diff --git a/source/games/blood/src/_polymost.cpp b/source/games/blood/src/_polymost.cpp
index 08e3eac72..293a1eb23 100644
--- a/source/games/blood/src/_polymost.cpp
+++ b/source/games/blood/src/_polymost.cpp
@@ -276,8 +276,8 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
                 sector[nSector].floorstat |= CSTAT_SECTOR_SKY;
                 renderDrawMasks();
                 sector[nSector].floorstat = fstat;
-                for (int i = 0; i < 16; i++)
-                    gotpic.Clear(4080 + i);
+                for (int ii = 0; ii < 16; ii++)
+                    gotpic.Clear(4080 + ii);
                 if (viewPlayer >= 0)
                 {
                     gPlayer[viewPlayer].actor->spr.cstat = bakCstat;
@@ -308,8 +308,8 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
                 sector[nSector].ceilingstat |= CSTAT_SECTOR_SKY;
                 renderDrawMasks();
                 sector[nSector].ceilingstat = cstat;
-                for (int i = 0; i < 16; i++)
-                    gotpic.Clear(4080 + i);
+                for (int ii = 0; ii < 16; ii++)
+                    gotpic.Clear(4080 + ii);
                 if (viewPlayer >= 0)
                 {
                     gPlayer[viewPlayer].actor->spr.cstat = bakCstat;
diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp
index 7639d96d2..2b19518e4 100644
--- a/source/games/blood/src/actor.cpp
+++ b/source/games/blood/src/actor.cpp
@@ -6740,10 +6740,10 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
 			nSurf = surfType[pWall->picnum];
 			if (actCanSplatWall(pWall))
 			{
-				int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
-				int y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
-				int z = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
-				int nSurf = surfType[pWall->picnum];
+				x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
+				y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
+				z = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
+				nSurf = surfType[pWall->picnum];
 				assert(nSurf < kSurfMax);
 				if (pVectorData->surfHit[nSurf].fx1 >= 0)
 				{
@@ -6828,7 +6828,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
 				}
 				if (Chance(pVectorData->fxChance))
 				{
-					int t = gVectorData[19].maxDist;
+					t = gVectorData[19].maxDist;
 					a4 += Random3(4000);
 					a5 += Random3(4000);
 					a6 += Random3(4000);
@@ -6837,14 +6837,14 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
 						if (approxDist(gHitInfo.hitpos.X - actor->spr.pos.X, gHitInfo.hitpos.Y - actor->spr.pos.Y) <= t)
 						{
 							auto pWall = gHitInfo.hitWall;
-							auto pSector = gHitInfo.hitSector;
+							pSector = gHitInfo.hitSector;
 							if (actCanSplatWall(pWall))
 							{
-								int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
-								int y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
-								int z = gHitInfo.hitpos.Z - MulScale(a6, 16 << 4, 14);
-								int nSurf = surfType[pWall->picnum];
-								const VECTORDATA* pVectorData = &gVectorData[19];
+								x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
+								y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
+								z = gHitInfo.hitpos.Z - MulScale(a6, 16 << 4, 14);
+								nSurf = surfType[pWall->picnum];
+								pVectorData = &gVectorData[19];
 								FX_ID t2 = pVectorData->surfHit[nSurf].fx2;
 								FX_ID t3 = pVectorData->surfHit[nSurf].fx3;
 
diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp
index d510637dc..c27c1c591 100644
--- a/source/games/blood/src/ai.cpp
+++ b/source/games/blood/src/ai.cpp
@@ -1592,7 +1592,7 @@ void aiLookForTarget(DBloodActor* actor)
 				int nDist = approxDist(dx, dy);
 				if (actor2->spr.type == kDudeInnocent)
 				{
-					DUDEINFO* pDudeInfo = getDudeInfo(actor2->spr.type);
+					pDudeInfo = getDudeInfo(actor2->spr.type);
 					if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
 						continue;
 					aiSetTarget(actor, actor2);
diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp
index 3a1366925..c041d59fe 100644
--- a/source/games/blood/src/aibeast.cpp
+++ b/source/games/blood/src/aibeast.cpp
@@ -80,8 +80,8 @@ void SlashSeqCallback(int, DBloodActor* actor)
 
