Next = *prev;
+	*prev = this;
+
+	if (Next && Next->ID == ID && ID != 0)
+		Next->Destroy(); // Replace it.
+}
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+DPSprite *player_t::GetPSprite(psprnum_t layer)
+{
+	assert(layer > 0 && layer < NUMPSPRITES);
+
+	DPSprite *weapon = nullptr;
+	DPSprite *pspr = psprites;
+	while (pspr)
+	{
+		if (pspr->ID == layer)
+			return pspr;
+
+		if (pspr->ID == ps_weapon)
+			weapon = pspr;
+
+		pspr = pspr->Next;
+	}
+
+	pspr = new DPSprite(this, ReadyWeapon, layer);
+
+	if (layer == ps_flash && weapon)
+	{
+		pspr->x = weapon->x;
+		pspr->y = weapon->y;
+	}
+
+	return pspr;
+}
+
 //---------------------------------------------------------------------------
 //
 // PROC P_NewPspriteTick
 //
 //---------------------------------------------------------------------------
 
-void P_NewPspriteTick()
+void DPSprite::NewTick()
 {
 	// This function should be called after the beginning of a tick, before any possible
 	// prprite-event, or near the end, after any possible psprite event.
 	// Because data is reset for every tick (which it must be) this has no impact on savegames.
-	for (int i = 0; i<MAXPLAYERS; i++)
+	for (int i = 0; i < MAXPLAYERS; i++)
 	{
 		if (playeringame[i])
 		{
-			pspdef_t *pspdef = players[i].psprites;
-			for (int j = 0;j < NUMPSPRITES; j++)
+			DPSprite *pspr = players[i].psprites;
+			while (pspr)
 			{
-				pspdef[j].processPending = true;
+				pspr->processPending = true;
+
+				pspr = pspr->Next;
 			}
 		}
 	}
@@ -123,79 +190,85 @@ void P_NewPspriteTick()
 //
 //---------------------------------------------------------------------------
 
-void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction)
+void DPSprite::SetState(FState *newstate, bool pending)
 {
-	pspdef_t *psp;
-
-	if (position == ps_weapon && !nofunction)
+	if (ID == ps_weapon)
 	{ // A_WeaponReady will re-set these as needed
-		player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
+		Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
 								WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
 	}
 
-	psp = &player->psprites[position];
-	psp->processPending = false; // Do not subsequently perform periodic processing within the same tick.
+	// Special handling for the old hardcoded layers.
+	if (ID > 0 && ID < NUMPSPRITES)
+		Caller = Owner->ReadyWeapon;
+
+	processPending = pending;
 
 	do
 	{
-		if (state == NULL)
+		if (newstate == nullptr)
 		{ // Object removed itself.
-			psp->state = NULL;
-			break;
+			Destroy();
+			return;
 		}
-		psp->state = state;
+		State = newstate;
 
-		if (state->sprite != SPR_FIXED)
+		if (newstate->sprite != SPR_FIXED)
 		{ // okay to change sprite and/or frame
-			if (!state->GetSameFrame())
+			if (!newstate->GetSameFrame())
 			{ // okay to change frame
-				psp->frame = state->GetFrame();
+				Frame = newstate->GetFrame();
 			}
-			if (state->sprite != SPR_NOCHANGE)
+			if (newstate->sprite != SPR_NOCHANGE)
 			{ // okay to change sprite
-				psp->sprite = state->sprite;
+				Sprite = newstate->sprite;
 			}
 		}
 
+		Tics = newstate->GetTics(); // could be 0
 
-		if (sv_fastweapons == 2 && position == ps_weapon)
-			psp->tics = state->ActionFunc == NULL ? 0 : 1;
-		else if (sv_fastweapons == 3)
-			psp->tics = (state->GetTics() != 0);
-		else if (sv_fastweapons)
-			psp->tics = 1;		// great for producing decals :)
-		else
-			psp->tics = state->GetTics(); // could be 0
+		if ((ID > 0 && ID < NUMPSPRITES) || Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
+		{ // The targeter layers are affected by this too.
+			if (sv_fastweapons == 2 && ID == ps_weapon)
+				Tics = newstate->ActionFunc == nullptr ? 0 : 1;
+			else if (sv_fastweapons == 3)
+				Tics = (newstate->GetTics() != 0);
+			else if (sv_fastweapons)
+				Tics = 1;		// great for producing decals :)
+		}
 
-		if (state->GetMisc1())
+		if (newstate->GetMisc1())
 		{ // Set coordinates.
-			psp->sx = state->GetMisc1();
+			x = newstate->GetMisc1();
 		}
-		if (state->GetMisc2())
+		if (newstate->GetMisc2())
 		{
-			psp->sy = state->GetMisc2();
+			y = newstate->GetMisc2();
 		}
 
-		if (!nofunction && player->mo != NULL)
+		if (Owner->mo != nullptr)
 		{
-			FState *newstate;
-			if (state->CallAction(player->mo, player->ReadyWeapon, &newstate))
+			FState *nextstate;
+			if (newstate->CallAction(Owner->mo, Caller, &nextstate))
 			{
-				if (newstate != NULL)
+				if (nextstate != nullptr)
 				{
-					state = newstate;
-					psp->tics = 0;
+					newstate = nextstate;
+					Tics = 0;
 					continue;
 				}
-				if (psp->state == NULL)
+				if (State == nullptr)
 				{
-					break;
+					Destroy();
+					return;
 				}
 			}
 		}
 
-		state = psp->state->GetNextState();
-	} while (!psp->tics); // An initial state of 0 could cycle through.
+		newstate = State->GetNextState();
+	} while (!Tics); // An initial state of 0 could cycle through.
+
+	return;
 }
 
 //---------------------------------------------------------------------------
@@ -211,13 +284,14 @@ void P_BringUpWeapon (player_t *player)
 {
 	FState *newstate;
 	AWeapon *weapon;
+	DPSprite *psweapon = player->GetPSprite(ps_weapon);
 
 	if (player->PendingWeapon == WP_NOCHANGE)
 	{
-		if (player->ReadyWeapon != NULL)
+		if (player->ReadyWeapon != nullptr)
 		{
-			player->psprites[ps_weapon].sy = WEAPONTOP;
-			P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
+			psweapon->y = WEAPONTOP;
+			psweapon->SetState(player->ReadyWeapon->GetReadyState());
 		}
 		return;
 	}
@@ -226,7 +300,7 @@ void P_BringUpWeapon (player_t *player)
 
