//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors

This file is part of EDuke32.

EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/
//-------------------------------------------------------------------------

#include "duke3d.h"
#include "sector.h"
#include "gamedef.h"
#include "gameexec.h"
#include "premap.h"
#include "osd.h"

// PRIMITIVE

static int32_t g_haltSoundHack = 0;

// this function activates a sector's MUSICANDSFX sprite
int32_t A_CallSound(int32_t sn,int32_t whatsprite)
{
    int32_t i;
    if (g_haltSoundHack)
    {
        g_haltSoundHack = 0;
        return -1;
    }
    i = headspritesect[sn];
    while (i >= 0)
    {
        if (PN == MUSICANDSFX && SLT < 1000)
        {
            if (whatsprite == -1) whatsprite = i;

            if (T1 == 0)
            {
                if ((g_sounds[SLT].m&16) == 0)
                {
                    if (SLT)
                    {
                        A_PlaySound(SLT,whatsprite);
                        if (SHT && SLT != SHT && SHT < MAXSOUNDS)
                            S_StopEnvSound(SHT,T6);
                        T6 = whatsprite;
                    }

                    if ((sector[SECT].lotag&0xff) != 22)
                        T1 = 1;
                }
            }
            else if (SHT < MAXSOUNDS)
            {
                if (SHT) A_PlaySound(SHT,whatsprite);
                if ((g_sounds[SLT].m&1) || (SHT && SHT != SLT))
                    S_StopEnvSound(SLT,T6);
                T6 = whatsprite;
                T1 = 0;
            }
            return SLT;
        }
        i = nextspritesect[i];
    }
    return -1;
}

int32_t G_CheckActivatorMotion(int32_t lotag)
{
    int32_t i = headspritestat[STAT_ACTIVATOR], j;
    spritetype *s;

    while (i >= 0)
    {
        if (sprite[i].lotag == lotag)
        {
            s = &sprite[i];

            for (j = g_animateCount-1; j >= 0; j--)
                if (s->sectnum == animatesect[j])
                    return(1);

            j = headspritestat[STAT_EFFECTOR];
            while (j >= 0)
            {
                if (s->sectnum == sprite[j].sectnum)
                    switch (sprite[j].lotag)
                    {
                    case 11:
                    case 30:
                        if (actor[j].t_data[4])
                            return(1);
                        break;
                    case 20:
                    case 31:
                    case 32:
                    case 18:
                        if (actor[j].t_data[0])
                            return(1);
                        break;
                    }

                j = nextspritestat[j];
            }
        }
        i = nextspritestat[i];
    }
    return(0);
}

int32_t CheckDoorTile(int32_t dapic)
{
    switch (DynamicTileMap[dapic])
    {
    case DOORTILE1__STATIC:
    case DOORTILE2__STATIC:
    case DOORTILE3__STATIC:
    case DOORTILE4__STATIC:
    case DOORTILE5__STATIC:
    case DOORTILE6__STATIC:
    case DOORTILE7__STATIC:
    case DOORTILE8__STATIC:
    case DOORTILE9__STATIC:
    case DOORTILE10__STATIC:
    case DOORTILE11__STATIC:
    case DOORTILE12__STATIC:
    case DOORTILE14__STATIC:
    case DOORTILE15__STATIC:
    case DOORTILE16__STATIC:
    case DOORTILE17__STATIC:
    case DOORTILE18__STATIC:
    case DOORTILE19__STATIC:
    case DOORTILE20__STATIC:
    case DOORTILE21__STATIC:
    case DOORTILE22__STATIC:
    case DOORTILE23__STATIC:
        return 1;
    }
    return 0;
}

int32_t isanunderoperator(int32_t lotag)
{
    switch (lotag&0xff)
    {
    case 15:
    case 16:
    case 17:
    case 18:
    case 19:
    case 22:
    case 26:
        return 1;
    }
    return 0;
}

int32_t isanearoperator(int32_t lotag)
{
    switch (lotag&0xff)
    {
    case 9:
    case 15:
    case 16:
    case 17:
    case 18:
    case 19:
    case 20:
    case 21:
    case 22:
    case 23:
    case 25:
    case 26:
    case 29://Toothed door
        return 1;
    }
    return 0;
}

inline int32_t G_CheckPlayerInSector(int32_t sect)
{
    int32_t i;
    TRAVERSE_CONNECT(i)
    if (sprite[g_player[i].ps->i].sectnum == sect) return i;
    return -1;
}

int32_t ldist(spritetype *s1,spritetype *s2)
{
    int32_t x= klabs(s1->x-s2->x);
    int32_t y= klabs(s1->y-s2->y);

    if (x<y) swaplong(&x,&y);

    {
        int32_t t = y + (y>>1);
        return (x - (x>>5) - (x>>7)  + (t>>2) + (t>>6));
    }
}

int32_t dist(spritetype *s1,spritetype *s2)
{
    int32_t x= klabs(s1->x-s2->x);
    int32_t y= klabs(s1->y-s2->y);
    int32_t z= klabs((s1->z-s2->z)>>4);

    if (x<y) swaplong(&x,&y);
    if (x<z) swaplong(&x,&z);

    {
        int32_t t = y + z;
        return (x - (x>>4) + (t>>2) + (t>>3));
    }
}

int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d)
{
    if ((!g_netServer && ud.multimode < 2))
    {
        *d = klabs(g_player[myconnectindex].ps->opos.x-s->x) + klabs(g_player[myconnectindex].ps->opos.y-s->y) + ((klabs(g_player[myconnectindex].ps->opos.z-s->z+(28<<8)))>>4);
        return myconnectindex;
    }

    {
        int32_t j, closest_player = 0;
        int32_t x, closest = 0x7fffffff;

        TRAVERSE_CONNECT(j)
        {
            x = klabs(g_player[j].ps->opos.x-s->x) + klabs(g_player[j].ps->opos.y-s->y) + ((klabs(g_player[j].ps->opos.z-s->z+(28<<8)))>>4);
            if (x < closest && sprite[g_player[j].ps->i].extra > 0)
            {
                closest_player = j;
                closest = x;
            }
        }

        *d = closest;
        return closest_player;
    }
}

void G_DoSectorAnimations(void)
{
    int32_t i, j, a, p, v, dasect;

    for (i=g_animateCount-1; i>=0; i--)
    {
        a = *animateptr[i];
        v = animatevel[i]*TICSPERFRAME;
        dasect = animatesect[i];

        if (a == animategoal[i])
        {
            G_StopInterpolation(animateptr[i]);

            // This fixes a bug where wall or floor sprites contained in
            // elevator sectors (ST 16-19) would jitter vertically after the
            // elevator had stopped.
            if (animateptr[i] == &sector[animatesect[i]].floorz)
                for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
                    if (sprite[j].statnum != 3)
                        actor[j].bposz = sprite[j].z;

            g_animateCount--;
            animateptr[i] = animateptr[g_animateCount];
            animategoal[i] = animategoal[g_animateCount];
            animatevel[i] = animatevel[g_animateCount];
            animatesect[i] = animatesect[g_animateCount];
            if (sector[animatesect[i]].lotag == 18 || sector[animatesect[i]].lotag == 19)
                if (animateptr[i] == &sector[animatesect[i]].ceilingz)
                    continue;

            if ((sector[dasect].lotag&0xff) != 22)
                A_CallSound(dasect,-1);

            continue;
        }

        if (v > 0)
        {
            a = min(a+v,animategoal[i]);
        }
        else
        {
            a = max(a+v,animategoal[i]);
        }

        if (animateptr[i] == &sector[animatesect[i]].floorz)
        {
            TRAVERSE_CONNECT(p)
            if (g_player[p].ps->cursectnum == dasect)
                if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8))
                    if (sprite[g_player[p].ps->i].owner >= 0)
                    {
                        g_player[p].ps->pos.z += v;
                        g_player[p].ps->vel.z = 0;
                        if (p == myconnectindex)
                        {
                            my.z += v;
                            myvel.z = 0;
                        }
                    }

            for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
                if (sprite[j].statnum != 3)
                {
                    actor[j].bposz = sprite[j].z;
                    sprite[j].z += v;
                    actor[j].floorz = sector[dasect].floorz+v;
                }
        }

        *animateptr[i] = a;
    }
}

int32_t GetAnimationGoal(int32_t *animptr)
{
    int32_t i = g_animateCount-1;

    for (; i>=0; i--)
        if (animptr == (int32_t *)animateptr[i])
            return i;
    return -1;
}

int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t thevel)
{
    int32_t i = 0, j = g_animateCount;

    if (g_animateCount >= MAXANIMATES-1)
        return(-1);

    for (; i<g_animateCount; i++)
        if (animptr == animateptr[i])
        {
            j = i;
            break;
        }

    animatesect[j] = animsect;
    animateptr[j] = animptr;
    animategoal[j] = thegoal;
    animatevel[j] = (thegoal >= *animptr) ? thevel : -thevel;

    if (j == g_animateCount) g_animateCount++;

    G_SetInterpolation(animptr);

    return(j);
}

void G_AnimateCamSprite(void)
{
    int32_t i = camsprite;

    if (camsprite <= 0) return;

    if (T1 >= 4)
    {
        T1 = 0;

        if (g_player[screenpeek].ps->newowner >= 0)
            OW = g_player[screenpeek].ps->newowner;
        else if (OW >= 0 && dist(&sprite[g_player[screenpeek].ps->i],&sprite[i]) < 8192)
        {
            if (waloff[TILE_VIEWSCR] == 0)
                allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
            else walock[TILE_VIEWSCR] = 255;
            G_SetupCamTile(OW,/*PN*/TILE_VIEWSCR);
        }
    }
    else T1++;
}

void G_AnimateWalls(void)
{
    int32_t i, j, p = g_numAnimWalls-1, t;

    for (; p>=0; p--)
        //    for(p=g_numAnimWalls-1;p>=0;p--)
    {
        i = animwall[p].wallnum;
        j = wall[i].picnum;

        switch (DynamicTileMap[j])
        {
        case SCREENBREAK1__STATIC:
        case SCREENBREAK2__STATIC:
        case SCREENBREAK3__STATIC:
        case SCREENBREAK4__STATIC:
        case SCREENBREAK5__STATIC:

        case SCREENBREAK9__STATIC:
        case SCREENBREAK10__STATIC:
        case SCREENBREAK11__STATIC:
        case SCREENBREAK12__STATIC:
        case SCREENBREAK13__STATIC:
        case SCREENBREAK14__STATIC:
        case SCREENBREAK15__STATIC:
        case SCREENBREAK16__STATIC:
        case SCREENBREAK17__STATIC:
        case SCREENBREAK18__STATIC:
        case SCREENBREAK19__STATIC:

            if ((krand()&255) < 16)
            {
                animwall[p].tag = wall[i].picnum;
                wall[i].picnum = SCREENBREAK6;
            }

            continue;

        case SCREENBREAK6__STATIC:
        case SCREENBREAK7__STATIC:
        case SCREENBREAK8__STATIC:

            if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
                wall[i].picnum = animwall[p].tag;
            else
            {
                wall[i].picnum++;
                if (wall[i].picnum == (SCREENBREAK6+3))
                    wall[i].picnum = SCREENBREAK6;
            }
            continue;

        }

        if (wall[i].cstat&16)
            if ((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))
            {

                t = animwall[p].tag;

                if (wall[i].cstat&254)
                {
                    wall[i].xpanning -= t>>10; // sintable[(t+512)&2047]>>12;
                    wall[i].ypanning -= t>>10; // sintable[t&2047]>>12;

                    if (wall[i].extra == 1)
                    {
                        wall[i].extra = 0;
                        animwall[p].tag = 0;
                    }
                    else
                        animwall[p].tag+=128;

                    if (animwall[p].tag < (128<<4))
                    {
                        if (animwall[p].tag&128)
                            wall[i].overpicnum = W_FORCEFIELD;
                        else wall[i].overpicnum = W_FORCEFIELD+1;
                    }
                    else
                    {
                        if ((krand()&255) < 32)
                            animwall[p].tag = 128<<(krand()&3);
                        else wall[i].overpicnum = W_FORCEFIELD+1;
                    }
                }