 void StompSeqCallback(int, DBloodActor* actor)
 {
-	int dx = bcos(actor->spr.ang);
-	int dy = bsin(actor->spr.ang);
+	int angx = bcos(actor->spr.ang);
+	int angy = bsin(actor->spr.ang);
 	int x = actor->spr.pos.X;
 	int y = actor->spr.pos.Y;
 	int z = actor->spr.pos.Z;
@@ -91,9 +91,9 @@ void StompSeqCallback(int, DBloodActor* actor)
 	int v10 = 25 + 30 * gGameOptions.nDifficulty;
 	const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
 	auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod);
-	int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
-	DBloodActor* actor2 = nullptr;
-	actHitcodeToData(hit, &gHitInfo, &actor2);
+	int hit = HitScan(actor, actor->spr.pos.Z, angx, angy, 0, CLIPMASK1, 0);
+	DBloodActor* actorh = nullptr;
+	actHitcodeToData(hit, &gHitInfo, &actorh);
 
 	vc <<= 4;
 	BloodStatIterator it1(kStatDude);
diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp
index af44bdb22..2d8992434 100644
--- a/source/games/blood/src/aicerber.cpp
+++ b/source/games/blood/src/aicerber.cpp
@@ -122,16 +122,16 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
 			int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
 			if (abs(nDeltaAngle) <= tt1.at8)
 			{
-				int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
+				int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = tz;
+					aim.dz = tz1;
 			}
 		}
 	}
@@ -200,17 +200,17 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
 			if (abs(nDeltaAngle) <= tt1.at8)
 			{
 				DUDEINFO* pDudeInfo2 = getDudeInfo(actor2->spr.type);
-				int height = (pDudeInfo2->aimHeight * actor2->spr.yrepeat) << 2;
-				int tz = (z2 - height) - z;
+				int height1 = (pDudeInfo2->aimHeight * actor2->spr.yrepeat) << 2;
+				int tz1 = (z2 - height1) - z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = tz;
+					aim.dz = tz1;
 			}
 		}
 	}
diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp
index 076b27d7f..b1751dd35 100644
--- a/source/games/blood/src/aigarg.cpp
+++ b/source/games/blood/src/aigarg.cpp
@@ -151,26 +151,26 @@ void BlastSSeqCallback(int, DBloodActor* actor)
 			int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
 			if (abs(nDeltaAngle) <= tt.at8)
 			{
-				int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
+				int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
-					if (tz > -0x333)
-						aim.dz = DivScale(tz, nDist, 10);
-					else if (tz < -0x333 && tz > -0xb33)
-						aim.dz = DivScale(tz, nDist, 10) + 9460;
-					else if (tz < -0xb33 && tz > -0x3000)
-						aim.dz = DivScale(tz, nDist, 10) + 9460;
-					else if (tz < -0x3000)
-						aim.dz = DivScale(tz, nDist, 10) - 7500;
+					aim.dz = DivScale(tz1, nDist, 10);
+					if (tz1 > -0x333)
+						aim.dz = DivScale(tz1, nDist, 10);
+					else if (tz1 < -0x333 && tz1 > -0xb33)
+						aim.dz = DivScale(tz1, nDist, 10) + 9460;
+					else if (tz1 < -0xb33 && tz1 > -0x3000)
+						aim.dz = DivScale(tz1, nDist, 10) + 9460;
+					else if (tz1 < -0x3000)
+						aim.dz = DivScale(tz1, nDist, 10) - 7500;
 					else
-						aim.dz = DivScale(tz, nDist, 10);
+						aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 			}
 		}
 	}
diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp
index 3805ce20f..f54457d6f 100644
--- a/source/games/blood/src/aighost.cpp
+++ b/source/games/blood/src/aighost.cpp
@@ -137,26 +137,26 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
 			int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
 			if (abs(nDeltaAngle) <= tt.at8)
 			{
-				int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
+				int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
-					if (tz > -0x333)
-						aim.dz = DivScale(tz, nDist, 10);
-					else if (tz < -0x333 && tz > -0xb33)
-						aim.dz = DivScale(tz, nDist, 10) + 9460;
-					else if (tz < -0xb33 && tz > -0x3000)
-						aim.dz = DivScale(tz, nDist, 10) + 9460;
-					else if (tz < -0x3000)
-						aim.dz = DivScale(tz, nDist, 10) - 7500;
+					aim.dz = DivScale(tz1, nDist, 10);
+					if (tz1 > -0x333)
+						aim.dz = DivScale(tz1, nDist, 10);
+					else if (tz1 < -0x333 && tz1 > -0xb33)
+						aim.dz = DivScale(tz1, nDist, 10) + 9460;
+					else if (tz1 < -0xb33 && tz1 > -0x3000)
+						aim.dz = DivScale(tz1, nDist, 10) + 9460;
+					else if (tz1 < -0x3000)