 	// If the player has a tome of power, use this weapon's powered up
 	// version, if one is available.
-	if (weapon != NULL &&
+	if (weapon != nullptr &&
 		weapon->SisterWeapon &&
 		weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
 		player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
@@ -234,7 +308,7 @@ void P_BringUpWeapon (player_t *player)
 		weapon = weapon->SisterWeapon;
 	}
 
-	if (weapon != NULL)
+	if (weapon != nullptr)
 	{
 		if (weapon->UpSound)
 		{
@@ -245,20 +319,19 @@ void P_BringUpWeapon (player_t *player)
 	}
 	else
 	{
-		newstate = NULL;
+		newstate = nullptr;
 	}
 	player->PendingWeapon = WP_NOCHANGE;
 	player->ReadyWeapon = weapon;
-	player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
+	psweapon->y = player->cheats & CF_INSTANTWEAPSWITCH
 		? WEAPONTOP : WEAPONBOTTOM;
+	psweapon->SetState(newstate);
 	// make sure that the previous weapon's flash state is terminated.
 	// When coming here from a weapon drop it may still be active.
-	P_SetPsprite(player, ps_flash, NULL);
-	P_SetPsprite (player, ps_weapon, newstate);
+	player->GetPSprite(ps_flash)->SetState(nullptr);
 	player->mo->weaponspecial = 0;
 }
 
-
 //---------------------------------------------------------------------------
 //
 // PROC P_FireWeapon
@@ -271,24 +344,24 @@ void P_FireWeapon (player_t *player, FState *state)
 
 	// [SO] 9/2/02: People were able to do an awful lot of damage
 	// when they were observers...
-	if (player->Bot == NULL && bot_observer)
+	if (player->Bot == nullptr && bot_observer)
 	{
 		return;
 	}
 
 	weapon = player->ReadyWeapon;
-	if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
+	if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
 	{
 		return;
 	}
 
 	player->mo->PlayAttacking ();
 	weapon->bAltFire = false;
-	if (state == NULL)
+	if (state == nullptr)
 	{
 		state = weapon->GetAtkState(!!player->refire);
 	}
-	P_SetPsprite (player, ps_weapon, state);
+	player->GetPSprite(ps_weapon)->SetState(state);
 	if (!(weapon->WeaponFlags & WIF_NOALERT))
 	{
 		P_NoiseAlert (player->mo, player->mo, false);
@@ -307,13 +380,13 @@ void P_FireWeaponAlt (player_t *player, FState *state)
 
 	// [SO] 9/2/02: People were able to do an awful lot of damage
 	// when they were observers...
-	if (player->Bot == NULL && bot_observer)
+	if (player->Bot == nullptr && bot_observer)
 	{
 		return;
 	}
 
 	weapon = player->ReadyWeapon;
-	if (weapon == NULL || weapon->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
+	if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
 	{
 		return;
 	}
@@ -321,12 +394,12 @@ void P_FireWeaponAlt (player_t *player, FState *state)
 	player->mo->PlayAttacking ();
 	weapon->bAltFire = true;
 
-	if (state == NULL)
+	if (state == nullptr)
 	{
 		state = weapon->GetAltAtkState(!!player->refire);
 	}
 
-	P_SetPsprite (player, ps_weapon, state);
+	player->GetPSprite(ps_weapon)->SetState(state);
 	if (!(weapon->WeaponFlags & WIF_NOALERT))
 	{
 		P_NoiseAlert (player->mo, player->mo, false);
@@ -343,15 +416,15 @@ void P_FireWeaponAlt (player_t *player, FState *state)
 
 void P_DropWeapon (player_t *player)
 {
-	if (player == NULL)
+	if (player == nullptr)
 	{
 		return;
 	}
 	// Since the weapon is dropping, stop blocking switching.
 	player->WeaponState &= ~WF_DISABLESWITCH;
-	if (player->ReadyWeapon != NULL)
+	if (player->ReadyWeapon != nullptr)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
+		player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetDownState());
 	}
 }
 
@@ -367,7 +440,7 @@ void P_DropWeapon (player_t *player)
 //
 //============================================================================
 
-void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac)
+void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
 {
 	static float curbob;
 	double xx[2], yy[2];
@@ -377,7 +450,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ti
 
 	weapon = player->ReadyWeapon;
 
-	if (weapon == NULL || weapon->WeaponFlags & WIF_DONTBOB)
+	if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
 	{
 		*x = *y = 0;
 		return;
@@ -528,7 +601,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
 	}
 
 	// Play ready sound, if any.
-	if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->FindState(NAME_Ready))
+	if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
 	{
 		if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
 		{
@@ -547,8 +620,8 @@ void DoReadyWeaponToBob (AActor *self)
 	{
 		// Prepare for bobbing action.
 		self->player->WeaponState |= WF_WEAPONBOBBING;
-		self->player->psprites[ps_weapon].sx = 0;
-		self->player->psprites[ps_weapon].sy = WEAPONTOP;
+		self->player->GetPSprite(ps_weapon)->x = 0;
+		self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
 	}
 }
 
@@ -673,12 +746,12 @@ void P_CheckWeaponSwitch (player_t *player)
 
 static void P_CheckWeaponButtons (player_t *player)
 {
-	if (player->Bot == NULL && bot_observer)
+	if (player->Bot == nullptr && bot_observer)
 	{
 		return;
 	}
 	AWeapon *weapon = player->ReadyWeapon;
-	if (weapon == NULL)
+	if (weapon == nullptr)
 	{
 		return;
 	}
@@ -693,11 +766,11 @@ static void P_CheckWeaponButtons (player_t *player)
 			// [XA] don't change state if still null, so if the modder
 			// sets WRF_xxx to true but forgets to define the corresponding
 			// state, the weapon won't disappear. ;)
-			if (state != NULL)
+			if (state != nullptr)
 			{
-				P_SetPsprite(player, ps_weapon, state);
+				player->GetPSprite(ps_weapon)->SetState(state);
 				return;
-	}
+			}
 		}
 	}
 }
@@ -808,31 +881,31 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
 	}
 