            }
    }
}

int32_t G_ActivateWarpElevators(int32_t s,int32_t d) //Parm = sectoreffectornum
{
    int32_t i = headspritestat[STAT_EFFECTOR], sn = sprite[s].sectnum;

    while (i >= 0)
    {
        if (SLT == 17)
            if (SHT == sprite[s].hitag)
                if ((klabs(sector[sn].floorz-actor[s].t_data[2]) > SP) ||
                        (sector[SECT].hitag == (sector[sn].hitag-d)))
                    break;
        i = nextspritestat[i];
    }

    if (i==-1)
    {
        d = 0;
        return 1; // No find
    }
    else
    {
        if (d == 0)
            A_PlaySound(ELEVATOR_OFF,s);
        else A_PlaySound(ELEVATOR_ON,s);
    }


    i = headspritestat[STAT_EFFECTOR];
    while (i >= 0)
    {
        if (SLT == 17)
            if (SHT == sprite[s].hitag)
            {
                T1 = d;
                T2 = d; //Make all check warp
            }
        i = nextspritestat[i];
    }
    return 0;
}

void G_OperateSectors(int32_t sn, int32_t ii)
{
    int32_t j=0, l, q, startwall, endwall;
    int32_t i;
    sectortype *sptr = &sector[sn];

    switch (sptr->lotag&(0xffff-49152))
    {

    case 30:
        j = sector[sn].hitag;
        if (actor[j].tempang == 0 ||
                actor[j].tempang == 256)
            A_CallSound(sn,ii);
        if (sprite[j].extra == 1)
            sprite[j].extra = 3;
        else sprite[j].extra = 1;
        break;

    case 31:

        j = sector[sn].hitag;
        if (actor[j].t_data[4] == 0)
            actor[j].t_data[4] = 1;

        A_CallSound(sn,ii);
        break;

    case 26: //The split doors
        i = GetAnimationGoal(&sptr->ceilingz);
        if (i == -1) //if the door has stopped
        {
            g_haltSoundHack = 1;
            sptr->lotag &= 0xff00;
            sptr->lotag |= 22;
            G_OperateSectors(sn,ii);
            sptr->lotag &= 0xff00;
            sptr->lotag |= 9;
            G_OperateSectors(sn,ii);
            sptr->lotag &= 0xff00;
            sptr->lotag |= 26;
        }
        return;

    case 9:
    {
        int32_t dax,day,dax2,day2,sp;
        int32_t wallfind[2];

        startwall = sptr->wallptr;
        endwall = startwall+sptr->wallnum-1;

        sp = sptr->extra>>4;

        //first find center point by averaging all points
        dax = 0L, day = 0L;
        for (i=startwall; i<=endwall; i++)
        {
            dax += wall[i].x;
            day += wall[i].y;
        }
        dax /= (endwall-startwall+1);
        day /= (endwall-startwall+1);

        //find any points with either same x or same y coordinate
        //  as center (dax, day) - should be 2 points found.
        wallfind[0] = -1;
        wallfind[1] = -1;
        for (i=startwall; i<=endwall; i++)
            if ((wall[i].x == dax) || (wall[i].y == day))
            {
                if (wallfind[0] == -1)
                    wallfind[0] = i;
                else wallfind[1] = i;
            }

        for (j=0; j<2; j++)
        {
            if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
            {
                //find what direction door should open by averaging the
                //  2 neighboring points of wallfind[0] & wallfind[1].
                i = wallfind[j]-1;
                if (i < startwall) i = endwall;
                dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
                day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
                if (dax2 != 0)
                {
                    dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
                    dax2 -= wall[wall[wallfind[j]].point2].x;
                    SetAnimation(sn,&wall[wallfind[j]].x,wall[wallfind[j]].x+dax2,sp);
                    SetAnimation(sn,&wall[i].x,wall[i].x+dax2,sp);
                    SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,wall[wall[wallfind[j]].point2].x+dax2,sp);
                    A_CallSound(sn,ii);
                }
                else if (day2 != 0)
                {
                    day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
                    day2 -= wall[wall[wallfind[j]].point2].y;
                    SetAnimation(sn,&wall[wallfind[j]].y,wall[wallfind[j]].y+day2,sp);
                    SetAnimation(sn,&wall[i].y,wall[i].y+day2,sp);
                    SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,wall[wall[wallfind[j]].point2].y+day2,sp);
                    A_CallSound(sn,ii);
                }
            }
            else
            {
                i = wallfind[j]-1;
                if (i < startwall) i = endwall;
                dax2 = ((wall[i].x+wall[wall[wallfind[j]].point2].x)>>1)-wall[wallfind[j]].x;
                day2 = ((wall[i].y+wall[wall[wallfind[j]].point2].y)>>1)-wall[wallfind[j]].y;
                if (dax2 != 0)
                {
                    SetAnimation(sn,&wall[wallfind[j]].x,dax,sp);
                    SetAnimation(sn,&wall[i].x,dax+dax2,sp);
                    SetAnimation(sn,&wall[wall[wallfind[j]].point2].x,dax+dax2,sp);
                    A_CallSound(sn,ii);
                }
                else if (day2 != 0)
                {
                    SetAnimation(sn,&wall[wallfind[j]].y,day,sp);
                    SetAnimation(sn,&wall[i].y,day+day2,sp);
                    SetAnimation(sn,&wall[wall[wallfind[j]].point2].y,day+day2,sp);
                    A_CallSound(sn,ii);
                }
            }
        }

    }
    return;

    case 15://Warping elevators

        if (sprite[ii].picnum != APLAYER) return;
        //            if(ps[sprite[ii].yvel].select_dir == 1) return;

        i = headspritesect[sn];
        while (i >= 0)
        {
            if (PN==SECTOREFFECTOR && SLT == 17) break;
            i = nextspritesect[i];
        }

        if (sprite[ii].sectnum == sn)
        {
            if (G_ActivateWarpElevators(i,-1))
                G_ActivateWarpElevators(i,1);
            else if (G_ActivateWarpElevators(i,1))
                G_ActivateWarpElevators(i,-1);
            return;
        }
        else
        {
            if (sptr->floorz > SZ)
                G_ActivateWarpElevators(i,-1);
            else
                G_ActivateWarpElevators(i,1);
        }

        return;

    case 16:
    case 17:

        i = GetAnimationGoal(&sptr->floorz);

        if (i == -1)
        {
            i = nextsectorneighborz(sn,sptr->floorz,1,1);
            if (i == -1)
            {
                i = nextsectorneighborz(sn,sptr->floorz,1,-1);
                if (i == -1) return;
                j = sector[i].floorz;
                SetAnimation(sn,&sptr->floorz,j,sptr->extra);
            }
            else
            {
                j = sector[i].floorz;
                SetAnimation(sn,&sptr->floorz,j,sptr->extra);
            }
            A_CallSound(sn,ii);
        }

        return;

    case 18:
    case 19:

        i = GetAnimationGoal(&sptr->floorz);

        if (i==-1)
        {
            i = nextsectorneighborz(sn,sptr->floorz,1,-1);
            if (i==-1) i = nextsectorneighborz(sn,sptr->floorz,1,1);
            if (i==-1) return;
            j = sector[i].floorz;
            q = sptr->extra;
            l = sptr->ceilingz-sptr->floorz;
            SetAnimation(sn,&sptr->floorz,j,q);
            SetAnimation(sn,&sptr->ceilingz,j+l,q);
            A_CallSound(sn,ii);
        }
        return;

    case 29:

        i = headspritestat[STAT_EFFECTOR]; //Effectors
        while (i >= 0)
        {
            if ((SLT == 22) &&
                    (SHT == sptr->hitag))
            {
                sector[SECT].extra = -sector[SECT].extra;

                T1 = sn;
                T2 = 1;
            }
            i = nextspritestat[i];
        }

        A_CallSound(sn, ii);

        sptr->lotag ^= 0x8000;

        if (sptr->lotag&0x8000)
        {
            j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
            if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,1,1);
            if (j == -1)
            {
                OSD_Printf("WARNING: ST29: null sector!\n");
                return;
            }
            j = sector[j].ceilingz;
        }
        else
        {
            j = nextsectorneighborz(sn,sptr->ceilingz,1,1);
            if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
            if (j == -1)
            {
                OSD_Printf("WARNING: ST29: null sector!\n");
                return;
            }
            j = sector[j].floorz;
        }

        SetAnimation(sn,&sptr->ceilingz,j,sptr->extra);

        return;

    case 20:

REDODOOR:

        if (sptr->lotag&0x8000)
        {
            i = headspritesect[sn];
            while (i >= 0)
            {
                if (sprite[i].statnum == 3 && SLT==9)
                {
                    j = SZ;
                    break;
                }
                i = nextspritesect[i];
            }
            if (i==-1)
                j = sptr->floorz;
        }
        else
        {
            j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);

            if (j >= 0) j = sector[j].ceilingz;
            else
            {
                sptr->lotag |= 32768;
                goto REDODOOR;
            }
        }

        sptr->lotag ^= 0x8000;

        SetAnimation(sn,&sptr->ceilingz,j,sptr->extra);
        A_CallSound(sn,ii);

        return;

    case 21:
        i = GetAnimationGoal(&sptr->floorz);
        if (i >= 0)
        {
            if (animategoal[sn] == sptr->ceilingz)
                animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
            else animategoal[i] = sptr->ceilingz;
            j = animategoal[i];
        }
        else
        {
            if (sptr->ceilingz == sptr->floorz)
                j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
            else j = sptr->ceilingz;

            sptr->lotag ^= 0x8000;

            if (SetAnimation(sn,&sptr->floorz,j,sptr->extra) >= 0)
                A_CallSound(sn,ii);
        }
        return;

    case 22:

        // REDODOOR22:

        if ((sptr->lotag&0x8000))
        {
            q = (sptr->ceilingz+sptr->floorz)>>1;
            j = SetAnimation(sn,&sptr->floorz,q,sptr->extra);
            j = SetAnimation(sn,&sptr->ceilingz,q,sptr->extra);
        }
        else
        {
            int32_t fneigh=nextsectorneighborz(sn,sptr->floorz,1,1);
            int32_t cneigh=nextsectorneighborz(sn,sptr->ceilingz,-1,-1);

            if (fneigh>=0 && cneigh>=0)
            {
                j = SetAnimation(sn, &sptr->floorz, sector[fneigh].floorz, sptr->extra);
                j = SetAnimation(sn, &sptr->ceilingz, sector[cneigh].ceilingz, sptr->extra);
            }
            else
            {
                OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
                           fneigh, cneigh);
                sptr->lotag ^= 0x8000;
            }
        }

        sptr->lotag ^= 0x8000;

        A_CallSound(sn,ii);

        return;

    case 23: //Swingdoor

        j = -1;
        q = 0;

        i = headspritestat[STAT_EFFECTOR];
        while (i >= 0)
        {
            if (SLT == 11 && SECT == sn && !T5)
            {
                j = i;
                break;
            }
            i = nextspritestat[i];
        }
        if (i<0)
        {
            OSD_Printf("WARNING: SE23 i<0!\n");
            return;
        }    // JBF
        l = sector[SECT].lotag&0x8000;

        if (j >= 0)
        {
            i = headspritestat[STAT_EFFECTOR];
            while (i >= 0)
            {
                if (l == (sector[SECT].lotag&0x8000) && SLT == 11 && sprite[j].hitag == SHT && !T5)
                {
                    if (sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff;
                    else sector[SECT].lotag |= 0x8000;
                    T5 = 1;
                    T4 = -T4;
                    if (q == 0)
                    {
                        A_CallSound(sn,i);
                        q = 1;
                    }
                }
                i = nextspritestat[i];
            }
        }
        return;

    case 25: //Subway type sliding doors

        j = headspritestat[STAT_EFFECTOR];
        while (j >= 0)//Find the sprite
        {
            if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
                break; //Found the sectoreffector.
            j = nextspritestat[j];
        }

        if (j < 0)
            return;

        i = headspritestat[STAT_EFFECTOR];
        while (i >= 0)
        {
            if (SHT==sprite[j].hitag)
            {
                if (SLT == 15)
                {
                    sector[SECT].lotag ^= 0x8000; // Toggle the open or close
                    SA += 1024;
                    if (T5) A_CallSound(SECT,i);
                    A_CallSound(SECT,i);
                    if (sector[SECT].lotag&0x8000) T5 = 1;
                    else T5 = 2;
                }
            }
            i = nextspritestat[i];
        }
        return;

    case 27:  //Extended bridge

        j = headspritestat[STAT_EFFECTOR];
        while (j >= 0)
        {
            if ((sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn)  //Bridge
            {

                sector[sn].lotag ^= 0x8000;
                if (sector[sn].lotag&0x8000) //OPENING
                    actor[j].t_data[0] = 1;
                else actor[j].t_data[0] = 2;
                A_CallSound(sn,ii);
                break;
            }
            j = nextspritestat[j];
        }
        return;


    case 28:
        //activate the rest of them

        j = headspritesect[sn];
        while (j >= 0)
        {
            if (sprite[j].statnum==3 && (sprite[j].lotag&0xff)==21)
                break; //Found it
            j = nextspritesect[j];
        }

