// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file  r_things.c
/// \brief Refresh of things, i.e. objects represented by sprites

#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "r_local.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "m_misc.h"
#include "i_video.h" // rendermode
#include "r_things.h"
#include "r_plane.h"
#include "p_tick.h"
#include "p_local.h"
#include "p_slopes.h"
#include "dehacked.h" // get_number (for thok)
#include "d_netfil.h" // blargh. for nameonly().
#include "m_cheat.h" // objectplace
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#endif

#ifdef PC_DOS
#include <stdio.h> // for snprintf
int	snprintf(char *str, size_t n, const char *fmt, ...);
//int	vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
#endif

static void R_InitSkins(void);

#define MINZ (FRACUNIT*4)
#define BASEYCENTER (BASEVIDHEIGHT/2)

typedef struct
{
	INT32 x1, x2;
	INT32 column;
	INT32 topclip, bottomclip;
} maskdraw_t;

//
// Sprite rotation 0 is facing the viewer,
//  rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
//  which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
static lighttable_t **spritelights;

// constant arrays used for psprite clipping and initializing clipping
INT16 negonearray[MAXVIDWIDTH];
INT16 screenheightarray[MAXVIDWIDTH];

//
// INITIALIZATION FUNCTIONS
//

// variables used to look up and range check thing_t sprites patches
spritedef_t *sprites;
size_t numsprites;

static spriteframe_t sprtemp[64];
static size_t maxframe;
static const char *spritename;

// ==========================================================================
//
// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
// replacing not all frames of an existing sprite, add sprites at run-time,
// add wads at run-time.
//
// ==========================================================================

//
//
//
static void R_InstallSpriteLump(UINT16 wad,            // graphics patch
                                UINT16 lump,
                                size_t lumpid,      // identifier
                                UINT8 frame,
                                UINT8 rotation,
                                UINT8 flipped)
{
	char cn = R_Frame2Char(frame); // for debugging

	INT32 r;
	lumpnum_t lumppat = wad;
	lumppat <<= 16;
	lumppat += lump;

	if (frame >= 64 || rotation > 8)
		I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));

	if (maxframe ==(size_t)-1 || frame > maxframe)
		maxframe = frame;

	if (rotation == 0)
	{
		// the lump should be used for all rotations
		if (sprtemp[frame].rotate == 0)
			CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);

		if (sprtemp[frame].rotate == 1)
			CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);

		sprtemp[frame].rotate = 0;
		for (r = 0; r < 8; r++)
		{
			sprtemp[frame].lumppat[r] = lumppat;
			sprtemp[frame].lumpid[r] = lumpid;
		}
		sprtemp[frame].flip = flipped ? UINT8_MAX : 0;
		return;
	}

	// the lump is only used for one rotation
	if (sprtemp[frame].rotate == 0)
		CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);

	sprtemp[frame].rotate = 1;

	// make 0 based
	rotation--;

	if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
		CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation);

	// lumppat & lumpid are the same for original Doom, but different
	// when using sprites in pwad : the lumppat points the new graphics
	sprtemp[frame].lumppat[rotation] = lumppat;
	sprtemp[frame].lumpid[rotation] = lumpid;
	if (flipped)
		sprtemp[frame].flip |= (1<<rotation);
	else
		sprtemp[frame].flip &= ~(1<<rotation);
}

// Install a single sprite, given its identifying name (4 chars)
//
// (originally part of R_AddSpriteDefs)
//
// Pass: name of sprite : 4 chars
//       spritedef_t
//       wadnum         : wad number, indexes wadfiles[], where patches
//                        for frames are found
//       startlump      : first lump to search for sprite frames
//       endlump        : AFTER the last lump to search
//
// Returns true if the sprite was succesfully added
//
static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
	UINT16 l;
	UINT8 frame;
	UINT8 rotation;
	lumpinfo_t *lumpinfo;
	patch_t patch;
	UINT8 numadded = 0;

	memset(sprtemp,0xFF, sizeof (sprtemp));
	maxframe = (size_t)-1;