 	player_t *player = self->player;
-	pspdef_t *psp;
+	DPSprite *psp;
 
 	if (player && (player->playerstate != PST_DEAD))
 	{
-		psp = &player->psprites[ps_weapon];
+		psp = player->GetPSprite(ps_weapon);
 		if (!(flags & WOF_KEEPX))
 		{
 			if (flags & WOF_ADD)
 			{
-				psp->sx += wx;
+				psp->x += wx;
 			}
 			else
 			{
-				psp->sx = wx;
+				psp->x = wx;
 			}
 		}
 		if (!(flags & WOF_KEEPY))
 		{
 			if (flags & WOF_ADD)
 			{
-				psp->sy += wy;
+				psp->y += wy;
 			}
 			else
 			{
-				psp->sy = wy;
+				psp->y = wy;
 			}
 		}
 	}
@@ -851,35 +924,35 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
 	PARAM_ACTION_PROLOGUE;
 
 	player_t *player = self->player;
-	pspdef_t *psp;
+	DPSprite *psp;
 
-	if (NULL == player)
+	if (nullptr == player)
 	{
 		return 0;
 	}
-	psp = &player->psprites[ps_weapon];
+	psp = player->GetPSprite(ps_weapon);
 	if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
 	{
-		psp->sy = WEAPONBOTTOM;
+		psp->y = WEAPONBOTTOM;
 	}
 	else
 	{
-		psp->sy += LOWERSPEED;
+		psp->y += LOWERSPEED;
 	}
-	if (psp->sy < WEAPONBOTTOM)
+	if (psp->y < WEAPONBOTTOM)
 	{ // Not lowered all the way yet
 		return 0;
 	}
 	if (player->playerstate == PST_DEAD)
 	{ // Player is dead, so don't bring up a pending weapon
-		psp->sy = WEAPONBOTTOM;
+		psp->y = WEAPONBOTTOM;
 	
 		// Player is dead, so keep the weapon off screen
-		P_SetPsprite (player,  ps_weapon, NULL);
+		psp->SetState(nullptr);
 		return 0;
 	}
 	// [RH] Clear the flash state. Only needed for Strife.
-	P_SetPsprite (player, ps_flash, NULL);
+	player->GetPSprite(ps_flash)->SetState(nullptr);
 	P_BringUpWeapon (player);
 	return 0;
 }
@@ -894,14 +967,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
 {
 	PARAM_ACTION_PROLOGUE;
 
-	if (self == NULL)
+	if (self == nullptr)
 	{
 		return 0;
 	}
 	player_t *player = self->player;
-	pspdef_t *psp;
+	DPSprite *psp;
 
-	if (NULL == player)
+	if (nullptr == player)
 	{
 		return 0;
 	}
@@ -910,20 +983,20 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
 		P_DropWeapon(player);
 		return 0;
 	}
-	psp = &player->psprites[ps_weapon];
-	psp->sy -= RAISESPEED;
-	if (psp->sy > WEAPONTOP)
+	psp = player->GetPSprite(ps_weapon);
+	psp->y -= RAISESPEED;
+	if (psp->y > WEAPONTOP)
 	{ // Not raised all the way yet
 		return 0;
 	}
-	psp->sy = WEAPONTOP;
-	if (player->ReadyWeapon != NULL)
+	psp->y = WEAPONTOP;
+	if (player->ReadyWeapon != nullptr)
 	{
-		P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
+		psp->SetState(player->ReadyWeapon->GetReadyState());
 	}
 	else
 	{
-		player->psprites[ps_weapon].state = NULL;
+		psp->SetState(nullptr);
 	}
 	return 0;
 }
@@ -942,12 +1015,12 @@ enum GF_Flags
 DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
 {
 	PARAM_ACTION_PROLOGUE;
-	PARAM_STATE_OPT(flash)	{ flash = NULL; }
+	PARAM_STATE_OPT(flash)	{ flash = nullptr; }
 	PARAM_INT_OPT  (flags)	{ flags = 0; }
 
 	player_t *player = self->player;
 
-	if (NULL == player)
+	if (nullptr == player)
 	{
 		return 0;
 	}
@@ -955,18 +1028,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
 	{
 		player->mo->PlayAttacking2 ();
 	}
-	if (flash == NULL)
+	if (flash == nullptr)
 	{
 		if (player->ReadyWeapon->bAltFire)
 		{
 			flash = player->ReadyWeapon->FindState(NAME_AltFlash);
 		}
-		if (flash == NULL)
+		if (flash == nullptr)
 		{
 			flash = player->ReadyWeapon->FindState(NAME_Flash);
 		}
 	}
-	P_SetPsprite (player, ps_flash, flash);
+	player->GetPSprite(ps_flash)->SetState(flash);
 	return 0;
 }
 
@@ -1084,13 +1157,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
 
 void P_SetupPsprites(player_t *player, bool startweaponup)
 {
-	int i;
-
 	// Remove all psprites
-	for (i = 0; i < NUMPSPRITES; i++)
-	{
-		player->psprites[i].state = NULL;
-	}
+	player->DestroyPSprites();
+
 	// Spawn the ready weapon
 	player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
 	P_BringUpWeapon (player);
@@ -1104,61 +1173,167 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
 //
 //------------------------------------------------------------------------
 
-void P_MovePsprites (player_t *player)
+void player_t::TickPSprites()
 {
-	int i;
-	pspdef_t *psp;
-	FState *state;
+	DPSprite *weapon = nullptr;
+	DPSprite *flash = nullptr;
+	bool noweapon = (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire));
 