        j = sprite[j].hitag;

        l = headspritestat[STAT_EFFECTOR];
        while (l >= 0)
        {
            if ((sprite[l].lotag&0xff)==21 && !actor[l].t_data[0] &&
                    (sprite[l].hitag) == j)
                actor[l].t_data[0] = 1;
            l = nextspritestat[l];
        }
        A_CallSound(sn,ii);

        return;
    }
}

void G_OperateRespawns(int32_t low)
{
    int32_t j, nexti, i = headspritestat[STAT_FX];

    while (i >= 0)
    {
        nexti = nextspritestat[i];
        if ((SLT == low) && (PN == RESPAWN))
        {
            if (A_CheckEnemyTile(SHT) && ud.monsters_off) break;

            j = A_Spawn(i,TRANSPORTERSTAR);
            sprite[j].z -= (32<<8);

            sprite[i].extra = 66-12;   // Just a way to killit
        }
        i = nexti;
    }
}

void G_OperateActivators(int32_t low,int32_t snum)
{
    int32_t i, j, k;
    int16_t *p;
    walltype *wal;

    for (i=g_numCyclers-1; i>=0; i--)
    {
        p = &cyclers[i][0];

        if (p[4] == low)
        {
            p[5] = !p[5];

            sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3];
            wal = &wall[sector[p[0]].wallptr];
            for (j=sector[p[0]].wallnum; j > 0; j--,wal++)
                wal->shade = p[3];
        }
    }

    i = headspritestat[STAT_ACTIVATOR];
    k = -1;

    while (i >= 0)
    {
        if (sprite[i].lotag == low)
        {
            if (sprite[i].picnum == ACTIVATORLOCKED)
            {
                if (sector[SECT].lotag&16384)
                    sector[SECT].lotag &= ~16384;
                else
                    sector[SECT].lotag |= 16384;

                if (snum >= 0 && snum < ud.multimode)
                {
                    if (sector[SECT].lotag&16384)
                        P_DoQuote(QUOTE_LOCKED,g_player[snum].ps);
                    else P_DoQuote(QUOTE_UNLOCKED,g_player[snum].ps);
                }
            }
            else
            {
                switch (SHT)
                {
                case 0:
                    break;
                case 1:
                    if (sector[SECT].floorz != sector[SECT].ceilingz)
                    {
                        i = nextspritestat[i];
                        continue;
                    }
                    break;
                case 2:
                    if (sector[SECT].floorz == sector[SECT].ceilingz)
                    {
                        i = nextspritestat[i];
                        continue;
                    }
                    break;
                }

                if (sector[sprite[i].sectnum].lotag < 3)
                {
                    j = headspritesect[sprite[i].sectnum];
                    while (j >= 0)
                    {
                        if (sprite[j].statnum == 3) switch (sprite[j].lotag)
                            {
                            case 36:
                            case 31:
                            case 32:
                            case 18:
                                actor[j].t_data[0] = 1-actor[j].t_data[0];
                                A_CallSound(SECT,j);
                                break;
                            }
                        j = nextspritesect[j];
                    }
                }

                if (k == -1 && (sector[SECT].lotag&0xff) == 22)
                    k = A_CallSound(SECT,i);

                G_OperateSectors(SECT,i);
            }
        }
        i = nextspritestat[i];
    }

    G_OperateRespawns(low);
}

void G_OperateMasterSwitches(int32_t low)
{
    int32_t i = headspritestat[STAT_STANDABLE];
    while (i >= 0)
    {
        if (PN == MASTERSWITCH && SLT == low && SP == 0)
            SP = 1;
        i = nextspritestat[i];
    }
}

void G_OperateForceFields(int32_t s, int32_t low)
{
    int32_t i, p=g_numAnimWalls;

    for (; p>=0; p--)
    {
        i = animwall[p].wallnum;

        if (low == wall[i].lotag || low == -1)
            if (((wall[i].overpicnum >= W_FORCEFIELD)&&(wall[i].overpicnum <= W_FORCEFIELD+2))||(wall[i].overpicnum == BIGFORCE))
            {


                animwall[p].tag = 0;

                if (wall[i].cstat)
                {
                    wall[i].cstat   = 0;

                    if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR &&
                            sprite[s].lotag == 30)
                        wall[i].lotag = 0;
                }
                else
                    wall[i].cstat = 85;
            }
    }
}

int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchtype)
{
    int32_t switchpal, switchpicnum;
    int32_t i, x, lotag,hitag,picnum,correctdips = 1, numdips = 0;
    vec3_t davector;

    if (w < 0) return 0;

    if (switchtype == 1) // A wall sprite
    {
        if (actor[w].lasttransport == totalclock) return 0;
        actor[w].lasttransport = totalclock;
        lotag = sprite[w].lotag;
        if (lotag == 0) return 0;
        hitag = sprite[w].hitag;

//        sx = sprite[w].x;
//        sy = sprite[w].y;
        Bmemcpy(&davector, &sprite[w], sizeof(vec3_t));
        picnum = sprite[w].picnum;
        switchpal = sprite[w].pal;
    }
    else
    {
        lotag = wall[w].lotag;
        if (lotag == 0) return 0;
        hitag = wall[w].hitag;
        // sx = wall[w].x;
        // sy = wall[w].y;
        Bmemcpy(&davector, &wall[w], sizeof(int32_t) * 2);
        davector.z = g_player[snum].ps->pos.z;
        picnum = wall[w].picnum;
        switchpal = wall[w].pal;
    }
    //     initprintf("P_ActivateSwitch called picnum=%i switchtype=%i\n",picnum,switchtype);
    switchpicnum = picnum;
    if ((picnum==DIPSWITCH+1)
            || (picnum==TECHSWITCH+1)
            || (picnum==ALIENSWITCH+1)
            || (picnum==DIPSWITCH2+1)
            || (picnum==DIPSWITCH3+1)
            || (picnum==PULLSWITCH+1)
            || (picnum==HANDSWITCH+1)
            || (picnum==SLOTDOOR+1)
            || (picnum==LIGHTSWITCH+1)
            || (picnum==SPACELIGHTSWITCH+1)
            || (picnum==SPACEDOORSWITCH+1)
            || (picnum==FRANKENSTINESWITCH+1)
            || (picnum==LIGHTSWITCH2+1)
            || (picnum==POWERSWITCH1+1)
            || (picnum==LOCKSWITCH1+1)
            || (picnum==POWERSWITCH2+1)
            || (picnum==LIGHTSWITCH+1)
       )
    {
        switchpicnum--;
    }
    if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3))
    {
        switchpicnum = MULTISWITCH;
    }

    switch (DynamicTileMap[switchpicnum])
    {
    case DIPSWITCH__STATIC:
        //    case DIPSWITCH+1:
    case TECHSWITCH__STATIC:
        //    case TECHSWITCH+1:
    case ALIENSWITCH__STATIC:
        //    case ALIENSWITCH+1:
        break;
    case ACCESSSWITCH__STATIC:
    case ACCESSSWITCH2__STATIC:
        if (g_player[snum].ps->access_incs == 0)
        {
            if (switchpal == 0)
            {
                if ((g_player[snum].ps->got_access&1))
                    g_player[snum].ps->access_incs = 1;
                else P_DoQuote(QUOTE_NEED_BLUE_KEY,g_player[snum].ps);
            }

            else if (switchpal == 21)
            {
                if (g_player[snum].ps->got_access&2)
                    g_player[snum].ps->access_incs = 1;
                else P_DoQuote(QUOTE_NEED_RED_KEY,g_player[snum].ps);
            }

            else if (switchpal == 23)
            {
                if (g_player[snum].ps->got_access&4)
                    g_player[snum].ps->access_incs = 1;
                else P_DoQuote(QUOTE_NEED_YELLOW_KEY,g_player[snum].ps);
            }

            if (g_player[snum].ps->access_incs == 1)
            {
                if (switchtype == 0)
                    g_player[snum].ps->access_wallnum = w;
                else
                    g_player[snum].ps->access_spritenum = w;
            }

            return 0;
        }
    case DIPSWITCH2__STATIC:
        //case DIPSWITCH2+1:
    case DIPSWITCH3__STATIC:
        //case DIPSWITCH3+1:
    case MULTISWITCH__STATIC:
        //case MULTISWITCH+1:
        //case MULTISWITCH+2:
        //case MULTISWITCH+3:
    case PULLSWITCH__STATIC:
        //case PULLSWITCH+1:
    case HANDSWITCH__STATIC:
        //case HANDSWITCH+1:
    case SLOTDOOR__STATIC:
        //case SLOTDOOR+1:
    case LIGHTSWITCH__STATIC:
        //case LIGHTSWITCH+1:
    case SPACELIGHTSWITCH__STATIC:
        //case SPACELIGHTSWITCH+1:
    case SPACEDOORSWITCH__STATIC:
        //case SPACEDOORSWITCH+1:
    case FRANKENSTINESWITCH__STATIC:
        //case FRANKENSTINESWITCH+1:
    case LIGHTSWITCH2__STATIC:
        //case LIGHTSWITCH2+1:
    case POWERSWITCH1__STATIC:
        //case POWERSWITCH1+1:
    case LOCKSWITCH1__STATIC:
        //case LOCKSWITCH1+1:
    case POWERSWITCH2__STATIC:
        //case POWERSWITCH2+1:
        if (G_CheckActivatorMotion(lotag)) return 0;
        break;
    default:
        if (CheckDoorTile(picnum) == 0) return 0;
        break;
    }

    i = headspritestat[STAT_DEFAULT];
    while (i >= 0)
    {

        if (lotag == SLT)
        {
            int32_t switchpicnum=PN; // put it in a variable so later switches don't trigger on the result of changes
            if ((switchpicnum >= MULTISWITCH) && (switchpicnum <=MULTISWITCH+3))
            {
                sprite[i].picnum++;
                if (sprite[i].picnum > (MULTISWITCH+3))
                    sprite[i].picnum = MULTISWITCH;

            }
            switch (DynamicTileMap[switchpicnum])
            {

            case DIPSWITCH__STATIC:
            case TECHSWITCH__STATIC:
            case ALIENSWITCH__STATIC:
                if (switchtype == 1 && w == i) PN++;
                else if (SHT == 0) correctdips++;
                numdips++;
                break;
            case ACCESSSWITCH__STATIC:
            case ACCESSSWITCH2__STATIC:
            case SLOTDOOR__STATIC:
            case LIGHTSWITCH__STATIC:
            case SPACELIGHTSWITCH__STATIC:
            case SPACEDOORSWITCH__STATIC:
            case FRANKENSTINESWITCH__STATIC:
            case LIGHTSWITCH2__STATIC:
            case POWERSWITCH1__STATIC:
            case LOCKSWITCH1__STATIC:
            case POWERSWITCH2__STATIC:
            case HANDSWITCH__STATIC:
            case PULLSWITCH__STATIC:
            case DIPSWITCH2__STATIC:
            case DIPSWITCH3__STATIC:
                sprite[i].picnum++;
                break;
            default:
                switch (DynamicTileMap[switchpicnum-1])
                {

                case TECHSWITCH__STATIC:
                case DIPSWITCH__STATIC:
                case ALIENSWITCH__STATIC:
                    if (switchtype == 1 && w == i) PN--;
                    else if (SHT == 1) correctdips++;
                    numdips++;
                    break;
                case PULLSWITCH__STATIC:
                case HANDSWITCH__STATIC:
                case LIGHTSWITCH2__STATIC:
                case POWERSWITCH1__STATIC:
                case LOCKSWITCH1__STATIC:
                case POWERSWITCH2__STATIC:
                case SLOTDOOR__STATIC:
                case LIGHTSWITCH__STATIC:
                case SPACELIGHTSWITCH__STATIC:
                case SPACEDOORSWITCH__STATIC:
                case FRANKENSTINESWITCH__STATIC:
                case DIPSWITCH2__STATIC:
                case DIPSWITCH3__STATIC:
                    sprite[i].picnum--;
                    break;
                }
                break;
            }
        }
        i = nextspritestat[i];
    }

    for (i=numwalls-1; i>=0; i--)
    {
        x = i;
        if (lotag == wall[x].lotag)
        {
            if ((wall[x].picnum >= MULTISWITCH) && (wall[x].picnum <=MULTISWITCH+3))
            {
                wall[x].picnum++;
                if (wall[x].picnum > (MULTISWITCH+3))
                    wall[x].picnum = MULTISWITCH;