	// are we 'patching' a sprite already loaded ?
	// if so, it might patch only certain frames, not all
	if (spritedef->numframes) // (then spriteframes is not null)
	{
		// copy the already defined sprite frames
		M_Memcpy(sprtemp, spritedef->spriteframes,
		 spritedef->numframes * sizeof (spriteframe_t));
		maxframe = spritedef->numframes - 1;
	}

	// scan the lumps,
	//  filling in the frames for whatever is found
	lumpinfo = wadfiles[wadnum]->lumpinfo;
	if (endlump > wadfiles[wadnum]->numlumps)
		endlump = wadfiles[wadnum]->numlumps;

	for (l = startlump; l < endlump; l++)
	{
		if (memcmp(lumpinfo[l].name,sprname,4)==0)
		{
			frame = R_Char2Frame(lumpinfo[l].name[4]);
			rotation = (UINT8)(lumpinfo[l].name[5] - '0');

			if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-...
			{
				CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
				continue;
			}

			// skip NULL sprites from very old dmadds pwads
			if (W_LumpLengthPwad(wadnum,l)<=8)
				continue;

			// store sprite info in lookup tables
			//FIXME : numspritelumps do not duplicate sprite replacements
			W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
			spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
			spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
			spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
			spritecachedinfo[numspritelumps].height = SHORT(patch.height)<<FRACBITS;

			//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
			if (rendermode != render_none) // not for psprite
				spritecachedinfo[numspritelumps].topoffset += 4<<FRACBITS;
			// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
			/*if (rendermode != render_none // not for psprite
			 && SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
				// perfect is patch.height but sometime it is too high
				spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+4,SHORT(patch.height))<<FRACBITS;*/

			//----------------------------------------------------

			R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);

			if (lumpinfo[l].name[6])
			{
				frame = R_Char2Frame(lumpinfo[l].name[6]);
				rotation = (UINT8)(lumpinfo[l].name[7] - '0');
				R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
			}

			if (++numspritelumps >= max_spritelumps)
			{
				max_spritelumps *= 2;
				Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
			}

			++numadded;
		}
	}

	//
	// if no frames found for this sprite
	//
	if (maxframe == (size_t)-1)
	{
		// the first time (which is for the original wad),
		// all sprites should have their initial frames
		// and then, patch wads can replace it
		// we will skip non-replaced sprite frames, only if
		// they have already have been initially defined (original wad)

		//check only after all initial pwads added
		//if (spritedef->numframes == 0)
		//    I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
		//             namelist[i]);

		// sprite already has frames, and is not replaced by this wad
		return false;
	}
	else if (!numadded)
	{
		// Nothing related to this spritedef has been changed
		// so there is no point going back through these checks again.
		return false;
	}

	maxframe++;

	//
	//  some checks to help development
	//
	for (frame = 0; frame < maxframe; frame++)
	{
		switch (sprtemp[frame].rotate)
		{
			case 0xff:
			// no rotations were found for that frame at all
			I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
			break;

			case 0:
			// only the first rotation is needed
			break;

			case 1:
			// must have all 8 frames
			for (rotation = 0; rotation < 8; rotation++)
				// we test the patch lump, or the id lump whatever
				// if it was not loaded the two are LUMPERROR
				if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
					I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
					        sprname, R_Frame2Char(frame));
			break;
		}
	}

	// allocate space for the frames present and copy sprtemp to it
	if (spritedef->numframes &&             // has been allocated
		spritedef->numframes < maxframe)   // more frames are defined ?
	{
		Z_Free(spritedef->spriteframes);
		spritedef->spriteframes = NULL;
	}

	// allocate this sprite's frames
	if (!spritedef->spriteframes)
		spritedef->spriteframes =
		 Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);

	spritedef->numframes = maxframe;
	M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));

	return true;
}

//
// Search for sprites replacements in a wad whose names are in namelist
//
void R_AddSpriteDefs(UINT16 wadnum)
{
	size_t i, addsprites = 0;
	UINT16 start, end;
	char wadname[MAX_WADPATH];