+						aim.dz = DivScale(tz1, nDist, 10) - 7500;
 					else
-						aim.dz = DivScale(tz, nDist, 10);
+						aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 			}
 		}
 	}
diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp
index 7a1851de5..268a1877e 100644
--- a/source/games/blood/src/aitchern.cpp
+++ b/source/games/blood/src/aitchern.cpp
@@ -106,16 +106,16 @@ void sub_71BD4(int, DBloodActor* actor)
 			int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
 			if (abs(nDeltaAngle) <= tt.at8)
 			{
-				int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
+				int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = tz;
+					aim.dz = tz1;
 			}
 		}
 	}
@@ -178,16 +178,16 @@ void sub_720AC(int, DBloodActor* actor)
 			int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
 			if (abs(nDeltaAngle) <= tt.at8)
 			{
-				int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
+				int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
 				if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
 				{
 					nClosest = nDist2;
 					aim.dx = bcos(nAngle);
 					aim.dy = bsin(nAngle);
-					aim.dz = DivScale(tz, nDist, 10);
+					aim.dz = DivScale(tz1, nDist, 10);
 				}
 				else
-					aim.dz = tz;
+					aim.dz = tz1;
 			}
 		}
 	}
diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp
index 2fd74385b..6c581bb56 100644
--- a/source/games/blood/src/aiunicult.cpp
+++ b/source/games/blood/src/aiunicult.cpp
@@ -940,7 +940,7 @@ static void unicultThinkChase(DBloodActor* actor)
                                 {
                                     // allow attack if dude is far from object, but target is close to it
                                     int dudeDist = approxDist(gHitInfo.hitpos.X - actor->spr.pos.X, gHitInfo.hitpos.Y - actor->spr.pos.Y);
-                                    int targetDist = approxDist(gHitInfo.hitpos.X - target->spr.pos.X, gHitInfo.hitpos.Y - target->spr.pos.Y);
+                                    int targetDist1 = approxDist(gHitInfo.hitpos.X - target->spr.pos.X, gHitInfo.hitpos.Y - target->spr.pos.Y);
                                     if (dudeDist < mdist) 
                                     {
                                         //viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist);
@@ -948,7 +948,7 @@ static void unicultThinkChase(DBloodActor* actor)
                                         else aiGenDudeNewState(actor, &genDudeChaseL);
                                         return;
                                     } 
-                                    else if (targetDist <= mdist >> 1) 
+                                    else if (targetDist1 <= mdist >> 1) 
                                     {
                                         //viewSetSystemMessage("TARGET CLOSE TO OBJ: %d, MDIST: %d", targetDist, mdist >> 1);
                                         break;
@@ -2353,8 +2353,8 @@ bool genDudePrepare(DBloodActor* actor, int propId)
                         else if ((i - seqStartId) == kGenDudeSeqAttackPunch) 
                         {
                             pExtra->forcePunch = true; // required for those who don't have fire trigger in punch seq and for default animation
-                            for (int i = 0; i < pSeq->nFrames; i++) {
-                                if (!pSeq->frames[i].trigger) continue;
+                            for (int ii = 0; ii < pSeq->nFrames; ii++) {
+                                if (!pSeq->frames[ii].trigger) continue;
                                 pExtra->forcePunch = false;
                                 break;
                             }
diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp
index 2f75241d2..6a84bf91d 100644
--- a/source/games/blood/src/animatesprite.cpp
+++ b/source/games/blood/src/animatesprite.cpp
@@ -802,15 +802,15 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in
                     
                     viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlareHalo);
                     if (pTSprite->type != kMissileFlareRegular) break;
-                    sectortype *pSector = pTSprite->sector();
+                    sectortype *pSector1 = pTSprite->sector();
                     