            }
            switch (DynamicTileMap[wall[x].picnum])
            {

            case DIPSWITCH__STATIC:
            case TECHSWITCH__STATIC:
            case ALIENSWITCH__STATIC:
                if (switchtype == 0 && i == w) wall[x].picnum++;
                else if (wall[x].hitag == 0) correctdips++;
                numdips++;
                break;
            case ACCESSSWITCH__STATIC:
            case ACCESSSWITCH2__STATIC:
            case SLOTDOOR__STATIC:
            case LIGHTSWITCH__STATIC:
            case SPACELIGHTSWITCH__STATIC:
            case SPACEDOORSWITCH__STATIC:
            case FRANKENSTINESWITCH__STATIC:
            case LIGHTSWITCH2__STATIC:
            case POWERSWITCH1__STATIC:
            case LOCKSWITCH1__STATIC:
            case POWERSWITCH2__STATIC:
            case HANDSWITCH__STATIC:
            case PULLSWITCH__STATIC:
            case DIPSWITCH2__STATIC:
            case DIPSWITCH3__STATIC:
                wall[x].picnum++;
                break;
            default:
                switch (DynamicTileMap[wall[x].picnum-1])
                {

                case TECHSWITCH__STATIC:
                case DIPSWITCH__STATIC:
                case ALIENSWITCH__STATIC:
                    if (switchtype == 0 && i == w) wall[x].picnum--;
                    else if (wall[x].hitag == 1) correctdips++;
                    numdips++;
                    break;
                case PULLSWITCH__STATIC:
                case HANDSWITCH__STATIC:
                case LIGHTSWITCH2__STATIC:
                case POWERSWITCH1__STATIC:
                case LOCKSWITCH1__STATIC:
                case POWERSWITCH2__STATIC:
                case SLOTDOOR__STATIC:
                case LIGHTSWITCH__STATIC:
                case SPACELIGHTSWITCH__STATIC:
                case SPACEDOORSWITCH__STATIC:
                case FRANKENSTINESWITCH__STATIC:
                case DIPSWITCH2__STATIC:
                case DIPSWITCH3__STATIC:
                    wall[x].picnum--;
                    break;
                }
                break;
            }
        }
    }

    if (lotag == (int16_t) 65535)
    {

        g_player[myconnectindex].ps->gm = MODE_EOL;
        if (ud.from_bonus)
        {
            ud.level_number = ud.from_bonus;
            ud.m_level_number = ud.level_number;
            ud.from_bonus = 0;
        }
        else
        {
            ud.level_number++;
            if (ud.level_number > MAXLEVELS-1)
                ud.level_number = 0;
            ud.m_level_number = ud.level_number;
        }
        return 1;

    }

    switchpicnum = picnum;

    if ((picnum==DIPSWITCH+1)
            || (picnum==TECHSWITCH+1)
            || (picnum==ALIENSWITCH+1)
            || (picnum==DIPSWITCH2+1)
            || (picnum==DIPSWITCH3+1)
            || (picnum==PULLSWITCH+1)
            || (picnum==HANDSWITCH+1)
            || (picnum==SLOTDOOR+1)
            || (picnum==LIGHTSWITCH+1)
            || (picnum==SPACELIGHTSWITCH+1)
            || (picnum==SPACEDOORSWITCH+1)
            || (picnum==FRANKENSTINESWITCH+1)
            || (picnum==LIGHTSWITCH2+1)
            || (picnum==POWERSWITCH1+1)
            || (picnum==LOCKSWITCH1+1)
            || (picnum==POWERSWITCH2+1)
            || (picnum==LIGHTSWITCH+1)
       )
    {
        switchpicnum--;
    }
    if ((picnum > MULTISWITCH)&&(picnum <= MULTISWITCH+3))
    {
        switchpicnum = MULTISWITCH;
    }

    switch (DynamicTileMap[switchpicnum])
    {
    default:
        if (CheckDoorTile(picnum) == 0) break;
    case DIPSWITCH__STATIC:
        //case DIPSWITCH+1:
    case TECHSWITCH__STATIC:
        //case TECHSWITCH+1:
    case ALIENSWITCH__STATIC:
        //case ALIENSWITCH+1:
        if (picnum == DIPSWITCH  || picnum == DIPSWITCH+1 ||
                picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 ||
                picnum == TECHSWITCH || picnum == TECHSWITCH+1)
        {
            if (picnum == ALIENSWITCH || picnum == ALIENSWITCH+1)
            {
                if (switchtype == 1)
                    S_PlaySound3D(ALIEN_SWITCH1, w, &davector);
                else S_PlaySound3D(ALIEN_SWITCH1,g_player[snum].ps->i,&davector);
            }
            else
            {
                if (switchtype == 1)
                    S_PlaySound3D(SWITCH_ON, w, &davector);
                else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector);
            }
            if (numdips != correctdips) break;
            S_PlaySound3D(END_OF_LEVEL_WARN,g_player[snum].ps->i,&davector);
        }
    case DIPSWITCH2__STATIC:
        //case DIPSWITCH2+1:
    case DIPSWITCH3__STATIC:
        //case DIPSWITCH3+1:
    case MULTISWITCH__STATIC:
        //case MULTISWITCH+1:
        //case MULTISWITCH+2:
        //case MULTISWITCH+3:
    case ACCESSSWITCH__STATIC:
    case ACCESSSWITCH2__STATIC:
    case SLOTDOOR__STATIC:
        //case SLOTDOOR+1:
    case LIGHTSWITCH__STATIC:
        //case LIGHTSWITCH+1:
    case SPACELIGHTSWITCH__STATIC:
        //case SPACELIGHTSWITCH+1:
    case SPACEDOORSWITCH__STATIC:
        //case SPACEDOORSWITCH+1:
    case FRANKENSTINESWITCH__STATIC:
        //case FRANKENSTINESWITCH+1:
    case LIGHTSWITCH2__STATIC:
        //case LIGHTSWITCH2+1:
    case POWERSWITCH1__STATIC:
        //case POWERSWITCH1+1:
    case LOCKSWITCH1__STATIC:
        //case LOCKSWITCH1+1:
    case POWERSWITCH2__STATIC:
        //case POWERSWITCH2+1:
    case HANDSWITCH__STATIC:
        //case HANDSWITCH+1:
    case PULLSWITCH__STATIC:
        //case PULLSWITCH+1:

        if (picnum == MULTISWITCH || picnum == (MULTISWITCH+1) ||
                picnum == (MULTISWITCH+2) || picnum == (MULTISWITCH+3))
            lotag += picnum-MULTISWITCH;

        x = headspritestat[STAT_EFFECTOR];
        while (x >= 0)
        {
            if (((sprite[x].hitag) == lotag))
            {
                switch (sprite[x].lotag)
                {
                case 12:
                    sector[sprite[x].sectnum].floorpal = 0;
                    actor[x].t_data[0]++;
                    if (actor[x].t_data[0] == 2)
                        actor[x].t_data[0]++;

                    break;
                case 24:
                case 34:
                case 25:
                    actor[x].t_data[4] = !actor[x].t_data[4];
                    if (actor[x].t_data[4])
                        P_DoQuote(QUOTE_DEACTIVATED,g_player[snum].ps);
                    else P_DoQuote(QUOTE_ACTIVATED,g_player[snum].ps);
                    break;
                case 21:
                    P_DoQuote(QUOTE_ACTIVATED,g_player[screenpeek].ps);
                    break;
                }
            }
            x = nextspritestat[x];
        }

        G_OperateActivators(lotag,snum);
        G_OperateForceFields(g_player[snum].ps->i,lotag);
        G_OperateMasterSwitches(lotag);

        if (picnum == DIPSWITCH || picnum == DIPSWITCH+1 ||
                picnum == ALIENSWITCH || picnum == ALIENSWITCH+1 ||
                picnum == TECHSWITCH || picnum == TECHSWITCH+1) return 1;

        if (hitag == 0 && CheckDoorTile(picnum) == 0)
        {
            if (switchtype == 1)
                S_PlaySound3D(SWITCH_ON,w,&davector);
            else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector);
        }
        else if (hitag != 0)
        {
            if (switchtype == 1 && (g_sounds[hitag].m&4) == 0)
                S_PlaySound3D(hitag,w,&davector);
            else A_PlaySound(hitag,g_player[snum].ps->i);
        }

        return 1;
    }
    return 0;

}

void G_ActivateBySector(int32_t sect,int32_t j)
{
    int32_t i = headspritesect[sect];
    int32_t didit = 0;

    while (i >= 0)
    {
        if (PN == ACTIVATOR)
        {
            G_OperateActivators(SLT,-1);
            didit = 1;
            //            return;
        }
        i = nextspritesect[i];
    }

    if (didit == 0)
        G_OperateSectors(sect,j);
}

static void BreakWall(int32_t newpn,int32_t spr,int32_t dawallnum)
{
    wall[dawallnum].picnum = newpn;
    A_PlaySound(VENT_BUST,spr);
    A_PlaySound(GLASS_HEAVYBREAK,spr);
    A_SpawnWallGlass(spr,dawallnum,10);
}

void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith)
{
    int16_t sn = -1;
    int32_t j, i, darkestwall;
    walltype *wal = &wall[dawallnum];

    if (wal->overpicnum == MIRROR && wal->pal != 4 && A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE) && (SpriteProjectile[spr].workslike & PROJECTILE_RPG))
    {
        if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
        {
            A_SpawnWallGlass(spr,dawallnum,70);
            wal->cstat &= ~16;
            wal->overpicnum = MIRRORBROKE;
            A_PlaySound(GLASS_HEAVYBREAK,spr);
            return;
        }
    }

    if (wal->overpicnum == MIRROR && wal->pal != 4)
    {
        switch (DynamicTileMap[atwith])
        {
        case HEAVYHBOMB__STATIC:
        case RADIUSEXPLOSION__STATIC:
        case RPG__STATIC:
        case HYDRENT__STATIC:
        case SEENINE__STATIC:
        case OOZFILTER__STATIC:
        case EXPLODINGBARREL__STATIC:
            if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
            {
                A_SpawnWallGlass(spr,dawallnum,70);
                wal->cstat &= ~16;
                wal->overpicnum = MIRRORBROKE;
                A_PlaySound(GLASS_HEAVYBREAK,spr);
                return;
            }
        }
    }

    if (((wal->cstat&16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
        if (sector[wal->nextsector].floorz > pos->z)
            if (sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz)
            {
                int32_t switchpicnum = wal->overpicnum;
                if ((switchpicnum > W_FORCEFIELD)&&(switchpicnum <= W_FORCEFIELD+2))
                    switchpicnum = W_FORCEFIELD;
                switch (DynamicTileMap[switchpicnum])
                {
                case W_FORCEFIELD__STATIC:
                    //case W_FORCEFIELD+1:
                    //case W_FORCEFIELD+2:
                    wal->extra = 1; // tell the forces to animate
                case BIGFORCE__STATIC:
                    updatesector(pos->x,pos->y,&sn);
                    if (sn < 0) return;

                    if (atwith == -1)
                        i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,8,8,0,0,0,spr,5);
                    else
                    {
                        if (atwith == CHAINGUN)
                            i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,16+sprite[spr].xrepeat,16+sprite[spr].yrepeat,0,0,0,spr,5);
                        else i = A_InsertSprite(sn,pos->x,pos->y,pos->z,FORCERIPPLE,-127,32,32,0,0,0,spr,5);
                    }

                    CS |= 18+128;
                    SA = getangle(wal->x-wall[wal->point2].x,
                                  wal->y-wall[wal->point2].y)-512;