-	// [RH] If you don't have a weapon, then the psprites should be NULL.
-	if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
+	DPSprite *pspr = psprites;
+	while (pspr)
 	{
-		P_SetPsprite (player, ps_weapon, NULL);
-		P_SetPsprite (player, ps_flash, NULL);
-		if (player->PendingWeapon != WP_NOCHANGE)
+		// Destroy the psprite if it's from a weapon that isn't currently selected by the player
+		// or if it's from an inventory item that the player no longer owns. 
+		// (except for the old hardcoded layers)
+		if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES) &&
+			(pspr->Caller == nullptr ||
+			(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon) ||
+			(pspr->Caller->Owner != pspr->Owner->mo)))
 		{
-			P_BringUpWeapon (player);
+			pspr->Destroy();
 		}
+		else if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES && noweapon))
+		{
+			pspr->Tick();
+		}
+
+		if (pspr->ID == ps_weapon)
+			weapon = pspr;
+		else if (pspr->ID == ps_flash)
+			flash = pspr;
+
+		pspr = pspr->Next;
+	}
+
+	if (noweapon)
+	{
+		if (weapon) weapon->SetState(nullptr);
+		if (flash) flash->SetState(nullptr);
+		if (PendingWeapon != WP_NOCHANGE)
+			P_BringUpWeapon(this);
 	}
 	else
 	{
-		psp = &player->psprites[0];
-		for (i = 0; i < NUMPSPRITES; i++, psp++)
+		if (weapon && flash)
 		{
-			if ((state = psp->state) != NULL && psp->processPending) // a null state means not active
-			{
-				// drop tic count and possibly change state
-				if (psp->tics != -1)	// a -1 tic count never changes
-				{
-					psp->tics--;
-
-					// [BC] Apply double firing speed.
-					if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
-						psp->tics--;
-
-					if(!psp->tics)
-					{
-						P_SetPsprite (player, i, psp->state->GetNextState());
-					}
-				}
-			}
+			flash->x = weapon->x;
+			flash->y = weapon->y;
 		}
-		player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
-		player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
-		P_CheckWeaponSwitch (player);
-		if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
+		P_CheckWeaponSwitch(this);
+		if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
 		{
-			P_CheckWeaponFire (player);
+			P_CheckWeaponFire(this);
 		}
-
 		// Check custom buttons
-		P_CheckWeaponButtons(player);
-		}
+		P_CheckWeaponButtons(this);
+	}
 }
 
-FArchive &operator<< (FArchive &arc, pspdef_t &def)
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+void DPSprite::Tick()
 {
-	arc << def.state << def.tics << def.sx << def.sy
-		<< def.sprite << def.frame;
-	return arc;
+	oldx = x;
+	oldy = y;
+
+	if (processPending)
+	{
+		// drop tic count and possibly change state
+		if (Tics != -1)	// a -1 tic count never changes
+		{
+			Tics--;
+
+			// [BC] Apply double firing speed.
+			// This is applied to the targeter layers too.
+			if (((ID > 0 && ID < NUMPSPRITES) || (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))) &&
+				(Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED))
+				Tics--;
+
+			if (!Tics)
+				SetState(State->GetNextState());
+		}
+	}
+}
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+void DPSprite::Serialize(FArchive &arc)
+{
+	Super::Serialize(arc);
+
+	arc << Next << Caller << Owner
+		<< State << Tics << Sprite << Frame
+		<< ID << x << y << oldx << oldy;
+}
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+void player_t::DestroyPSprites()
+{
+	DPSprite *pspr = psprites;
+	while (pspr)
+	{
+		pspr->Destroy();
+		pspr = pspr->Next;
+	}
+}
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+void DPSprite::Destroy()
+{
+	DPSprite **prev = &Owner->psprites;
+	while (*prev != this)
+		prev = &(*prev)->Next;
+
+	*prev = Next;
+
+	Super::Destroy();
+}
+
+//------------------------------------------------------------------------
+//
+//
+//
+//------------------------------------------------------------------------
+
+ADD_STAT(psprites)
+{
+	FString out;
+	DPSprite *pspr;
+	for (int i = 0; i < MAXPLAYERS; i++)
+	{
+		if (!playeringame[i])
+			continue;
+
+		out.AppendFormat("[psprites] player: %d | layers: ", i);
+
+		pspr = players[i].psprites;
+		while (pspr)
+		{
+			out.AppendFormat("%d, ", pspr->GetID());
+
+			pspr = pspr->GetNext();
+		}
+
+		out.AppendFormat("\n");
+	}
+
+	return out;
 }
diff --git a/src/p_pspr.h b/src/p_pspr.h
index 397ac4fff4..87e78ef1f8 100644
--- a/src/p_pspr.h
+++ b/src/p_pspr.h
@@ -34,59 +34,72 @@
 //		the right spot at 320x200.
 #define WEAPONTOP				(32+6./16)
 
+class AInventory;
+class FArchive;
 
 //
 // Overlay psprites are scaled shapes
 // drawn directly on the view screen,
 // coordinates are given for a 320*200 view screen.
 //
-typedef enum
+enum psprnum_t // These are all called by the owner's ReadyWeapon.
 {
-	ps_weapon,
+	ps_weapon = 1,
 	ps_flash,
 	ps_targetcenter,
 	ps_targetleft,
 	ps_targetright,
 	NUMPSPRITES
-
-} psprnum_t;
-
-/*
-inline FArchive &operator<< (FArchive &arc, psprnum_t &i)
-{
-	BYTE val = (BYTE)i;
-	arc << val;
-	i = (psprnum_t)val;
-	return arc;
-}
-*/
-
-struct pspdef_t
-{
-	FState*		state;	// a NULL state means not active
-	int 		tics;
-	double	 	sx;
-	double 		sy;
-	int			sprite;
-	int			frame;
-	bool		processPending; // true: waiting for periodic processing on this tick
 };
 
-class FArchive;
+class DPSprite : public DObject
+{
+	DECLARE_CLASS (DPSprite, DObject)
+	HAS_OBJECT_POINTERS
+public:
+	DPSprite(player_t *owner, AInventory *caller, int id);
 
-FArchive &operator<< (FArchive &, pspdef_t &);
+	static void NewTick();
+	void SetState(FState *newstate, bool pending = false);
 