-                    int zDiff = (pTSprite->pos.Z - pSector->ceilingz) >> 8;
-                    if ((pSector->ceilingstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
+                    int zDiff = (pTSprite->pos.Z - pSector1->ceilingz) >> 8;
+                    if ((pSector1->ceilingstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
                         viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectCeilGlow);
                     }
                     
-                    zDiff = (pSector->floorz - pTSprite->pos.Z) >> 8;
-                    if ((pSector->floorstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
+                    zDiff = (pSector1->floorz - pTSprite->pos.Z) >> 8;
+                    if ((pSector1->floorstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
                         viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFloorGlow);
                     }
                     break;
diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp
index f7a92647f..bf2af7540 100644
--- a/source/games/blood/src/db.cpp
+++ b/source/games/blood/src/db.cpp
@@ -171,7 +171,7 @@ struct walltypedisk
 
 #pragma pack(pop)
 
-void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC, BloodSpawnSpriteDef& sprites)
+void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** ppSector, unsigned int* pCRC, BloodSpawnSpriteDef& sprites)
 {
     int16_t tpskyoff[256];
     ClearAutomap();
@@ -264,7 +264,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
 #if 1 // bad, bad hack, just for making Polymost happy...
 	PolymostAllocFakeSector();
 #endif
-    * pSector = mapHeader.sect >= 0? &sector[mapHeader.sect] : nullptr;
+    * ppSector = mapHeader.sect >= 0? &sector[mapHeader.sect] : nullptr;
 
     if (encrypted)
     {
diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp
index d484a6f63..60f2a5710 100644
--- a/source/games/blood/src/gameutil.cpp
+++ b/source/games/blood/src/gameutil.cpp
@@ -418,9 +418,9 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
             int otherZ = other->spr.pos.Z;
             if (other->spr.cstat & CSTAT_SPRITE_YCENTER)
                 otherZ += height / 2;
-            int nOffset = tileTopOffset(nPicnum);
-            if (nOffset)
-                otherZ -= (nOffset*other->spr.yrepeat)<<2;
+            int nTopOfs = tileTopOffset(nPicnum);
+            if (nTopOfs)
+                otherZ -= (nTopOfs*other->spr.yrepeat)<<2;
             assert(height > 0);
             int height2 = scale(otherZ-gHitInfo.hitpos.Z, tileHeight(nPicnum), height);
             if (!(other->spr.cstat & CSTAT_SPRITE_YFLIP))
@@ -432,8 +432,8 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
                 int check1 = ((y1 - other->spr.pos.Y)*dx - (x1 - other->spr.pos.X)*dy) / ksqrt(dx*dx+dy*dy);
                 assert(width > 0);
                 int width2 = scale(check1, tileWidth(nPicnum), width);
-                int nOffset = tileLeftOffset(nPicnum);
-                width2 += nOffset + tileWidth(nPicnum) / 2;
+                int nLeftOfs = tileLeftOffset(nPicnum);
+                width2 += nLeftOfs + tileWidth(nPicnum) / 2;
                 if (width2 >= 0 && width2 < tileWidth(nPicnum))
                 {
                     auto pData = tilePtr(nPicnum);
@@ -441,7 +441,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
                         return 3;
                 }
             }
-            auto bakCstat = other->spr.cstat;
+            bakCstat = other->spr.cstat;
             other->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
             gHitInfo.clearObj();
             pos = gHitInfo.hitpos; // must make a copy!
@@ -468,14 +468,14 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
             }
             if (!(pWall->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)))
                 return 0;
-            int nOffset;
+            int nOfs;
             if (pWall->cstat & CSTAT_WALL_ALIGN_BOTTOM)
-                nOffset = ClipHigh(pSector->floorz, pSectorNext->floorz);
+                nOfs = ClipHigh(pSector->floorz, pSectorNext->floorz);
             else
-                nOffset = ClipLow(pSector->ceilingz, pSectorNext->ceilingz);
-            nOffset = (gHitInfo.hitpos.Z - nOffset) >> 8;
+                nOfs = ClipLow(pSector->ceilingz, pSectorNext->ceilingz);
+            nOfs = (gHitInfo.hitpos.Z - nOfs) >> 8;
             if (pWall->cstat & CSTAT_WALL_YFLIP)
-                nOffset = -nOffset;
+                nOfs = -nOfs;
 