	switch (wadfiles[wadnum]->type)
	{
	case RET_WAD:
		start = W_CheckNumForNamePwad("S_START", wadnum, 0);
		if (start == INT16_MAX)
			start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
		if (start == INT16_MAX)
			start = 0; //let say S_START is lump 0
		else
			start++;   // just after S_START
		end = W_CheckNumForNamePwad("S_END",wadnum,start);
		if (end == INT16_MAX)
			end = W_CheckNumForNamePwad("SS_END",wadnum,start);     //deutex compatib.
		break;
	case RET_PK3:
		start = W_CheckNumForFolderStartPK3("Sprites/", wadnum, 0);
		end = W_CheckNumForFolderEndPK3("Sprites/", wadnum, start);
		break;
	default:
		return;
	}

	if (end == INT16_MAX)
	{
		CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
		return;
	}

	//
	// scan through lumps, for each sprite, find all the sprite frames
	//
	for (i = 0; i < numsprites; i++)
	{
		spritename = sprnames[i];
		if (spritename[4] && wadnum >= (UINT16)spritename[4])
			continue;

		if (R_AddSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
		{
#ifdef HWRENDER
			if (rendermode == render_opengl)
				HWR_AddSpriteMD2(i);
#endif
			// if a new sprite was added (not just replaced)
			addsprites++;
#ifndef ZDEBUG
			CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
#endif
		}
	}

	nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
	CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
}

#ifdef DELFILE
static void R_RemoveSpriteLump(UINT16 wad,            // graphics patch
                               UINT16 lump,
                               size_t lumpid,      // identifier
                               UINT8 frame,
                               UINT8 rotation,
                               UINT8 flipped)
{
	(void)wad; /// \todo: how do I remove sprites?
	(void)lump;
	(void)lumpid;
	(void)frame;
	(void)rotation;
	(void)flipped;
}

static boolean R_DelSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
	UINT16 l;
	UINT8 frame;
	UINT8 rotation;
	lumpinfo_t *lumpinfo;

	maxframe = (size_t)-1;

	// scan the lumps,
	//  filling in the frames for whatever is found
	lumpinfo = wadfiles[wadnum]->lumpinfo;
	if (endlump > wadfiles[wadnum]->numlumps)
		endlump = wadfiles[wadnum]->numlumps;

	for (l = startlump; l < endlump; l++)
	{
		if (memcmp(lumpinfo[l].name,sprname,4)==0)
		{
			frame = (UINT8)(lumpinfo[l].name[4] - 'A');
			rotation = (UINT8)(lumpinfo[l].name[5] - '0');

			// skip NULL sprites from very old dmadds pwads
			if (W_LumpLengthPwad(wadnum,l)<=8)
				continue;

			//----------------------------------------------------

			R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);

			if (lumpinfo[l].name[6])
			{
				frame = (UINT8)(lumpinfo[l].name[6] - 'A');
				rotation = (UINT8)(lumpinfo[l].name[7] - '0');
				R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
			}
		}
	}

	if (maxframe == (size_t)-1)
		return false;

	spritedef->numframes = 0;
	Z_Free(spritedef->spriteframes);
	spritedef->spriteframes = NULL;
	return true;
}

void R_DelSpriteDefs(UINT16 wadnum)
{
	size_t i, delsprites = 0;
	UINT16 start, end;

	// find the sprites section in this pwad
	// we need at least the S_END
	// (not really, but for speedup)

	start = W_CheckNumForNamePwad("S_START", wadnum, 0);
	if (start == INT16_MAX)
		start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
	if (start == INT16_MAX)
		start = 0; //let say S_START is lump 0
	else
		start++;   // just after S_START

	end = W_CheckNumForNamePwad("S_END",wadnum,start);
	if (end == INT16_MAX)
		end = W_CheckNumForNamePwad("SS_END",wadnum,start);     //deutex compatib.
	if (end == INT16_MAX)
	{
		CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
		return;
		//I_Error("R_DelSpriteDefs: S_END, or SS_END missing for sprites "
		//         "in pwad %d\n",wadnum);
	}

	//
	// scan through lumps, for each sprite, find all the sprite frames
	//
	for (i = 0; i < numsprites; i++)
	{
		spritename = sprnames[i];

		if (R_DelSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
		{
			// if a new sprite was removed (not just replaced)
			delsprites++;
			CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
		}
	}