-class player_t;
-class AActor;
-struct FState;
+	int					GetID()		const { return ID; }
+	int					GetSprite()	const { return Sprite; }
+	int					GetFrame()	const { return Frame; }
+	FState*				GetState()	const { return State; }
+	DPSprite*			GetNext()	const { return Next; }
+	TObjPtr<AInventory>	GetCaller()	const { return Caller; }
+
+	double x, y;
+	double oldx, oldy;
+	bool firstTic;
+	int Tics;
+
+private:
+	DPSprite () {}
+
+	void Serialize(FArchive &arc);
+	void Tick();
+	void Destroy();
+
+	TObjPtr<AInventory> Caller;
+	DPSprite *Next;
+	player_t *Owner;
+	FState *State;
+	int Sprite;
+	int Frame;
+	int ID;
+	bool processPending; // true: waiting for periodic processing on this tick
+
+	friend class player_t;
+	friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
+};
 
 void P_NewPspriteTick();
-void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction=false);
 void P_CalcSwing (player_t *player);
 void P_BringUpWeapon (player_t *player);
 void P_FireWeapon (player_t *player);
 void P_DropWeapon (player_t *player);
-void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac);
+void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
 DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
 
 void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
diff --git a/src/p_saveg.cpp b/src/p_saveg.cpp
index af59924882..049673abdd 100644
--- a/src/p_saveg.cpp
+++ b/src/p_saveg.cpp
@@ -274,7 +274,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
 
 	dst->cheats |= chasecam;
 
-	if (dst->Bot != NULL)
+	if (dst->Bot != nullptr)
 	{
 		botinfo_t *thebot = bglobal.botinfo;
 		while (thebot && stricmp (name, thebot->name))
@@ -296,10 +296,23 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
 	dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
 
 	// Make sure the player pawn points to the proper player struct.
-	if (dst->mo != NULL)
+	if (dst->mo != nullptr)
 	{
 		dst->mo->player = dst;
 	}
+
+	// Same for the psprites.
+	DPSprite *pspr = dst->psprites;
+	while (pspr)
+	{
+		pspr->Owner = dst;
+
+		pspr = pspr->Next;
+	}
+
+	// Don't let the psprites be destroyed when src is destroyed.
+	src->psprites = nullptr;
+
 	// These 2 variables may not be overwritten.
 	dst->attackdown = attackdown;
 	dst->usedown = usedown;
diff --git a/src/p_tick.cpp b/src/p_tick.cpp
index 032aa8bf55..e3704d3ff6 100644
--- a/src/p_tick.cpp
+++ b/src/p_tick.cpp
@@ -87,7 +87,7 @@ void P_Ticker (void)
 	if (paused || P_CheckTickerPaused())
 		return;
 
-	P_NewPspriteTick();
+	DPSprite::NewTick();
 
 	// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
 	if ((level.time & 3) == 0)
diff --git a/src/p_user.cpp b/src/p_user.cpp
index 4860440704..353c35309e 100644
--- a/src/p_user.cpp
+++ b/src/p_user.cpp
@@ -270,6 +270,7 @@ player_t::player_t()
   WeaponState(0),
   ReadyWeapon(0),
   PendingWeapon(0),
+  psprites(0),
   cheats(0),
   timefreezer(0),
   refire(0),
@@ -315,7 +316,11 @@ player_t::player_t()
 {
 	memset (&cmd, 0, sizeof(cmd));
 	memset (frags, 0, sizeof(frags));
-	memset (psprites, 0, sizeof(psprites));
+}
+
+player_t::~player_t()
+{
+	DestroyPSprites();
 }
 
 player_t &player_t::operator=(const player_t &p)
@@ -371,7 +376,7 @@ player_t &player_t::operator=(const player_t &p)
 	extralight = p.extralight;
 	fixedcolormap = p.fixedcolormap;
 	fixedlightlevel = p.fixedlightlevel;
-	memcpy(psprites, &p.psprites, sizeof(psprites));
+	psprites = p.psprites;
 	morphTics = p.morphTics;
 	MorphedPlayerClass = p.MorphedPlayerClass;
 	MorphStyle = p.MorphStyle;
@@ -433,6 +438,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
 	if (ReadyWeapon == old)			ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
 	if (PendingWeapon == old)		PendingWeapon = static_cast<AWeapon *>(rep), changed++;
 	if (*&PremorphWeapon == old)	PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
+	if (psprites == old)			psprites = static_cast<DPSprite *>(rep), changed++;
 	if (*&ConversationNPC == old)	ConversationNPC = replacement, changed++;
 	if (*&ConversationPC == old)	ConversationPC = replacement, changed++;
 	if (*&MUSINFOactor == old)		MUSINFOactor = replacement, changed++;
@@ -451,6 +457,7 @@ size_t player_t::PropagateMark()
 	GC::Mark(ConversationPC);
 	GC::Mark(MUSINFOactor);
 	GC::Mark(PremorphWeapon);
+	GC::Mark(psprites);
 	if (PendingWeapon != WP_NOCHANGE)
 	{
 		GC::Mark(PendingWeapon);
@@ -1369,35 +1376,36 @@ void APlayerPawn::MorphPlayerThink ()
 void APlayerPawn::ActivateMorphWeapon ()
 {
 	PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
+	DPSprite *pspr = player->GetPSprite(ps_weapon);
 	player->PendingWeapon = WP_NOCHANGE;
-	player->psprites[ps_weapon].sy = WEAPONTOP;
+	pspr->y = WEAPONTOP;
 
-	if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
+	if (morphweapon == nullptr || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
 	{ // No weapon at all while morphed!
-		player->ReadyWeapon = NULL;
-		P_SetPsprite (player, ps_weapon, NULL);
+		player->ReadyWeapon = nullptr;
+		pspr->SetState(nullptr);
 	}
 	else
 	{
 		player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
-		if (player->ReadyWeapon == NULL)
+		if (player->ReadyWeapon == nullptr)
 		{
 			player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
-			if (player->ReadyWeapon != NULL)
+			if (player->ReadyWeapon != nullptr)
 			{
 				player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
 			}
 		}
-		if (player->ReadyWeapon != NULL)
+		if (player->ReadyWeapon != nullptr)
 		{
-			P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
+			pspr->SetState(player->ReadyWeapon->GetReadyState());
 		}
 		else
 		{
-			P_SetPsprite (player, ps_weapon, NULL);
+			pspr->SetState(nullptr);
 		}
 	}
-	P_SetPsprite (player, ps_flash, NULL);
+	player->GetPSprite(ps_flash)->SetState(nullptr);
 
 	player->PendingWeapon = WP_NOCHANGE;
 }
@@ -2114,7 +2122,7 @@ void P_DeathThink (player_t *player)
 	int dir;
 	DAngle delta;
 
-	P_MovePsprites (player);
+	player->TickPSprites();
 
 	player->onground = (player->mo->Z() <= player->mo->floorz);
 	if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
@@ -2634,7 +2642,7 @@ void P_PlayerThink (player_t *player)
 			}
 		}
 		// Cycle psprites
-		P_MovePsprites (player);
+		player->TickPSprites();
 