             int nPicnum = pWall->overpicnum;
             int nSizX = tileWidth(nPicnum);
@@ -483,8 +483,8 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
             if (!nSizX || !nSizY)
                 return 0;
 
-            nOffset = (nOffset*pWall->yrepeat) / 8;
-            nOffset += int((nSizY*pWall->ypan_) / 256);
+            nOfs = (nOfs*pWall->yrepeat) / 8;
+            nOfs += int((nSizY*pWall->ypan_) / 256);
             int nLength = approxDist(pWall->pos.X - pWall->point2Wall()->pos.X, pWall->pos.Y - pWall->point2Wall()->pos.Y);
             int nHOffset;
             if (pWall->cstat & CSTAT_WALL_XFLIP)
@@ -494,14 +494,14 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
 
             nHOffset = pWall->xpan() + ((nHOffset*pWall->xrepeat) << 3) / nLength;
             nHOffset %= nSizX;
-            nOffset %= nSizY;
+            nOfs %= nSizY;
             auto pData = tilePtr(nPicnum);
             int nPixel;
-            nPixel = nHOffset*nSizY + nOffset;
+            nPixel = nHOffset*nSizY + nOfs;
 
             if (pData[nPixel] == TRANSPARENT_INDEX)
             {
-                auto bakCstat = pWall->cstat;
+                auto bakCstat1 = pWall->cstat;
                 pWall->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
                 auto bakCstat2 = pWall->nextWall()->cstat;
                 pWall->nextWall()->cstat &= ~CSTAT_WALL_BLOCK_HITSCAN;
@@ -509,7 +509,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
                 pos = gHitInfo.hitpos;
                 hitscan(pos, pWall->nextSector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
 
-                pWall->cstat = bakCstat;
+                pWall->cstat = bakCstat1;
                 pWall->nextWall()->cstat = bakCstat2;
                 continue;
             }
@@ -519,13 +519,13 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
         {
             if (dz > 0)
             {
-                auto actor = barrier_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
-                if (!actor) return 2;
-                auto link = actor->GetOwner();
+                auto upper = barrier_cast<DBloodActor*>(gHitInfo.hitSector->upperLink);
+                if (!upper) return 2;
+                auto link = upper->GetOwner();
                 gHitInfo.clearObj();
-                x1 = gHitInfo.hitpos.X + link->spr.pos.X - actor->spr.pos.X;
-                y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - actor->spr.pos.Y;
-                z1 = gHitInfo.hitpos.Z + link->spr.pos.Z - actor->spr.pos.Z;
+                x1 = gHitInfo.hitpos.X + link->spr.pos.X - upper->spr.pos.X;
+                y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - upper->spr.pos.Y;
+                z1 = gHitInfo.hitpos.Z + link->spr.pos.Z - upper->spr.pos.Z;
                 pos = { x1, y1, z1 };
                 hitscan(pos, link->spr.sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
 