	CONS_Printf(M_GetText("%s sprites removed from file %s\n"), sizeu1(delsprites), wadfiles[wadnum]->filename);
}
#endif

//
// GAME FUNCTIONS
//
static UINT32 visspritecount;
static UINT32 clippedvissprites;
static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};


//
// R_InitSprites
// Called at program start.
//
void R_InitSprites(void)
{
	size_t i;

	for (i = 0; i < MAXVIDWIDTH; i++)
	{
		negonearray[i] = -1;
	}

	//
	// count the number of sprite names, and allocate sprites table
	//
	numsprites = 0;
	for (i = 0; i < NUMSPRITES + 1; i++)
		if (sprnames[i][0] != '\0') numsprites++;

	if (!numsprites)
		I_Error("R_AddSpriteDefs: no sprites in namelist\n");

	sprites = Z_Calloc(numsprites * sizeof (*sprites), PU_STATIC, NULL);

	// find sprites in each -file added pwad
	for (i = 0; i < numwadfiles; i++)
		R_AddSpriteDefs((UINT16)i);

	//
	// now check for skins
	//

	// it can be is do before loading config for skin cvar possible value
	R_InitSkins();
	for (i = 0; i < numwadfiles; i++)
		R_AddSkins((UINT16)i);

	//
	// check if all sprites have frames
	//
	/*
	for (i = 0; i < numsprites; i++)
		if (sprites[i].numframes < 1)
			CONS_Debug(DBG_SETUP, "R_InitSprites: sprite %s has no frames at all\n", sprnames[i]);
	*/
}

//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites(void)
{
	visspritecount = clippedvissprites = 0;
}

//
// R_NewVisSprite
//
static vissprite_t overflowsprite;

static vissprite_t *R_GetVisSprite(UINT32 num)
{
		UINT32 chunk = num >> VISSPRITECHUNKBITS;

		// Allocate chunk if necessary
		if (!visspritechunks[chunk])
			Z_Malloc(sizeof(vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &visspritechunks[chunk]);

		return visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
}

static vissprite_t *R_NewVisSprite(void)
{
	if (visspritecount == MAXVISSPRITES)
		return &overflowsprite;

	return R_GetVisSprite(visspritecount++);
}

//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
//  in posts/runs of opaque pixels.
//
INT16 *mfloorclip;
INT16 *mceilingclip;

fixed_t spryscale = 0, sprtopscreen = 0, sprbotscreen = 0;
fixed_t windowtop = 0, windowbottom = 0;

void R_DrawMaskedColumn(column_t *column)
{
	INT32 topscreen;
	INT32 bottomscreen;
	fixed_t basetexturemid;
	INT32 topdelta, prevdelta = 0;

	basetexturemid = dc_texturemid;

	for (; column->topdelta != 0xff ;)
	{
		// calculate unclipped screen coordinates
		// for post
		topdelta = column->topdelta;
		if (topdelta <= prevdelta)
			topdelta += prevdelta;
		prevdelta = topdelta;
		topscreen = sprtopscreen + spryscale*topdelta;
		bottomscreen = topscreen + spryscale*column->length;

		dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
		dc_yh = (bottomscreen-1)>>FRACBITS;

		if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
		{
			if (windowtop > topscreen)
				dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
			if (windowbottom < bottomscreen)
				dc_yh = (windowbottom - 1)>>FRACBITS;
		}

		if (dc_yh >= mfloorclip[dc_x])
			dc_yh = mfloorclip[dc_x]-1;
		if (dc_yl <= mceilingclip[dc_x])
			dc_yl = mceilingclip[dc_x]+1;
		if (dc_yl < 0)
			dc_yl = 0;
		if (dc_yh >= vid.height)
			dc_yh = vid.height - 1;

		if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0)
		{
			dc_source = (UINT8 *)column + 3;
			dc_texturemid = basetexturemid - (topdelta<<FRACBITS);