 		// Other Counters
 		if (player->damagecount)
@@ -3064,8 +3072,37 @@ void player_t::Serialize (FArchive &arc)
 
 	for (i = 0; i < MAXPLAYERS; i++)
 		arc << frags[i];
-	for (i = 0; i < NUMPSPRITES; i++)
-		arc << psprites[i];
+
+	if (SaveVersion < 4547)
+	{
+		for (i = ps_weapon; i < NUMPSPRITES; i++)
+		{
+			FState *state;
+			int tics;
+			double sx, sy;
+			int sprite;
+			int frame;
+
+			arc << state << tics
+				<< sx << sy
+				<< sprite << frame;
+
+			if (state != nullptr)
+			{
+				DPSprite *pspr;
+				pspr = GetPSprite(psprnum_t(i));
+				pspr->State = state;
+				pspr->Tics = tics;
+				pspr->x = sx;
+				pspr->y = sy;
+				pspr->Sprite = sprite;
+				pspr->Frame = frame;
+				pspr->Owner = this;
+			}
+		}
+	}
+	else
+		arc << psprites;
 
 	arc << CurrentPlayerClass;
 
diff --git a/src/r_things.cpp b/src/r_things.cpp
index 427e61b065..704b6509ce 100644
--- a/src/r_things.cpp
+++ b/src/r_things.cpp
@@ -92,6 +92,7 @@ extern double globaluclip, globaldclip;
 extern float MaskedScaleY;
 
 #define MINZ			double((2048*4) / double(1 << 20))
+#define BASEXCENTER		(160)
 #define BASEYCENTER 	(100)
 
 EXTERN_CVAR (Bool, st_scale)
@@ -111,9 +112,15 @@ double			pspriteyscale;
 fixed_t			sky1scale;			// [RH] Sky 1 scale factor
 fixed_t			sky2scale;			// [RH] Sky 2 scale factor
 
-vissprite_t		*VisPSprites[NUMPSPRITES];
-int				VisPSpritesX1[NUMPSPRITES];
-FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES];
+// Used to store a psprite's drawing information if it needs to be drawn later.
+struct vispsp_t
+{
+	vissprite_t			*vis;
+	FDynamicColormap	*basecolormap;
+	int					x1;
+};
+TArray<vispsp_t>	vispsprites;
+unsigned int		vispspindex;
 
 static int		spriteshade;
 
@@ -1269,48 +1276,41 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
 	}
 }
 
-
 //
 // R_DrawPSprite
 //
-void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double sy)
+void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, double ticfrac)
 {
 	double 				tx;
 	int 				x1;
 	int 				x2;
+	double				sx, sy;
 	spritedef_t*		sprdef;
 	spriteframe_t*		sprframe;
 	FTextureID			picnum;
 	WORD				flip;
 	FTexture*			tex;
 	vissprite_t*		vis;
-	static vissprite_t	avis[NUMPSPRITES + 1];
-	static vissprite_t	*avisp[countof(avis)];
-	bool noaccel;
+	bool				noaccel;
+	bool				isweapon;
+	static TArray<vissprite_t> avis;
 
-	assert(pspnum >= 0 && pspnum < NUMPSPRITES);
-
-	if (avisp[0] == NULL)
-	{
-		for (unsigned i = 0; i < countof(avis); ++i)
-		{
-			avisp[i] = &avis[i];
-		}
-	}
+	if (avis.Size() < vispspindex + 1)
+		avis.Reserve(avis.Size() - vispspindex + 1);
 
 	// decide which patch to use
-	if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
+	if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
 	{
-		DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
+		DPrintf("R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
 		return;
 	}
-	sprdef = &sprites[psp->sprite];
-	if (psp->frame >= sprdef->numframes)
+	sprdef = &sprites[pspr->GetSprite()];
+	if (pspr->GetFrame() >= sprdef->numframes)
 	{
-		DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
+		DPrintf("R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
 		return;
 	}
-	sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
+	sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
 
 	picnum = sprframe->Texture[0];
 	flip = sprframe->Flip & 1;
@@ -1319,15 +1319,33 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 	if (tex->UseType == FTexture::TEX_Null)
 		return;
 
+	isweapon = ((pspr->GetID() > 0 && pspr->GetID() < ps_targetcenter) ||
+				(pspr->GetID() >= NUMPSPRITES && pspr->GetCaller() && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon))));
+
+	if (pspr->firstTic)
+	{ // Can't interpolate the first tic.
+		pspr->firstTic = false;
+		pspr->oldx = pspr->x;
+		pspr->oldy = pspr->y;
+	}
+
+	sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
+	sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
+	if (isweapon)
+	{ // [RH] Don't bob the targeter/non-weapon layers.
+		sx += ofsx;
+		sy += ofsy;
+	}
+
 	// calculate edges of the shape
-	tx = sx - (320 / 2);
+	tx = sx - BASEXCENTER;
 
 	tx -= tex->GetScaledLeftOffset();
 	x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
 
 	// off the right side
 	if (x1 > viewwidth)
-		return; 
+		return;
 
 	tx += tex->GetScaledWidth();
 	x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
@@ -1335,9 +1353,9 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 	// off the left side
 	if (x2 <= 0)
 		return;
-	
+
 	// store information in a vissprite
-	vis = avisp[NUMPSPRITES];
+	vis = &avis[vispspindex];
 	vis->renderflags = owner->renderflags;
 	vis->floorclip = 0;
 