@@ -533,13 +533,13 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in
             }
             else
             {
-                auto actor = barrier_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
-                if (!actor) return 1;
-                auto link = actor->GetOwner();
+                auto lower = barrier_cast<DBloodActor*>(gHitInfo.hitSector->lowerLink);
+                if (!lower) return 1;
+                auto link = lower->GetOwner();
                 gHitInfo.clearObj();
-                x1 = gHitInfo.hitpos.X + link->spr.pos.X - actor->spr.pos.X;
-                y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - actor->spr.pos.Y;
-                z1 = gHitInfo.hitpos.Z + link->spr.pos.Z - actor->spr.pos.Z;
+                x1 = gHitInfo.hitpos.X + link->spr.pos.X - lower->spr.pos.X;
+                y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - lower->spr.pos.Y;
+                z1 = gHitInfo.hitpos.Z + link->spr.pos.Z - lower->spr.pos.Z;
                 pos = { x1, y1, z1 };
                 hitscan(pos, link->spr.sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1);
                 continue;
@@ -603,15 +603,15 @@ void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collis
     getzrange(lpos, pSector, (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask);
     if (floorColl->type == kHitSector)
     {
-        auto pSector = floorColl->hitSector;
-        if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pSector->floorstat & CSTAT_SECTOR_SKY))
+        auto pHitSect = floorColl->hitSector;
+        if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY))
             *floorZ = 0x7fffffff;
-        if (pSector->hasX())
+        if (pHitSect->hasX())
         {
-            XSECTOR* pXSector = &pSector->xs();
+            XSECTOR* pXSector = &pHitSect->xs();
             *floorZ += pXSector->Depth << 10;
         }
-        auto actor = barrier_cast<DBloodActor*>(pSector->upperLink);
+        auto actor = barrier_cast<DBloodActor*>(pHitSect->upperLink);
         if (actor)
         {
             auto link = actor->GetOwner();
@@ -622,10 +622,10 @@ void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collis
     }
     if (ceilColl->type == kHitSector)
     {
-        auto pSector = ceilColl->hitSector;
-        if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pSector->ceilingstat & CSTAT_SECTOR_SKY))
+        auto pHitSect = ceilColl->hitSector;
+        if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY))
             *ceilZ = 0x80000000;
-        auto actor = barrier_cast<DBloodActor*>(pSector->lowerLink);
+        auto actor = barrier_cast<DBloodActor*>(pHitSect->lowerLink);
         if (actor)
         {
             auto link = actor->GetOwner();
diff --git a/source/games/blood/src/hudsprites.cpp b/source/games/blood/src/hudsprites.cpp
index 97a3b8b88..208a33be4 100644
--- a/source/games/blood/src/hudsprites.cpp
+++ b/source/games/blood/src/hudsprites.cpp
@@ -119,10 +119,10 @@ void hudDraw(PLAYER *gView, sectortype* pSector, double bobx, double boby, doubl
 		int nShade = pSector->floorshade; 
 		int nPalette = 0;
 		if (gView->actor->spr.sector()->hasX()) {
-			sectortype* pSector = gView->actor->spr.sector();
-			XSECTOR* pXSector = &pSector->xs();
+			sectortype* pViewSect = gView->actor->spr.sector();
+			XSECTOR* pXSector = &pViewSect->xs();
 			if (pXSector->color)
-				nPalette = pSector->floorpal;
+				nPalette = pViewSect->floorpal;
 		}
 
 		#ifdef NOONE_EXTENSIONS
diff --git a/source/games/blood/src/levels.cpp b/source/games/blood/src/levels.cpp
index f60c981e8..935d197b6 100644
--- a/source/games/blood/src/levels.cpp
+++ b/source/games/blood/src/levels.cpp
@@ -200,8 +200,8 @@ void levelLoadDefaults(void)
             {
                 CutsceneDef& csA = pLevelInfo->intro;
                 csA.video = cleanPath(BloodINI->GetKeyString(buffer, "CutSceneA", ""));
-                int soundint = BloodINI->GetKeyInt(buffer, "CutWavA", -1);
-                if (soundint > 0) csA.soundID = soundint + 0x40000000;
+                int soundfileint = BloodINI->GetKeyInt(buffer, "CutWavA", -1);
+                if (soundfileint > 0) csA.soundID = soundfileint + 0x40000000;
                 else csA.soundName = cleanPath(BloodINI->GetKeyString(buffer, "CutWavA", ""));
             }
         }
diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp
index 6ab78aeb2..6f7a65613 100644
--- a/source/games/blood/src/nnexts.cpp
+++ b/source/games/blood/src/nnexts.cpp
@@ -1155,8 +1155,8 @@ void nnExtProcessSuperSprites()
 