                    A_PlaySound(SOMETHINGHITFORCE,i);

                    return;

                case FANSPRITE__STATIC:
                    wal->overpicnum = FANSPRITEBROKE;
                    wal->cstat &= 65535-65;
                    if (wal->nextwall >= 0)
                    {
                        wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
                        wall[wal->nextwall].cstat &= 65535-65;
                    }
                    A_PlaySound(VENT_BUST,spr);
                    A_PlaySound(GLASS_BREAKING,spr);
                    return;

                case GLASS__STATIC:
                    updatesector(pos->x,pos->y,&sn);
                    if (sn < 0) return;
                    wal->overpicnum=GLASS2;
                    A_SpawnWallGlass(spr,dawallnum,10);
                    wal->cstat = 0;

                    if (wal->nextwall >= 0)
                        wall[wal->nextwall].cstat = 0;

                    i = A_InsertSprite(sn,pos->x,pos->y,pos->z,SECTOREFFECTOR,0,0,0,g_player[0].ps->ang,0,0,spr,3);
                    SLT = 128;
                    T2 = 5;
                    T3 = dawallnum;
                    A_PlaySound(GLASS_BREAKING,i);
                    return;
                case STAINGLASS1__STATIC:
                    updatesector(pos->x,pos->y,&sn);
                    if (sn < 0) return;
                    A_SpawnRandomGlass(spr,dawallnum,80);
                    wal->cstat = 0;
                    if (wal->nextwall >= 0)
                        wall[wal->nextwall].cstat = 0;
                    A_PlaySound(VENT_BUST,spr);
                    A_PlaySound(GLASS_BREAKING,spr);
                    return;
                }
            }

    switch (DynamicTileMap[wal->picnum])
    {
    case COLAMACHINE__STATIC:
    case VENDMACHINE__STATIC:
        BreakWall(wal->picnum+2,spr,dawallnum);
        A_PlaySound(VENT_BUST,spr);
        return;

    case OJ__STATIC:
    case FEMPIC2__STATIC:
    case FEMPIC3__STATIC:

    case SCREENBREAK6__STATIC:
    case SCREENBREAK7__STATIC:
    case SCREENBREAK8__STATIC:

    case SCREENBREAK1__STATIC:
    case SCREENBREAK2__STATIC:
    case SCREENBREAK3__STATIC:
    case SCREENBREAK4__STATIC:
    case SCREENBREAK5__STATIC:

    case SCREENBREAK9__STATIC:
    case SCREENBREAK10__STATIC:
    case SCREENBREAK11__STATIC:
    case SCREENBREAK12__STATIC:
    case SCREENBREAK13__STATIC:
    case SCREENBREAK14__STATIC:
    case SCREENBREAK15__STATIC:
    case SCREENBREAK16__STATIC:
    case SCREENBREAK17__STATIC:
    case SCREENBREAK18__STATIC:
    case SCREENBREAK19__STATIC:
    case BORNTOBEWILDSCREEN__STATIC:

        A_SpawnWallGlass(spr,dawallnum,30);
        wal->picnum=W_SCREENBREAK+(krand()%3);
        A_PlaySound(GLASS_HEAVYBREAK,spr);
        return;

    case W_TECHWALL5__STATIC:
    case W_TECHWALL6__STATIC:
    case W_TECHWALL7__STATIC:
    case W_TECHWALL8__STATIC:
    case W_TECHWALL9__STATIC:
        BreakWall(wal->picnum+1,spr,dawallnum);
        return;
    case W_MILKSHELF__STATIC:
        BreakWall(W_MILKSHELFBROKE,spr,dawallnum);
        return;

    case W_TECHWALL10__STATIC:
        BreakWall(W_HITTECHWALL10,spr,dawallnum);
        return;

    case W_TECHWALL1__STATIC:
    case W_TECHWALL11__STATIC:
    case W_TECHWALL12__STATIC:
    case W_TECHWALL13__STATIC:
    case W_TECHWALL14__STATIC:
        BreakWall(W_HITTECHWALL1,spr,dawallnum);
        return;

    case W_TECHWALL15__STATIC:
        BreakWall(W_HITTECHWALL15,spr,dawallnum);
        return;

    case W_TECHWALL16__STATIC:
        BreakWall(W_HITTECHWALL16,spr,dawallnum);
        return;

    case W_TECHWALL2__STATIC:
        BreakWall(W_HITTECHWALL2,spr,dawallnum);
        return;

    case W_TECHWALL3__STATIC:
        BreakWall(W_HITTECHWALL3,spr,dawallnum);
        return;

    case W_TECHWALL4__STATIC:
        BreakWall(W_HITTECHWALL4,spr,dawallnum);
        return;

    case ATM__STATIC:
        wal->picnum = ATMBROKE;
        A_SpawnMultiple(spr, MONEY, 1+(krand()&7));
        A_PlaySound(GLASS_HEAVYBREAK,spr);
        break;

    case WALLLIGHT1__STATIC:
    case WALLLIGHT2__STATIC:
    case WALLLIGHT3__STATIC:
    case WALLLIGHT4__STATIC:
    case TECHLIGHT2__STATIC:
    case TECHLIGHT4__STATIC:

        if (rnd(128))
            A_PlaySound(GLASS_HEAVYBREAK,spr);
        else A_PlaySound(GLASS_BREAKING,spr);
        A_SpawnWallGlass(spr,dawallnum,30);

        if (wal->picnum == WALLLIGHT1)
            wal->picnum = WALLLIGHTBUST1;

        if (wal->picnum == WALLLIGHT2)
            wal->picnum = WALLLIGHTBUST2;

        if (wal->picnum == WALLLIGHT3)
            wal->picnum = WALLLIGHTBUST3;

        if (wal->picnum == WALLLIGHT4)
            wal->picnum = WALLLIGHTBUST4;

        if (wal->picnum == TECHLIGHT2)
            wal->picnum = TECHLIGHTBUST2;

        if (wal->picnum == TECHLIGHT4)
            wal->picnum = TECHLIGHTBUST4;

        if (!wal->lotag) return;

        sn = wal->nextsector;
        if (sn < 0) return;
        darkestwall = 0;

        wal = &wall[sector[sn].wallptr];
        for (i=sector[sn].wallnum; i > 0; i--,wal++)
            if (wal->shade > darkestwall)
                darkestwall=wal->shade;

        j = krand()&1;
        i= headspritestat[STAT_EFFECTOR];
        while (i >= 0)
        {
            if (SHT == wall[dawallnum].lotag && SLT == 3)
            {
                T3 = j;
                T4 = darkestwall;
                T5 = 1;
            }
            i = nextspritestat[i];
        }
        break;
    }
}

int32_t Sect_DamageCeiling(int32_t sn)
{
    int32_t i, j;

    switch (DynamicTileMap[sector[sn].ceilingpicnum])
    {
    case WALLLIGHT1__STATIC:
    case WALLLIGHT2__STATIC:
    case WALLLIGHT3__STATIC:
    case WALLLIGHT4__STATIC:
    case TECHLIGHT2__STATIC:
    case TECHLIGHT4__STATIC:

        A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10);
        A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i);

        if (sector[sn].ceilingpicnum == WALLLIGHT1)
            sector[sn].ceilingpicnum = WALLLIGHTBUST1;

        if (sector[sn].ceilingpicnum == WALLLIGHT2)
            sector[sn].ceilingpicnum = WALLLIGHTBUST2;

        if (sector[sn].ceilingpicnum == WALLLIGHT3)
            sector[sn].ceilingpicnum = WALLLIGHTBUST3;

        if (sector[sn].ceilingpicnum == WALLLIGHT4)
            sector[sn].ceilingpicnum = WALLLIGHTBUST4;

        if (sector[sn].ceilingpicnum == TECHLIGHT2)
            sector[sn].ceilingpicnum = TECHLIGHTBUST2;

        if (sector[sn].ceilingpicnum == TECHLIGHT4)
            sector[sn].ceilingpicnum = TECHLIGHTBUST4;


        if (!sector[sn].hitag)
        {
            i = headspritesect[sn];
            while (i >= 0)
            {
                if (PN == SECTOREFFECTOR && SLT == 12)
                {
                    j = headspritestat[STAT_EFFECTOR];
                    while (j >= 0)
                    {
                        if (sprite[j].hitag == SHT)
                            actor[j].t_data[3] = 1;
                        j = nextspritestat[j];
                    }
                    break;
                }
                i = nextspritesect[i];
            }
        }

        i = headspritestat[STAT_EFFECTOR];
        j = krand()&1;
        while (i >= 0)
        {
            if (SHT == (sector[sn].hitag) && SLT == 3)
            {
                T3 = j;
                T5 = 1;
            }
            i = nextspritestat[i];
        }

        return 1;
    }

    return 0;
}

// hard coded props... :(
void A_DamageObject(int32_t i,int32_t sn)
{
    int16_t j;
    int32_t k, p, rpg=0;
    spritetype *s;
    int32_t switchpicnum = PN;

    i &= (MAXSPRITES-1);

    if (A_CheckSpriteFlags(sn,SPRITE_PROJECTILE))
        if (SpriteProjectile[sn].workslike & PROJECTILE_RPG)
            rpg = 1;
    switchpicnum = PN;
    if ((PN > WATERFOUNTAIN)&&(PN < WATERFOUNTAIN+3))
    {
        switchpicnum = WATERFOUNTAIN;
    }
    switch (DynamicTileMap[PN])
    {
    case OCEANSPRITE1__STATIC:
    case OCEANSPRITE2__STATIC:
    case OCEANSPRITE3__STATIC:
    case OCEANSPRITE4__STATIC:
    case OCEANSPRITE5__STATIC:
        A_Spawn(i,SMALLSMOKE);
        deletesprite(i);
        break;
    case QUEBALL__STATIC:
    case STRIPEBALL__STATIC:
        if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
        {
            sprite[sn].xvel = (sprite[i].xvel>>1)+(sprite[i].xvel>>2);
            sprite[sn].ang -= (SA<<1)+1024;
            SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512;
            if (S_CheckSoundPlaying(i,POOLBALLHIT) < 2)
                A_PlaySound(POOLBALLHIT,i);
        }
        else
        {
            if (krand()&3)
            {
                sprite[i].xvel = 164;
                sprite[i].ang = sprite[sn].ang;
            }
            else
            {
                A_SpawnWallGlass(i,-1,3);
                deletesprite(i);
            }
        }
        break;
    case TREE1__STATIC:
    case TREE2__STATIC:
    case TIRE__STATIC:
    case CONE__STATIC:
    case BOX__STATIC:
    {
        if (rpg == 1)
            if (T1 == 0)
            {
                CS &= ~257;
                T1 = 1;
                A_Spawn(i,BURNING);
            }
        switch (DynamicTileMap[sprite[sn].picnum])
        {
        case RADIUSEXPLOSION__STATIC:
        case RPG__STATIC:
        case FIRELASER__STATIC:
        case HYDRENT__STATIC:
        case HEAVYHBOMB__STATIC:
            if (T1 == 0)
            {
                CS &= ~257;
                T1 = 1;
                A_Spawn(i,BURNING);
            }
            break;
        }
        break;
    }
    case CACTUS__STATIC:
    {
        if (rpg == 1)
            for (k=64; k>0; k--)
            {
                j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
                sprite[j].pal = 8;
            }
        //        case CACTUSBROKE:
        switch (DynamicTileMap[sprite[sn].picnum])
        {
        case RADIUSEXPLOSION__STATIC:
        case RPG__STATIC:
        case FIRELASER__STATIC:
        case HYDRENT__STATIC:
        case HEAVYHBOMB__STATIC:
            for (k=64; k>0; k--)
            {
                j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
                sprite[j].pal = 8;
            }

            if (PN == CACTUS)
                PN = CACTUSBROKE;
            CS &= ~257;
            //       else deletesprite(i);
            break;
        }
        break;
    }
    case HANGLIGHT__STATIC:
    case GENERICPOLE2__STATIC:
        for (k=6; k>0; k--)
            A_InsertSprite(SECT,SX,SY,SZ-(8<<8),SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
        A_PlaySound(GLASS_HEAVYBREAK,i);
        deletesprite(i);
        break;


    case FANSPRITE__STATIC:
        PN = FANSPRITEBROKE;
        CS &= (65535-257);
        if (sector[SECT].floorpicnum == FANSHADOW)
            sector[SECT].floorpicnum = FANSHADOWBROKE;

        A_PlaySound(GLASS_HEAVYBREAK,i);
        s = &sprite[i];
        for (j=16; j>0; j--) RANDOMSCRAP;

        break;
    case WATERFOUNTAIN__STATIC:
        //    case WATERFOUNTAIN+1:
        //    case WATERFOUNTAIN+2:
        //    case __STATIC:
        PN = WATERFOUNTAINBROKE;
        A_Spawn(i,TOILETWATER);
        break;
    case SATELITE__STATIC:
    case FUELPOD__STATIC:
    case SOLARPANNEL__STATIC:
    case ANTENNA__STATIC:
        if (sprite[sn].extra != *actorscrptr[SHOTSPARK1])
        {
            for (j=15; j>0; j--)
                A_InsertSprite(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(krand()&15),-8,64,64,
                               krand()&2047,(krand()&127)+64,-(krand()&511)-256,i,5);
            A_Spawn(i,EXPLOSION2);
            deletesprite(i);
        }
        break;
    case BOTTLE1__STATIC:
    case BOTTLE2__STATIC:
    case BOTTLE3__STATIC:
    case BOTTLE4__STATIC:
    case BOTTLE5__STATIC:
    case BOTTLE6__STATIC:
    case BOTTLE8__STATIC:
    case BOTTLE10__STATIC:
    case BOTTLE11__STATIC:
    case BOTTLE12__STATIC:
    case BOTTLE13__STATIC:
    case BOTTLE14__STATIC:
    case BOTTLE15__STATIC:
    case BOTTLE16__STATIC:
    case BOTTLE17__STATIC:
    case BOTTLE18__STATIC:
    case BOTTLE19__STATIC:
    case WATERFOUNTAINBROKE__STATIC:
    case DOMELITE__STATIC:
    case SUSHIPLATE1__STATIC:
    case SUSHIPLATE2__STATIC:
    case SUSHIPLATE3__STATIC:
    case SUSHIPLATE4__STATIC:
    case SUSHIPLATE5__STATIC:
    case WAITTOBESEATED__STATIC:
    case VASE__STATIC:
    case STATUEFLASH__STATIC:
    case STATUE__STATIC:
        if (PN == BOTTLE10)
            A_SpawnMultiple(i, MONEY, 4+(krand()&3));
        else if (PN == STATUE || PN == STATUEFLASH)
        {
            A_SpawnRandomGlass(i,-1,40);
            A_PlaySound(GLASS_HEAVYBREAK,i);
        }
        else if (PN == VASE)
            A_SpawnWallGlass(i,-1,40);