@@ -1345,14 +1363,14 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 
 	if (camera->player && (RenderTarget != screen ||
 		viewheight == RenderTarget->GetHeight() ||
-		(RenderTarget->GetWidth() > 320 && !st_scale)))
+		(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
 	{	// Adjust PSprite for fullscreen views
-		AWeapon *weapon = NULL;
-		if (camera->player != NULL)
+		AWeapon *weapon = nullptr;
+		if (camera->player != nullptr)
 		{
 			weapon = camera->player->ReadyWeapon;
 		}
-		if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
+		if (isweapon && weapon != nullptr && weapon->YAdjust != 0)
 		{
 			if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
 			{
@@ -1360,11 +1378,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 			}
 			else
 			{
-				vis->texturemid -= StatusBar->GetDisplacement () * weapon->YAdjust;
+				vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
 			}
 		}
 	}
-	if (pspnum <= ps_flash)
+	if (isweapon)
 	{ // Move the weapon down for 1280x1024.
 		vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
 	}
@@ -1388,11 +1406,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 	}
 
 	if (vis->x1 > x1)
-		vis->startfrac += vis->xiscale*(vis->x1-x1);
+		vis->startfrac += vis->xiscale*(vis->x1 - x1);
 
 	noaccel = false;
-	FDynamicColormap *colormap_to_use = NULL;
-	if (pspnum <= ps_flash)
+	FDynamicColormap *colormap_to_use = nullptr;
+	if (isweapon)
 	{
 		vis->Style.Alpha = float(owner->Alpha);
 		vis->Style.RenderStyle = owner->RenderStyle;
@@ -1413,16 +1431,16 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 		{
 			if (invertcolormap)
 			{ // Fade to white
-				mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
+				mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
 				invertcolormap = false;
 			}
 			else
 			{ // Fade to black
-				mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
+				mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
 			}
 		}
 
-		if (realfixedcolormap != NULL)
+		if (realfixedcolormap != nullptr)
 		{ // fixed color
 			vis->Style.colormap = realfixedcolormap->Colormap;
 		}
@@ -1436,25 +1454,25 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 			{
 				vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
 			}
-			else if (!foggy && psp->state->GetFullbright())
+			else if (!foggy && pspr->GetState()->GetFullbright())
 			{ // full bright
 				vis->Style.colormap = mybasecolormap->Maps;	// [RH] use basecolormap
 			}
 			else
 			{ // local light
-				vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
+				vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
 			}
 		}
-		if (camera->Inventory != NULL)
+		if (camera->Inventory != nullptr)
 		{
 			lighttable_t *oldcolormap = vis->Style.colormap;
-			camera->Inventory->AlterWeaponSprite (&vis->Style);
+			camera->Inventory->AlterWeaponSprite(&vis->Style);
 			if (vis->Style.colormap != oldcolormap)
 			{
 				// The colormap has changed. Is it one we can easily identify?
 				// If not, then don't bother trying to identify it for
 				// hardware accelerated drawing.
-				if (vis->Style.colormap < SpecialColormaps[0].Colormap || 
+				if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
 					vis->Style.colormap > SpecialColormaps.Last().Colormap)
 				{
 					noaccel = true;
@@ -1462,7 +1480,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 				// Has the basecolormap changed? If so, we can't hardware accelerate it,
 				// since we don't know what it is anymore.
 				else if (vis->Style.colormap < mybasecolormap->Maps ||
-					vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
+					vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
 				{
 					noaccel = true;
 				}
@@ -1482,7 +1500,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 		}
 		// If the main colormap has fixed lights, and this sprite is being drawn with that
 		// colormap, disable acceleration so that the lights can remain fixed.
-		if (!noaccel && realfixedcolormap == NULL &&
+		if (!noaccel && realfixedcolormap == nullptr &&
 			NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
 			vis->pic->UseBasePalette())
 		{
@@ -1505,18 +1523,19 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
 		style.CheckFuzz();
 		if (style.BlendOp != STYLEOP_Fuzz)
 		{
-			VisPSpritesX1[pspnum] = x1;
-			VisPSpritesBaseColormap[pspnum] = colormap_to_use;
-			VisPSprites[pspnum] = vis;
-			swapvalues(avisp[pspnum], avisp[NUMPSPRITES]);
+			if (vispsprites.Size() < vispspindex + 1)
+				vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
+
+			vispsprites[vispspindex].vis = vis;
+			vispsprites[vispspindex].basecolormap = colormap_to_use;
+			vispsprites[vispspindex].x1 = x1;
+			vispspindex++;
 			return;
 		}
 	}
-	R_DrawVisSprite (vis);
+	R_DrawVisSprite(vis);
 }
 
-
-
 //==========================================================================
 //
 // R_DrawPlayerSprites
@@ -1527,7 +1546,7 @@ void R_DrawPlayerSprites ()
 {
 	int 		i;
 	int 		lightnum;
-	pspdef_t*	psp;
+	DPSprite*	psp;
 	sector_t*	sec = NULL;
 	static sector_t tempsec;
 	int			floorlight, ceilinglight;
@@ -1540,28 +1559,35 @@ void R_DrawPlayerSprites ()
 		(r_deathcamera && camera->health <= 0))
 		return;
 
-	if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
-		for(i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
-			if(ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) {
+	if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
+	{
+		for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
+		{
+			if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
+			{
 				rover = viewsector->e->XFloor.lightlist[i].caster;
-				if(rover) {
-					if(rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
+				if (rover)
+				{
+					if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
 						break;
 					sec = rover->model;
-					if(rover->flags & FF_FADEWALLS)
+					if (rover->flags & FF_FADEWALLS)
 						basecolormap = sec->ColorMap;
 					else
 						basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
 				}
 				break;
 			}
-		if(!sec) {
+		}
+		if(!sec)
+		{
 			sec = viewsector;
 			basecolormap = sec->ColorMap;
 		}
 		floorlight = ceilinglight = sec->lightlevel;
-	} else {
-		// This used to use camera->Sector but due to interpolation that can be incorrect
+	}
+	else
+	{	// This used to use camera->Sector but due to interpolation that can be incorrect
 		// when the interpolated viewpoint is in a different sector than the camera.
 		sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
 			&ceilinglight, false);
@@ -1589,23 +1615,19 @@ void R_DrawPlayerSprites ()
 
 		CenterY = viewheight / 2;
 
-		P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
+		P_BobWeapon (camera->player, &ofsx, &ofsy, r_TicFracF);
 
 		// add all active psprites
-		for (i = 0, psp = camera->player->psprites;
-			 i < NUMPSPRITES;
-			 i++, psp++)
+		psp = camera->player->psprites;
+		while (psp)
 		{
 			// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
-			if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
+			if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
 			{
-				R_DrawPSprite (psp, i, camera, psp->sx + ofsx, psp->sy + ofsy);
-			}
-			// [RH] Don't bob the targeter.
-			if (i == ps_flash)
-			{
-				ofsx = ofsy = 0;
+				R_DrawPSprite(psp, camera, ofsx, ofsy, r_TicFracF);
 			}
+
+			psp = psp->GetNext();
 		}
 