             if (!pProx->xspr.DudeLockout)
             {
-                BloodStatIterator it(kStatDude);
-                while (auto affected = it.Next())
+                BloodStatIterator itr(kStatDude);
+                while (auto affected = itr.Next())
                 {
                     if (!affected->hasX() || affected->xspr.health <= 0) continue;
                     else if (CheckProximity(affected, x, y, z, pSect, okDist))
@@ -1742,9 +1742,9 @@ void debrisMove(int listIndex)
                 else
                 {
                         evPostActor(actor, 0, kCallbackEnemeyBubble);
-                    for (int i = 2; i <= 5; i++)
+                    for (int ii = 2; ii <= 5; ii++)
                     {
-                            if (Chance(0x5000 * i))
+                            if (Chance(0x5000 * ii))
                                 evPostActor(actor, Random(5), kCallbackEnemeyBubble);
                     }
                 }
@@ -2753,17 +2753,17 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
             // data4 = sprite cstat
             if (valueIsBetween(sourceactor->xspr.data4, -1, 65535)) 
             {
-                auto old = targetactor->spr.cstat;
+                auto oldstat = targetactor->spr.cstat;
 
                 // set new cstat
                 if ((sourceactor->spr.flags & kModernTypeFlag1)) targetactor->spr.cstat |= ESpriteFlags::FromInt(sourceactor->xspr.data4); // relative
                 else targetactor->spr.cstat = ESpriteFlags::FromInt(sourceactor->xspr.data4 & 0xffff); // absolute
 
                 // and handle exceptions
-                if ((old & CSTAT_SPRITE_BLOOD_BIT1)) targetactor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1; //kSpritePushable
-                if ((old & CSTAT_SPRITE_YCENTER)) targetactor->spr.cstat |= CSTAT_SPRITE_YCENTER;
+                if ((oldstat & CSTAT_SPRITE_BLOOD_BIT1)) targetactor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1; //kSpritePushable
+                if ((oldstat & CSTAT_SPRITE_YCENTER)) targetactor->spr.cstat |= CSTAT_SPRITE_YCENTER;
 
-                targetactor->spr.cstat |= (old & CSTAT_SPRITE_MOVE_MASK);
+                targetactor->spr.cstat |= (oldstat & CSTAT_SPRITE_MOVE_MASK);
 #if 0
                 // looks very broken.
                 if (old & 0x6000) 
@@ -4205,9 +4205,9 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
             switch (cond) {
                 case 10:
                 {
-                    auto var = aiPatrolMarkerBusy(objActor, targ);
-                    if (!var) return false;
-                    else if (PUSH) condPush(aCond, var);
+                    auto check = aiPatrolMarkerBusy(objActor, targ);
+                    if (!check) return false;
+                    else if (PUSH) condPush(aCond, check);
                     break;
                 }
                 case 11:
@@ -4977,9 +4977,9 @@ bool aiFightGetDudesForBattle(DBloodActor* actor)
     for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++) 
     {
         if (!rxBucket[i].isActor()) continue;
-        auto actor = rxBucket[i].actor();
-        if (!actor || !actor->hasX() || !actor->IsDudeActor()) continue;
-        if (actor->xspr.health > 0) return true;
+        auto rxactor = rxBucket[i].actor();
+        if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
+        if (rxactor->xspr.health > 0) return true;
     }
 
     // check redirected TX buckets
@@ -4990,9 +4990,9 @@ bool aiFightGetDudesForBattle(DBloodActor* actor)
         for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) 
         {
             if (!rxBucket[i].isActor()) continue;
-            auto actor = rxBucket[i].actor();
-	        if (!actor || !actor->hasX() || !actor->IsDudeActor()) continue;
-	        if (actor->xspr.health > 0) return true;
+            auto rxactor = rxBucket[i].actor();
+	        if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
+	        if (rxactor->xspr.health > 0) return true;
         }
     }
     return false;
diff --git a/source/games/blood/src/qav.cpp b/source/games/blood/src/qav.cpp
index 58150e09c..95ecaf11b 100644
--- a/source/games/blood/src/qav.cpp
+++ b/source/games/blood/src/qav.cpp
@@ -358,7 +358,7 @@ QAV* getQAV(int res_id)
         qavdata->frames[i].sound.priority = fr.ReadUInt8();
         qavdata->frames[i].sound.sndFlags = fr.ReadUInt8();
         qavdata->frames[i].sound.sndRange = fr.ReadUInt8();
-        for (int i = 0; i < 1; i++) fr.ReadUInt8();
+        for (int j = 0; j < 1; j++) fr.ReadUInt8();
 