        A_PlaySound(GLASS_BREAKING,i);
        SA = krand()&2047;
        A_SpawnWallGlass(i,-1,8);
        deletesprite(i);
        break;
    case FETUS__STATIC:
        PN = FETUSBROKE;
        A_PlaySound(GLASS_BREAKING,i);
        A_SpawnWallGlass(i,-1,10);
        break;
    case FETUSBROKE__STATIC:
        for (j=48; j>0; j--)
        {
            A_Shoot(i,BLOODSPLAT1);
            SA += 333;
        }
        A_PlaySound(GLASS_HEAVYBREAK,i);
        A_PlaySound(SQUISHED,i);
    case BOTTLE7__STATIC:
        A_PlaySound(GLASS_BREAKING,i);
        A_SpawnWallGlass(i,-1,10);
        deletesprite(i);
        break;
    case HYDROPLANT__STATIC:
        PN = BROKEHYDROPLANT;
        A_PlaySound(GLASS_BREAKING,i);
        A_SpawnWallGlass(i,-1,10);
        break;

    case FORCESPHERE__STATIC:
        sprite[i].xrepeat = 0;
        actor[OW].t_data[0] = 32;
        actor[OW].t_data[1] = !actor[OW].t_data[1];
        actor[OW].t_data[2] ++;
        A_Spawn(i,EXPLOSION2);
        break;

    case BROKEHYDROPLANT__STATIC:
        if (CS&1)
        {
            A_PlaySound(GLASS_BREAKING,i);
            SZ += 16<<8;
            CS = 0;
            A_SpawnWallGlass(i,-1,5);
        }
        break;

    case TOILET__STATIC:
        PN = TOILETBROKE;
        CS |= (krand()&1)<<2;
        CS &= ~257;
        A_Spawn(i,TOILETWATER);
        A_PlaySound(GLASS_BREAKING,i);
        break;

    case STALL__STATIC:
        PN = STALLBROKE;
        CS |= (krand()&1)<<2;
        CS &= ~257;
        A_Spawn(i,TOILETWATER);
        A_PlaySound(GLASS_HEAVYBREAK,i);
        break;

    case HYDRENT__STATIC:
        PN = BROKEFIREHYDRENT;
        A_Spawn(i,TOILETWATER);

        //            for(k=0;k<5;k++)
        //          {
        //            j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
        //          sprite[j].pal = 2;
        //    }
        A_PlaySound(GLASS_HEAVYBREAK,i);
        break;

    case GRATE1__STATIC:
        PN = BGRATE1;
        CS &= (65535-256-1);
        A_PlaySound(VENT_BUST,i);
        break;

    case CIRCLEPANNEL__STATIC:
        PN = CIRCLEPANNELBROKE;
        CS &= (65535-256-1);
        A_PlaySound(VENT_BUST,i);
        break;
    case PANNEL1__STATIC:
    case PANNEL2__STATIC:
        PN = BPANNEL1;
        CS &= (65535-256-1);
        A_PlaySound(VENT_BUST,i);
        break;
    case PANNEL3__STATIC:
        PN = BPANNEL3;
        CS &= (65535-256-1);
        A_PlaySound(VENT_BUST,i);
        break;
    case PIPE1__STATIC:
    case PIPE2__STATIC:
    case PIPE3__STATIC:
    case PIPE4__STATIC:
    case PIPE5__STATIC:
    case PIPE6__STATIC:
        switch (DynamicTileMap[PN])
        {
        case PIPE1__STATIC:
            PN=PIPE1B;
            break;
        case PIPE2__STATIC:
            PN=PIPE2B;
            break;
        case PIPE3__STATIC:
            PN=PIPE3B;
            break;
        case PIPE4__STATIC:
            PN=PIPE4B;
            break;
        case PIPE5__STATIC:
            PN=PIPE5B;
            break;
        case PIPE6__STATIC:
            PN=PIPE6B;
            break;
        }

        j = A_Spawn(i,STEAM);
        sprite[j].z = sector[SECT].floorz-(32<<8);
        break;

    case MONK__STATIC:
    case LUKE__STATIC:
    case INDY__STATIC:
    case JURYGUY__STATIC:
        A_PlaySound(SLT,i);
        A_Spawn(i,SHT);
    case SPACEMARINE__STATIC:
        sprite[i].extra -= sprite[sn].extra;
        if (sprite[i].extra > 0) break;
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT1);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT2);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT3);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT4);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT1);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT2);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT3);
        SA = krand()&2047;
        A_Shoot(i,BLOODSPLAT4);
        A_DoGuts(i,JIBS1,1);
        A_DoGuts(i,JIBS2,2);
        A_DoGuts(i,JIBS3,3);
        A_DoGuts(i,JIBS4,4);
        A_DoGuts(i,JIBS5,1);
        A_DoGuts(i,JIBS3,6);
        S_PlaySound(SQUISHED);
        deletesprite(i);
        break;
    case CHAIR1__STATIC:
    case CHAIR2__STATIC:
        PN = BROKENCHAIR;
        CS = 0;
        break;
    case CHAIR3__STATIC:
    case MOVIECAMERA__STATIC:
    case SCALE__STATIC:
    case VACUUM__STATIC:
    case CAMERALIGHT__STATIC:
    case IVUNIT__STATIC:
    case POT1__STATIC:
    case POT2__STATIC:
    case POT3__STATIC:
    case TRIPODCAMERA__STATIC:
        A_PlaySound(GLASS_HEAVYBREAK,i);
        s = &sprite[i];
        for (j=16; j>0; j--) RANDOMSCRAP;
        deletesprite(i);
        break;
    case PLAYERONWATER__STATIC:
        i = OW;
    default:
        if ((sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == STAT_DEFAULT)
            break;

        if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4)
        {
            if (A_CheckEnemySprite(&sprite[i]) == 1)
            {
                if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1;

                if ((PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7))
                    if (sprite[sn].picnum != FREEZEBLAST)
                        if (ActorType[PN] == 0)
                        {
                            j = A_Spawn(sn,JIBS6);
                            if (sprite[sn].pal == 6)
                                sprite[j].pal = 6;
                            sprite[j].z += (4<<8);
                            sprite[j].xvel = 16;
                            sprite[j].xrepeat = sprite[j].yrepeat = 24;
                            sprite[j].ang += 32-(krand()&63);
                        }

                j = sprite[sn].owner;

                if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE)
                    if (g_player[sprite[j].yvel].ps->curr_weapon == SHOTGUN_WEAPON)
                    {
                        A_Shoot(i,BLOODSPLAT3);
                        A_Shoot(i,BLOODSPLAT1);
                        A_Shoot(i,BLOODSPLAT2);
                        A_Shoot(i,BLOODSPLAT4);
                    }

                if (PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN)
                {
                    if (sprite[i].extra > 0)
                    {
                        if ((sprite[i].cstat&48) == 0)
                            SA = (sprite[sn].ang+1024)&2047;
                        sprite[i].xvel = -(sprite[sn].extra<<2);
                        j = SECT;
                        pushmove((vec3_t *)&sprite[i],&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
                        if (j != SECT && (unsigned)j < MAXSECTORS)
                            changespritesect(i,j);
                    }
                }

                if (sprite[i].statnum == STAT_ZOMBIEACTOR)
                {
                    changespritestat(i, STAT_ACTOR);
                    actor[i].timetosleep = SLEEPTIME;
                }
                if ((RX < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
            }

            if (sprite[i].statnum != STAT_ZOMBIEACTOR)
            {
                if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i)))
                    return;

                actor[i].picnum = sprite[sn].picnum;
                actor[i].extra += sprite[sn].extra;
                actor[i].ang = sprite[sn].ang;
                actor[i].owner = sprite[sn].owner;
            }

            if (sprite[i].statnum == STAT_PLAYER)
            {
                p = sprite[i].yvel;
                if (g_player[p].ps->newowner >= 0)
                {
                    g_player[p].ps->newowner = -1;
                    g_player[p].ps->pos.x = g_player[p].ps->opos.x;
                    g_player[p].ps->pos.y = g_player[p].ps->opos.y;
                    g_player[p].ps->pos.z = g_player[p].ps->opos.z;
                    g_player[p].ps->ang = g_player[p].ps->oang;

                    updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
                    P_UpdateScreenPal(g_player[p].ps);

                    j = headspritestat[STAT_ACTOR];
                    while (j >= 0)
                    {
                        if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
                        j = nextspritestat[j];
                    }
                }

                if (RX < 24 && sprite[sn].picnum == SHRINKSPARK)
                    return;

                if (sprite[actor[i].owner].picnum != APLAYER)
                    if (ud.player_skill >= 3)
                        sprite[sn].extra += (sprite[sn].extra>>1);
            }

        }
        break;
    }
}

void allignwarpelevators(void)
{
    int32_t j, i = headspritestat[STAT_EFFECTOR];

    while (i >= 0)
    {
        if (SLT == 17 && SS > 16)
        {
            j = headspritestat[STAT_EFFECTOR];
            while (j >= 0)
            {
                if ((sprite[j].lotag) == 17 && i != j &&
                        (SHT) == (sprite[j].hitag))
                {
                    sector[sprite[j].sectnum].floorz =
                        sector[SECT].floorz;
                    sector[sprite[j].sectnum].ceilingz =
                        sector[SECT].ceilingz;
                }

                j = nextspritestat[j];
            }
        }
        i = nextspritestat[i];
    }
}

void G_HandleSharedKeys(int32_t snum)
{
    int32_t i, k = 0, dainv;
    uint32_t sb_snum = g_player[snum].sync->bits, j;
    DukePlayer_t *p = g_player[snum].ps;

    if (p->cheat_phase == 1) return;

    // 1<<0  =  jump
    // 1<<1  =  crouch
    // 1<<2  =  fire
    // 1<<3  =  aim up
    // 1<<4  =  aim down
    // 1<<5  =  run
    // 1<<6  =  look left
    // 1<<7  =  look right
    // 15<<8 = !weapon selection (bits 8-11)
    // 1<<12 = !steroids
    // 1<<13 =  look up
    // 1<<14 =  look down
    // 1<<15 = !nightvis
    // 1<<16 = !medkit
    // 1<<17 =  (multiflag==1) ? changes meaning of bits 18 and 19
    // 1<<18 =  centre view
    // 1<<19 = !holster weapon
    // 1<<20 = !inventory left
    // 1<<21 = !pause
    // 1<<22 = !quick kick
    // 1<<23 =  aim mode
    // 1<<24 = !holoduke
    // 1<<25 = !jetpack
    // 1<<26 =  g_gameQuit
    // 1<<27 = !inventory right
    // 1<<28 = !turn around
    // 1<<29 = !open
    // 1<<30 = !inventory
    // 1<<31 = !escape

    i = p->aim_mode;
    p->aim_mode = (sb_snum>>SK_AIMMODE)&1;
    if (p->aim_mode < i)
        p->return_to_center = 9;

    if (TEST_SYNC_KEY(sb_snum, SK_QUICK_KICK) && p->quick_kick == 0)
        if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0)
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                p->quick_kick = 14;
                if (p->fta == 0 || p->ftq == 80)
                    P_DoQuote(QUOTE_MIGHTY_FOOT,p);
            }
        }