			// Drawn by R_DrawColumn.
			// This stuff is a likely cause of the splitscreen water crash bug.
			// FIXTHIS: Figure out what "something more proper" is and do it.
			// quick fix... something more proper should be done!!!
			if (ylookup[dc_yl])
				colfunc();
			else if (colfunc == R_DrawColumn_8
#ifdef USEASM
			|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
#endif
			)
			{
				static INT32 first = 1;
				if (first)
				{
					CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
					first = 0;
				}
			}
		}
		column = (column_t *)((UINT8 *)column + column->length + 4);
	}

	dc_texturemid = basetexturemid;
}

static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
{
	INT32 topscreen;
	INT32 bottomscreen;
	fixed_t basetexturemid = dc_texturemid;
	INT32 topdelta, prevdelta = -1;
	UINT8 *d,*s;

	for (; column->topdelta != 0xff ;)
	{
		// calculate unclipped screen coordinates
		// for post
		topdelta = column->topdelta;
		if (topdelta <= prevdelta)
			topdelta += prevdelta;
		prevdelta = topdelta;
		topdelta = texheight-column->length-topdelta;
		topscreen = sprtopscreen + spryscale*topdelta;
		bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length
		                                      : sprbotscreen + spryscale*column->length;

		dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
		dc_yh = (bottomscreen-1)>>FRACBITS;

		if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
		{
			if (windowtop > topscreen)
				dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
			if (windowbottom < bottomscreen)
				dc_yh = (windowbottom - 1)>>FRACBITS;
		}

		if (dc_yh >= mfloorclip[dc_x])
			dc_yh = mfloorclip[dc_x]-1;
		if (dc_yl <= mceilingclip[dc_x])
			dc_yl = mceilingclip[dc_x]+1;
		if (dc_yl < 0)
			dc_yl = 0;
		if (dc_yh >= vid.height)
			dc_yh = vid.height - 1;

		if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0)
		{
			dc_source = ZZ_Alloc(column->length);
			for (s = (UINT8 *)column+2+column->length, d = dc_source; d < dc_source+column->length; --s)
				*d++ = *s;
			dc_texturemid = basetexturemid - (topdelta<<FRACBITS);

			// Still drawn by R_DrawColumn.
			if (ylookup[dc_yl])
				colfunc();
			else if (colfunc == R_DrawColumn_8
#ifdef USEASM
			|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
#endif
			)
			{
				static INT32 first = 1;
				if (first)
				{
					CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
					first = 0;
				}
			}
			Z_Free(dc_source);
		}
		column = (column_t *)((UINT8 *)column + column->length + 4);
	}

	dc_texturemid = basetexturemid;
}

//
// R_DrawVisSprite
//  mfloorclip and mceilingclip should also be set.
//
static void R_DrawVisSprite(vissprite_t *vis)
{
	column_t *column;
#ifdef RANGECHECK
	INT32 texturecolumn;
#endif
	fixed_t frac;
	patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE);
	fixed_t this_scale = vis->mobj->scale;
	INT32 x1, x2;
	INT64 overflow_test;

	if (!patch)
		return;

	// Check for overflow
	overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
	if (overflow_test < 0) overflow_test = -overflow_test;
	if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow

	colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
	dc_colormap = vis->colormap;
	if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
	{
		// translate green skin to another color
		colfunc = transcolfunc;
		if (vis->mobj->type == MT_CYBRAKDEMON)
			dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
		else if (vis->mobj->type == MT_METALSONIC_BATTLE)
			dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
		else
			dc_translation = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
	}
	else if (vis->mobj->color && vis->transmap) // Color mapping
	{
		colfunc = transtransfunc;
		dc_transmap = vis->transmap;
		if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
		{
			size_t skinnum = (skin_t*)vis->mobj->skin-skins;
			dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
		}
		else // Use the defaults
			dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
	}
	else if (vis->transmap)
	{
		colfunc = fuzzcolfunc;
		dc_transmap = vis->transmap;    //Fab : 29-04-98: translucency table
	}
	else if (vis->mobj->color)
	{
		// translate green skin to another color
		colfunc = transcolfunc;