         // Read TILE_FRAME data.
         for (int j = 0; j < 8; j++)
diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp
index 32c4b2d6d..c50447730 100644
--- a/source/games/blood/src/triggers.cpp
+++ b/source/games/blood/src/triggers.cpp
@@ -1805,8 +1805,8 @@ void ProcessMotion(void)
                 viewInterpolateSector(pSector);
                 pSector->floorz = pSector->baseFloor + vdi;
 
-                BloodSectIterator it(pSector);
-                while (auto actor = it.Next())
+                BloodSectIterator itr(pSector);
+                while (auto actor = itr.Next())
                 {
                     if (actor->spr.flags&2)
                         actor->spr.flags |= 4;
@@ -1828,8 +1828,8 @@ void ProcessMotion(void)
                 viewInterpolateSector(pSector);
                 pSector->ceilingz = pSector->baseCeil + vdi;
 
-                BloodSectIterator it(pSector);
-                while (auto actor = it.Next())
+                BloodSectIterator itr(pSector);
+                while (auto actor = itr.Next())
                 {
                     int top, bottom;
                     GetActorExtents(actor, &top, &bottom);
diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp
index 518f14edd..05fa8a2cf 100644
--- a/source/games/blood/src/view.cpp
+++ b/source/games/blood/src/view.cpp
@@ -781,8 +781,8 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
             int nScale = (actor->spr.yrepeat + ((floorZ - nBottom) >> 8)) * z;
             nScale = ClipRange(nScale, 8000, 65536 << 1);
             // Players on automap
-            double x = xdim / 2. + x1 / double(1 << 12);
-            double y = ydim / 2. + y1 / double(1 << 12);
+            double xsize = xdim / 2. + x1 / double(1 << 12);
+            double ysize = ydim / 2. + y1 / double(1 << 12);
             // This very likely needs fixing later
             DrawTexture(twod, tileGetTexture(nTile, true), xx, yy, DTA_ClipLeft, windowxy1.X, DTA_ClipTop, windowxy1.Y, DTA_ScaleX, z/1536., DTA_ScaleY, z/1536., DTA_CenterOffset, true,
                 DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
diff --git a/source/games/blood/src/warp.cpp b/source/games/blood/src/warp.cpp
index c0a9400ef..fd42cc046 100644
--- a/source/games/blood/src/warp.cpp
+++ b/source/games/blood/src/warp.cpp
@@ -165,9 +165,9 @@ void warpInit(TArray<DBloodActor*>& actors)
         if (actor && actor->hasX())
         {
             int nLink = actor->xspr.data1;
-            for(auto& sect: sector)
+            for(auto& isect: sector)
             {
-                auto actor2 = barrier_cast<DBloodActor*>(sect.lowerLink);
+                auto actor2 = barrier_cast<DBloodActor*>(isect.lowerLink);
                 if (actor2 && actor2->hasX())
                 {
                     if (actor2->xspr.data1 == nLink)
diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp
index fdcd60b97..0a32e484d 100644
--- a/source/games/blood/src/weapon.cpp
+++ b/source/games/blood/src/weapon.cpp
@@ -417,8 +417,8 @@ void UpdateAimVector(PLAYER * pPlayer)
         }
         if (pWeaponTrack->thingAngle > 0)
         {
-            BloodStatIterator it(kStatThing);
-            while (auto actor = it.Next())
+            BloodStatIterator itr(kStatThing);
+            while (auto actor = itr.Next())
             {
                 if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, actor))
                     continue;