    // j = sb_snum & ((15<<8)|(1<<12)|(1<<15)|(1<<16)|(1<<22)|(1<<19)|(1<<20)|(1<<21)|(1<<24)|(1<<25)|(1<<27)|(1<<28)|(1<<29)|(1<<30)|(1<<31));
    j = sb_snum & ((15<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
                   BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
                   BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
    sb_snum = j & ~p->interface_toggle_flag;
    p->interface_toggle_flag |= sb_snum | ((sb_snum&0xf00)?0xf00:0);
    p->interface_toggle_flag &= j | ((j&0xf00)?0xf00:0);

    if (sb_snum && TEST_SYNC_KEY(sb_snum, SK_MULTIFLAG) == 0)
    {
        if (TEST_SYNC_KEY(sb_snum, SK_PAUSE))
        {
            KB_ClearKeyDown(sc_Pause);
            if (ud.pause_on)
                ud.pause_on = 0;
            else ud.pause_on = 1+SHIFTS_IS_PRESSED;
            if (ud.pause_on)
            {
                S_PauseMusic(1);
                FX_StopAllSounds();
                S_ClearSoundLocks();
            }
            else
            {
                if (ud.config.MusicToggle) S_PauseMusic(0);
                pub = NUMPAGES;
                pus = NUMPAGES;
            }
        }

        if (ud.pause_on) return;

        if (sprite[p->i].extra <= 0) return;		// if dead...

        if (TEST_SYNC_KEY(sb_snum, SK_INVENTORY) && p->newowner == -1)	// inventory button generates event for selected item
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                switch (p->inven_icon)
                {
                case 4:
                    sb_snum |= BIT(SK_JETPACK);
                    break;
                case 3:
                    sb_snum |= BIT(SK_HOLODUKE);
                    break;
                case 5:
                    sb_snum |= BIT(SK_NIGHTVISION);
                    break;
                case 1:
                    sb_snum |= BIT(SK_MEDKIT);
                    break;
                case 2:
                    sb_snum |= BIT(SK_STEROIDS);
                    break;
                }
            }
        }

        if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION))
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0
                    &&  p->inv_amount[GET_HEATS] > 0)
            {
                p->heat_on = !p->heat_on;
                P_UpdateScreenPal(p);
                p->inven_icon = 5;
                A_PlaySound(NITEVISION_ONOFF,p->i);
                P_DoQuote(QUOTE_NVG_OFF-p->heat_on,p);
            }
        }

        if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS))
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                if (p->inv_amount[GET_STEROIDS] == 400)
                {
                    p->inv_amount[GET_STEROIDS]--;
                    A_PlaySound(DUKE_TAKEPILLS,p->i);
                    P_DoQuote(QUOTE_USED_STEROIDS,p);
                }
                if (p->inv_amount[GET_STEROIDS] > 0)
                    p->inven_icon = 2;
            }
            return;		// is there significance to returning?
        }
        if (p->refresh_inventory)
        {
            sb_snum |= BIT(SK_INV_LEFT);   // emulate move left...
        }
        if (p->newowner == -1)
            if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT) || TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT))
            {
                p->invdisptime = GAMETICSPERSEC*2;

                if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) k = 1;
                else k = 0;

                if (p->refresh_inventory) p->refresh_inventory = 0;
                dainv = p->inven_icon;

                i = 0;
CHECKINV1:

                if (i < 9)
                {
                    i++;

                    switch (dainv)
                    {
                    case 4:
                        if (p->inv_amount[GET_JETPACK] > 0 && i > 1)
                            break;
                        if (k) dainv++;
                        else dainv--;
                        goto CHECKINV1;
                    case 6:
                        if (p->inv_amount[GET_SCUBA] > 0 && i > 1)
                            break;
                        if (k) dainv++;
                        else dainv--;
                        goto CHECKINV1;
                    case 2:
                        if (p->inv_amount[GET_STEROIDS] > 0 && i > 1)
                            break;
                        if (k) dainv++;
                        else dainv--;
                        goto CHECKINV1;
                    case 3:
                        if (p->inv_amount[GET_HOLODUKE] > 0 && i > 1)
                            break;
                        if (k) dainv++;
                        else dainv--;
                        goto CHECKINV1;
                    case 0:
                    case 1:
                        if (p->inv_amount[GET_FIRSTAID] > 0 && i > 1)
                            break;
                        if (k) dainv = 2;
                        else dainv = 7;
                        goto CHECKINV1;
                    case 5:
                        if (p->inv_amount[GET_HEATS] > 0 && i > 1)
                            break;
                        if (k) dainv++;
                        else dainv--;
                        goto CHECKINV1;
                    case 7:
                        if (p->inv_amount[GET_BOOTS] > 0 && i > 1)
                            break;
                        if (k) dainv = 1;
                        else dainv = 6;
                        goto CHECKINV1;
                    }
                }
                else dainv = 0;

                if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT))   // Inventory_Left
                {
                    /*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
                    aGameVars[g_iReturnVarID].val.lValue = dainv;
                    VM_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1);
                    dainv=aGameVars[g_iReturnVarID].val.lValue;
                }
                else if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT))   // Inventory_Right
                {
                    /*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
                    aGameVars[g_iReturnVarID].val.lValue = dainv;
                    VM_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1);
                    dainv=aGameVars[g_iReturnVarID].val.lValue;
                }

                if (dainv >= 1)
                {
                    p->inven_icon = dainv;

                    if (dainv || p->inv_amount[GET_FIRSTAID])
                    {
                        static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
                                                      QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 };
                        P_DoQuote(i[dainv-1], p);
                    }
                }
            }

        j = ((sb_snum&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;

        aGameVars[g_iReturnVarID].val.lValue = j;

        switch (j)
        {
        default:
            VM_OnEvent(EVENT_WEAPKEY1+j,p->i,snum, -1);
            break;
        case 10:
            VM_OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1);
            break;
        case 11:
            VM_OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1);
            break;
        }

        j = (uint32_t) aGameVars[g_iReturnVarID].val.lValue;

        if (p->reloading == 1)
            j = -1;
        else if ((int32_t)j != -1 && p->kickback_pic == 1 && p->weapon_pos == 1)
        {
            p->wantweaponfire = j;
            p->kickback_pic = 0;
        }
        if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
                p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
        {
            //            if(  ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
            {
                if (j == 10 || j == 11)
                {
                    k = p->curr_weapon;
                    j = (j == 10 ? -1 : 1);     // JBF: prev (-1) or next (1) weapon choice
                    i = 0;

                    while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON && (p->subweapon&(1<<GROW_WEAPON))))         // JBF 20040116: so we don't select grower with v1.3d
                    {
                        if (k == GROW_WEAPON)   // JBF: this is handling next/previous with the grower selected
                        {
                            if ((int32_t)j == -1)
                                k = 5;
                            else k = 7;
                        }
                        else
                        {
                            k += j;
                            if (PLUTOPAK)   // JBF 20040116: so we don't select grower with v1.3d
                                if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))    // JBF: activates grower
                                    k = GROW_WEAPON;                            // if enabled
                        }

                        if (k == -1) k = 9;
                        else if (k == 10) k = 0;

                        if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0)
                        {
                            if (PLUTOPAK)   // JBF 20040116: so we don't select grower with v1.3d
                                if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
                                    k = GROW_WEAPON;
                            j = k;
                            break;
                        }
                        else    // JBF: grower with no ammo, but shrinker with ammo, switch to shrink
                            if (PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 &&
                                    (p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[SHRINKER_WEAPON] > 0)   // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
                            {
                                j = SHRINKER_WEAPON;
                                p->subweapon &= ~(1<<GROW_WEAPON);
                                break;
                            }
                            else    // JBF: shrinker with no ammo, but grower with ammo, switch to grow
                                if (PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 &&
                                        (p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[GROW_WEAPON] > 0)   // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
                                {
                                    j = GROW_WEAPON;
                                    p->subweapon |= (1<<GROW_WEAPON);
                                    break;
                                }

                        if (++i == 10) // absolutely no weapons, so use foot
                        {
                            j = KNEE_WEAPON;
                            break;
                        }
                    }
                }

                Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],p->i,snum);
                Gv_SetVar(g_iWeaponVarID,j, p->i, snum);

                aGameVars[g_iReturnVarID].val.lValue = j;

                VM_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
                j = aGameVars[g_iReturnVarID].val.lValue;

                if ((int32_t)j != -1 && j <= MAX_WEAPONS)
                {
                    if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
                    {
                        k = headspritestat[STAT_ACTOR];
                        while (k >= 0)
                        {
                            if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
                            {
                                p->gotweapon |= (1<<HANDBOMB_WEAPON);
                                j = HANDREMOTE_WEAPON;
                                break;
                            }
                            k = nextspritestat[k];
                        }
                    }

                    if (j == SHRINKER_WEAPON && PLUTOPAK)   // JBF 20040116: so we don't select the grower with v1.3d
                    {
                        if (screenpeek == snum) pus = NUMPAGES;

                        if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
                        {
                            if (p->ammo_amount[GROW_WEAPON] > 0)
                            {
                                if ((p->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
                                    j = GROW_WEAPON;
                                else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
                                {
                                    j = GROW_WEAPON;
                                    p->subweapon |= (1<<GROW_WEAPON);
                                }
                            }
                            else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
                                p->subweapon &= ~(1<<GROW_WEAPON);
                        }
                        else if (p->curr_weapon == SHRINKER_WEAPON)
                        {
                            p->subweapon |= (1<<GROW_WEAPON);
                            j = GROW_WEAPON;
                        }
                        else
                            p->subweapon &= ~(1<<GROW_WEAPON);
                    }

                    if (p->holster_weapon)
                    {
                        sb_snum |= BIT(SK_HOLSTER);
                        p->weapon_pos = -9;
                    }
                    else if ((int32_t)j >= 0 && (p->gotweapon & (1<<j)) && (uint32_t)p->curr_weapon != j)
                        switch (j)
                        {
                        case PISTOL_WEAPON:
                        case SHOTGUN_WEAPON:
                        case CHAINGUN_WEAPON:
                        case RPG_WEAPON:
                        case DEVISTATOR_WEAPON:
                        case FREEZE_WEAPON:
                        case GROW_WEAPON:
                        case SHRINKER_WEAPON:
                            if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
                            {
                                p->last_full_weapon = p->curr_weapon;
                                p->show_empty_weapon = 32;
                            }
                        case KNEE_WEAPON:
                            P_AddWeapon(p, j);
                            break;
                        case HANDREMOTE_WEAPON:
                            if (k >= 0) // Found in list of [1]'s
                            {
                                p->curr_weapon = j;
                                p->last_weapon = -1;
                                p->weapon_pos = 10;
                            }
                            break;
                        case HANDBOMB_WEAPON:
                        case TRIPBOMB_WEAPON:
                            if (p->ammo_amount[j] > 0 && (p->gotweapon & (1<<j)))
                                P_AddWeapon(p, j);
                            break;
                        }
                }
            }
        }

        if (TEST_SYNC_KEY(sb_snum, SK_HOLODUKE) && p->newowner == -1)
        {
            if (p->holoduke_on == -1)
            {
                aGameVars[g_iReturnVarID].val.lValue = 0;
                VM_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1);
                if (aGameVars[g_iReturnVarID].val.lValue == 0)
                {
                    if (p->inv_amount[GET_HOLODUKE] > 0)
                    {
                        p->inven_icon = 3;

                        if (p->cursectnum > -1)
                        {
                            p->holoduke_on = i = A_InsertSprite(p->cursectnum,p->pos.x,p->pos.y,
                                                                p->pos.z+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
                            T4 = T5 = 0;
                            SP = snum;
                            sprite[i].extra = 0;
                            P_DoQuote(QUOTE_HOLODUKE_ON,p);
                            A_PlaySound(TELEPORTER,p->holoduke_on);
                        }
                    }
                    else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,p);
                }
            }
            else
            {
                aGameVars[g_iReturnVarID].val.lValue = 0;
                VM_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1);
                if (aGameVars[g_iReturnVarID].val.lValue == 0)
                {
                    A_PlaySound(TELEPORTER,p->holoduke_on);
                    p->holoduke_on = -1;
                    P_DoQuote(QUOTE_HOLODUKE_OFF,p);
                }
            }
        }

        if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT))
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                if (p->inv_amount[GET_FIRSTAID] > 0 && sprite[p->i].extra < p->max_player_health)
                {
                    j = p->max_player_health-sprite[p->i].extra;

                    if ((uint32_t)p->inv_amount[GET_FIRSTAID] > j)
                    {
                        p->inv_amount[GET_FIRSTAID] -= j;
                        sprite[p->i].extra = p->max_player_health;
                        p->inven_icon = 1;
                    }
                    else
                    {
                        sprite[p->i].extra += p->inv_amount[GET_FIRSTAID];
                        p->inv_amount[GET_FIRSTAID] = 0;
                        P_SelectNextInvItem(p);
                    }
                    A_PlaySound(DUKE_USEMEDKIT,p->i);
                }
            }
        }

        if (p->newowner == -1 && TEST_SYNC_KEY(sb_snum, SK_JETPACK))
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                if (p->inv_amount[GET_JETPACK] > 0)
                {
                    p->jetpack_on = !p->jetpack_on;
                    if (p->jetpack_on)
                    {
                        p->inven_icon = 4;
                        if (p->scream_voice > FX_Ok)
                        {
                            FX_StopSound(p->scream_voice);
                            p->scream_voice = -1;
                        }