 		CenterY = centerhack;
@@ -1623,65 +1645,62 @@ void R_DrawPlayerSprites ()
 
 void R_DrawRemainingPlayerSprites()
 {
-	for (int i = 0; i < NUMPSPRITES; ++i)
+	for (unsigned int i = 0; i < vispspindex; i++)
 	{
 		vissprite_t *vis;
 		
-		vis = VisPSprites[i];
-		VisPSprites[i] = NULL;
+		vis = vispsprites[i].vis;
+		FDynamicColormap *colormap = vispsprites[i].basecolormap;
+		bool flip = vis->xiscale < 0;
+		FSpecialColormap *special = NULL;
+		PalEntry overlay = 0;
+		FColormapStyle colormapstyle;
+		bool usecolormapstyle = false;
 
-		if (vis != NULL)
+		if (vis->Style.colormap >= SpecialColormaps[0].Colormap && 
+			vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
 		{
-			FDynamicColormap *colormap = VisPSpritesBaseColormap[i];
-			bool flip = vis->xiscale < 0;
-			FSpecialColormap *special = NULL;
-			PalEntry overlay = 0;
-			FColormapStyle colormapstyle;
-			bool usecolormapstyle = false;
-
-			if (vis->Style.colormap >= SpecialColormaps[0].Colormap && 
-				vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
-			{
-				// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
-				ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
-				special = &SpecialColormaps[specialmap];
-			}
-			else if (colormap->Color == PalEntry(255,255,255) &&
-				colormap->Desaturate == 0)
-			{
-				overlay = colormap->Fade;
-				overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
-			}
-			else
-			{
-				usecolormapstyle = true;
-				colormapstyle.Color = colormap->Color;
-				colormapstyle.Fade = colormap->Fade;
-				colormapstyle.Desaturate = colormap->Desaturate;
-				colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
-			}
-			screen->DrawTexture(vis->pic,
-				viewwindowx + VisPSpritesX1[i],
-				viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
-				DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
-				DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
-				DTA_Translation, TranslationToTable(vis->Translation),
-				DTA_FlipX, flip,
-				DTA_TopOffset, 0,
-				DTA_LeftOffset, 0,
-				DTA_ClipLeft, viewwindowx,
-				DTA_ClipTop, viewwindowy,
-				DTA_ClipRight, viewwindowx + viewwidth,
-				DTA_ClipBottom, viewwindowy + viewheight,
-				DTA_AlphaF, vis->Style.Alpha,
-				DTA_RenderStyle, vis->Style.RenderStyle,
-				DTA_FillColor, vis->FillColor,
-				DTA_SpecialColormap, special,
-				DTA_ColorOverlay, overlay.d,
-				DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
-				TAG_DONE);
+			// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
+			ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
+			special = &SpecialColormaps[specialmap];
 		}
+		else if (colormap->Color == PalEntry(255,255,255) &&
+			colormap->Desaturate == 0)
+		{
+			overlay = colormap->Fade;
+			overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
+		}
+		else
+		{
+			usecolormapstyle = true;
+			colormapstyle.Color = colormap->Color;
+			colormapstyle.Fade = colormap->Fade;
+			colormapstyle.Desaturate = colormap->Desaturate;
+			colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
+		}
+		screen->DrawTexture(vis->pic,
+			viewwindowx + vispsprites[i].x1,
+			viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
+			DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
+			DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
+			DTA_Translation, TranslationToTable(vis->Translation),
+			DTA_FlipX, flip,
+			DTA_TopOffset, 0,
+			DTA_LeftOffset, 0,
+			DTA_ClipLeft, viewwindowx,
+			DTA_ClipTop, viewwindowy,
+			DTA_ClipRight, viewwindowx + viewwidth,
+			DTA_ClipBottom, viewwindowy + viewheight,
+			DTA_AlphaF, vis->Style.Alpha,
+			DTA_RenderStyle, vis->Style.RenderStyle,
+			DTA_FillColor, vis->FillColor,
+			DTA_SpecialColormap, special,
+			DTA_ColorOverlay, overlay.d,
+			DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
+			TAG_DONE);
 	}
+
+	vispspindex = 0;
 }
 
 //
diff --git a/src/r_things.h b/src/r_things.h
index 1cf9b02007..29e69d3a56 100644
--- a/src/r_things.h
+++ b/src/r_things.h
@@ -130,7 +130,6 @@ void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Sp
 void R_CacheSprite (spritedef_t *sprite);
 void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
 void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
-void R_AddPSprites ();
 void R_DrawSprites ();
 void R_ClearSprites ();
 void R_DrawMasked ();
diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp
index afbc036a67..aaa4981eb5 100644
--- a/src/thingdef/thingdef_codeptr.cpp
+++ b/src/thingdef/thingdef_codeptr.cpp
@@ -5706,15 +5706,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
 	PARAM_ACTION_PROLOGUE;
 	PARAM_INT(tics_to_set);
 
-	if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
-	{ // Is this a weapon? Need to check psp states for a match, then. Blah.
-		for (int i = 0; i < NUMPSPRITES; ++i)
+	if (stateowner != self && self->player != nullptr && stateowner->IsKindOf(RUNTIME_CLASS(AInventory)))
+	{ // Need to check psp states for a match, then. Blah.
+		DPSprite *pspr = self->player->psprites;
+		while (pspr)
 		{
-			if (self->player->psprites[i].state == callingstate)
+			if (pspr->GetState() == callingstate)
 			{
-				self->player->psprites[i].tics = tics_to_set;
+				pspr->Tics = tics_to_set;
 				return 0;
 			}
+
+			pspr = pspr->GetNext();
 		}
 	}
 	// Just set tics for self.
diff --git a/src/version.h b/src/version.h
index 52b7ea0ba6..5378c5721d 100644
--- a/src/version.h
+++ b/src/version.h
@@ -76,7 +76,7 @@ const char *GetVersionString();
 
 // Use 4500 as the base git save version, since it's higher than the
 // SVN revision ever got.
-#define SAVEVER 4546
+#define SAVEVER 4547
 
 #define SAVEVERSTRINGIFY2(x) #x
 #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)