                        A_PlaySound(DUKE_JETPACK_ON,p->i);

                        P_DoQuote(QUOTE_JETPACK_ON,p);
                    }
                    else
                    {
                        p->hard_landing = 0;
                        p->vel.z = 0;
                        A_PlaySound(DUKE_JETPACK_OFF,p->i);
                        S_StopEnvSound(DUKE_JETPACK_IDLE,p->i);
                        S_StopEnvSound(DUKE_JETPACK_ON,p->i);
                        P_DoQuote(QUOTE_JETPACK_OFF,p);
                    }
                }
                else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,p);
            }
        }

        if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0)
        {
            aGameVars[g_iReturnVarID].val.lValue = 0;
            VM_OnEvent(EVENT_TURNAROUND,p->i,snum, -1);
            if (aGameVars[g_iReturnVarID].val.lValue == 0)
            {
                p->one_eighty_count = -1024;
            }
        }
    }
}

int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
{
    hitdata_t hitinfo;
    int32_t zoff = 0;

    if (A_CheckEnemySprite(&sprite[i]))
        zoff = (42<<8);
    else if (PN == APLAYER) zoff = (39<<8);

    SZ -= zoff;
    hitscan((const vec3_t *)&sprite[i],SECT,
            sintable[(SA+512)&2047],
            sintable[SA&2047],
            0,&hitinfo,CLIPMASK1);
    SZ += zoff;

    *hitsp = hitinfo.hitsprite;

    if (hitinfo.hitwall >= 0 && (wall[hitinfo.hitwall].cstat&16) && A_CheckEnemySprite(&sprite[i]))
        return((1<<30));

    return (FindDistance2D(hitinfo.pos.x-SX,hitinfo.pos.y-SY));
}

static int32_t P_FindWall(DukePlayer_t *p,int16_t *hitw)
{
    hitdata_t hitinfo;

    hitscan((const vec3_t *)p,p->cursectnum,
            sintable[(p->ang+512)&2047],
            sintable[p->ang&2047],
            0,&hitinfo,CLIPMASK0);

    *hitw = hitinfo.hitwall;

    return (FindDistance2D(hitinfo.pos.x-p->pos.x,hitinfo.pos.y-p->pos.y));
}


void P_CheckSectors(int32_t snum)
{
    int32_t i = -1,oldz;
    DukePlayer_t *p = g_player[snum].ps;
    int16_t j,hitscanwall;

    if (p->cursectnum > -1)
        switch (sector[p->cursectnum].lotag)
        {

        case 32767:
            sector[p->cursectnum].lotag = 0;
            P_DoQuote(QUOTE_FOUND_SECRET,p);
            p->secret_rooms++;
            return;
        case -1:
            TRAVERSE_CONNECT(i)
            g_player[i].ps->gm = MODE_EOL;
            sector[p->cursectnum].lotag = 0;
            if (ud.from_bonus)
            {
                ud.level_number = ud.from_bonus;
                ud.m_level_number = ud.level_number;
                ud.from_bonus = 0;
            }
            else
            {
                ud.level_number++;
                if (ud.level_number > MAXLEVELS-1)
                    ud.level_number = 0;
                ud.m_level_number = ud.level_number;
            }
            return;
        case -2:
            sector[p->cursectnum].lotag = 0;
            p->timebeforeexit = GAMETICSPERSEC*8;
            p->customexitsound = sector[p->cursectnum].hitag;
            return;
        default:
            if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
            {
                if (snum == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
                    A_PlaySound(sector[p->cursectnum].lotag-10000,p->i);
                sector[p->cursectnum].lotag = 0;
            }
            break;

        }

    //After this point the the player effects the map with space

    if (p->gm &MODE_TYPE || sprite[p->i].extra <= 0) return;

    if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
    {
        aGameVars[g_iReturnVarID].val.lValue = 0;
        VM_OnEvent(EVENT_USE, p->i, snum, -1);
        if (aGameVars[g_iReturnVarID].val.lValue != 0)
            g_player[snum].sync->bits &= ~BIT(SK_OPEN);
    }

    if (ud.cashman && TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
        A_SpawnMultiple(p->i, MONEY, 2);

    if (p->newowner >= 0)
    {
        if (klabs(g_player[snum].sync->svel) > 768 || klabs(g_player[snum].sync->fvel) > 768)
        {
            i = -1;
            goto CLEARCAMERAS;
        }
    }

    if (!TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
        p->toggle_key_flag = 0;
    else if (!p->toggle_key_flag)
    {

        if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
        {
            if (p->newowner >= 0)
            {
                i = -1;
                goto CLEARCAMERAS;
            }
            return;
        }

        neartagsprite = -1;
        p->toggle_key_flag = 1;
        hitscanwall = -1;

        i = P_FindWall(p,&hitscanwall);

        if (i < 1280 && hitscanwall >= 0 && wall[hitscanwall].overpicnum == MIRROR)
            if (wall[hitscanwall].lotag > 0 && !A_CheckSoundPlaying(p->i,wall[hitscanwall].lotag) && snum == screenpeek)
            {
                A_PlaySound(wall[hitscanwall].lotag,p->i);
                return;
            }

        if (hitscanwall >= 0 && (wall[hitscanwall].cstat&16))
            switch (wall[hitscanwall].overpicnum)
            {
            default:
                if (wall[hitscanwall].lotag)
                    return;
            }

        if (p->newowner >= 0)
            neartag(p->opos.x,p->opos.y,p->opos.z,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
        else
        {
            neartag(p->pos.x,p->pos.y,p->pos.z,sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
            if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
                neartag(p->pos.x,p->pos.y,p->pos.z+(8<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
            if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
                neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,1);
            if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
            {
                neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,1280L,3);
                if (neartagsprite >= 0)
                {
                    switch (DynamicTileMap[sprite[neartagsprite].picnum])
                    {
                    case FEM1__STATIC:
                    case FEM2__STATIC:
                    case FEM3__STATIC:
                    case FEM4__STATIC:
                    case FEM5__STATIC:
                    case FEM6__STATIC:
                    case FEM7__STATIC:
                    case FEM8__STATIC:
                    case FEM9__STATIC:
                    case FEM10__STATIC:
                    case PODFEM1__STATIC:
                    case NAKED1__STATIC:
                    case STATUE__STATIC:
                    case TOUGHGAL__STATIC:
                        return;
                    }
                }

                neartagsprite = -1;
                neartagwall = -1;
                neartagsector = -1;
            }
        }

        if (p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1)
            if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
                neartagsector = sprite[p->i].sectnum;

        if (neartagsector >= 0 && (sector[neartagsector].lotag&16384))
            return;

        if (neartagsprite == -1 && neartagwall == -1)
            if (sector[p->cursectnum].lotag == 2)
            {
                oldz = A_CheckHitSprite(p->i,&neartagsprite);
                if (oldz > 1280) neartagsprite = -1;
            }

        if (neartagsprite >= 0)
        {
            if (P_ActivateSwitch(snum,neartagsprite,1)) return;

            switch (DynamicTileMap[sprite[neartagsprite].picnum])
            {
            case TOILET__STATIC:
            case STALL__STATIC:
                if (p->last_pissed_time == 0)
                {
                    if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,p->i);

                    p->last_pissed_time = GAMETICSPERSEC*220;
                    p->transporter_hold = 29*2;
                    if (p->holster_weapon == 0)
                    {
                        p->holster_weapon = 1;
                        p->weapon_pos = -1;
                    }
                    if (sprite[p->i].extra <= (p->max_player_health-(p->max_player_health/10)))
                    {
                        sprite[p->i].extra += p->max_player_health/10;
                        p->last_extra = sprite[p->i].extra;
                    }
                    else if (sprite[p->i].extra < p->max_player_health)
                        sprite[p->i].extra = p->max_player_health;
                }
                else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET))
                    A_PlaySound(FLUSH_TOILET,neartagsprite);
                return;

            case NUKEBUTTON__STATIC:
                P_FindWall(p,&j);
                if (j >= 0 && wall[j].overpicnum == 0)
                    if (actor[neartagsprite].t_data[0] == 0)
                    {
                        if (ud.noexits && (g_netServer || ud.multimode > 1))
                        {
                            // NUKEBUTTON frags the player
                            actor[p->i].picnum = NUKEBUTTON;
                            actor[p->i].extra = 250;
                        }
                        else
                        {
                            actor[neartagsprite].t_data[0] = 1;
                            sprite[neartagsprite].owner = p->i;
                            ud.secretlevel =
                                (p->buttonpalette = sprite[neartagsprite].pal) ? sprite[neartagsprite].lotag : 0;
                        }
                    }
                return;

            case WATERFOUNTAIN__STATIC:
                if (actor[neartagsprite].t_data[0] != 1)
                {
                    actor[neartagsprite].t_data[0] = 1;
                    sprite[neartagsprite].owner = p->i;

                    if (sprite[p->i].extra < p->max_player_health)
                    {
                        sprite[p->i].extra++;
                        A_PlaySound(DUKE_DRINKING,p->i);
                    }
                }
                return;

            case PLUG__STATIC:
                A_PlaySound(SHORT_CIRCUIT,p->i);
                sprite[p->i].extra -= 2+(krand()&3);
                p->pals.r = 48;
                p->pals.g = 48;
                p->pals.b = 64;
                p->pals.f = 32;
                break;

            case VIEWSCREEN__STATIC:
            case VIEWSCREEN2__STATIC:
            {
                i = headspritestat[STAT_ACTOR];

                while (i >= 0)
                {
                    if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
                    {
                        SP = 1; //Using this camera
                        A_PlaySound(MONITOR_ACTIVE,p->i);

                        sprite[neartagsprite].owner = i;
                        sprite[neartagsprite].yvel = 1;


                        j = p->cursectnum;
                        p->cursectnum = SECT;
                        P_UpdateScreenPal(p);
                        p->cursectnum = j;

                        // parallaxtype = 2;
                        p->newowner = i;
                        return;
                    }
                    i = nextspritestat[i];
                }
            }

CLEARCAMERAS:

            if (i < 0)
            {
                Bmemcpy(p, &p->opos.x, sizeof(vec3_t));
                p->ang = p->oang;
                p->newowner = -1;

                updatesector(p->pos.x,p->pos.y,&p->cursectnum);
                P_UpdateScreenPal(p);


                i = headspritestat[STAT_ACTOR];
                while (i >= 0)
                {
                    if (PN==CAMERA1) SP = 0;
                    i = nextspritestat[i];
                }
            }
            else if (p->newowner >= 0)
                p->newowner = -1;

            if (KB_KeyPressed(sc_Escape))
                KB_ClearKeyDown(sc_Escape);

            return;
            }
        }

        if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0) return;
        else if (p->newowner >= 0)
        {
            i = -1;
            goto CLEARCAMERAS;
        }

        if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
            if (klabs(A_GetHitscanRange(p->i)) < 512)
            {
                if ((krand()&255) < 16)
                    A_PlaySound(DUKE_SEARCH2,p->i);
                else A_PlaySound(DUKE_SEARCH,p->i);
                return;
            }

        if (neartagwall >= 0)
        {
            if (wall[neartagwall].lotag > 0 && CheckDoorTile(wall[neartagwall].picnum))
            {
                if (hitscanwall == neartagwall || hitscanwall == -1)
                    P_ActivateSwitch(snum,neartagwall,0);
                return;
            }
            else if (p->newowner >= 0)
            {
                i = -1;
                goto CLEARCAMERAS;
            }
        }

        if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 && isanearoperator(sector[neartagsector].lotag))
        {
            i = headspritesect[neartagsector];
            while (i >= 0)
            {
                if (PN == ACTIVATOR || PN == MASTERSWITCH)
                    return;
                i = nextspritesect[i];
            }
            G_OperateSectors(neartagsector,p->i);
        }
        else if ((sector[sprite[p->i].sectnum].lotag&16384) == 0)
        {
            if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
            {
                i = headspritesect[sprite[p->i].sectnum];
                while (i >= 0)
                {
                    if (PN == ACTIVATOR || PN == MASTERSWITCH) return;
                    i = nextspritesect[i];
                }
                G_OperateSectors(sprite[p->i].sectnum,p->i);
            }
            else P_ActivateSwitch(snum,neartagwall,0);
        }
    }
}