		// New colormap stuff for skins Tails 06-07-2002
		if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
		{
			size_t skinnum = (skin_t*)vis->mobj->skin-skins;
			dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
		}
		else // Use the defaults
			dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
	}
	else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
	{
		colfunc = transcolfunc;
		dc_translation = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE);
	}

	if (vis->extra_colormap)
	{
		if (!dc_colormap)
			dc_colormap = vis->extra_colormap->colormap;
		else
			dc_colormap = &vis->extra_colormap->colormap[dc_colormap - colormaps];
	}
	if (!dc_colormap)
		dc_colormap = colormaps;

	dc_iscale = FixedDiv(FRACUNIT, vis->scale);
	dc_texturemid = vis->texturemid;
	dc_texheight = 0;

	frac = vis->startfrac;
	spryscale = vis->scale;
	sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
	windowtop = windowbottom = sprbotscreen = INT32_MAX;

	if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
		this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
	if (this_scale <= 0)
		this_scale = 1;
	if (this_scale != FRACUNIT)
	{
		if (!vis->isScaled)
		{
			vis->scale = FixedMul(vis->scale, this_scale);
			spryscale = vis->scale;
			dc_iscale = FixedDiv(FRACUNIT, vis->scale);
			vis->xiscale = FixedDiv(vis->xiscale,this_scale);
			vis->isScaled = true;
		}
		dc_texturemid = FixedDiv(dc_texturemid,this_scale);

		//Oh lordy, mercy me. Don't freak out if sprites go offscreen!
		/*if (vis->xiscale > 0)
			frac = FixedDiv(frac, this_scale);
		else if (vis->x1 <= 0)
			frac = (vis->x1 - vis->x2) * vis->xiscale;*/

		sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
		//dc_hires = 1;
	}

	x1 = vis->x1;
	x2 = vis->x2;

	if (vis->x1 < 0)
		vis->x1 = 0;

	if (vis->x2 >= vid.width)
		vis->x2 = vid.width-1;

	for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
	{
#ifdef RANGECHECK
		texturecolumn = frac>>FRACBITS;

		if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
			I_Error("R_DrawSpriteRange: bad texturecolumn");
		column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
#else
		column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
		if (vis->vflip)
			R_DrawFlippedMaskedColumn(column, patch->height);
		else
			R_DrawMaskedColumn(column);
	}

	colfunc = basecolfunc;
	dc_hires = 0;

	vis->x1 = x1;
	vis->x2 = x2;
}

// Special precipitation drawer Tails 08-18-2002
static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
{
	column_t *column;
#ifdef RANGECHECK
	INT32 texturecolumn;
#endif
	fixed_t frac;
	patch_t *patch;
	INT64 overflow_test;

	//Fab : R_InitSprites now sets a wad lump number
	patch = W_CacheLumpNum(vis->patch, PU_CACHE);
	if (!patch)
		return;

	// Check for overflow
	overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
	if (overflow_test < 0) overflow_test = -overflow_test;
	if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow

	if (vis->transmap)
	{
		colfunc = fuzzcolfunc;
		dc_transmap = vis->transmap;    //Fab : 29-04-98: translucency table
	}

	dc_colormap = colormaps;

	dc_iscale = FixedDiv(FRACUNIT, vis->scale);
	dc_texturemid = vis->texturemid;
	dc_texheight = 0;

	frac = vis->startfrac;
	spryscale = vis->scale;
	sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
	windowtop = windowbottom = sprbotscreen = INT32_MAX;

	if (vis->x1 < 0)
		vis->x1 = 0;

	if (vis->x2 >= vid.width)
		vis->x2 = vid.width-1;

	for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
	{
#ifdef RANGECHECK
		texturecolumn = frac>>FRACBITS;

		if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
			I_Error("R_DrawPrecipitationSpriteRange: bad texturecolumn");

		column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
#else
		column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
		R_DrawMaskedColumn(column);
	}

	colfunc = basecolfunc;
}

//
// R_SplitSprite
// runs through a sector's lightlist and
static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
{
	INT32 i, lightnum, lindex;
	INT16 cutfrac;
	sector_t *sector;
	vissprite_t *newsprite;

	sector = sprite->sector;

	for (i = 1; i < sector->numlights; i++)
	{
		fixed_t testheight = sector->lightlist[i].height;

		if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES))
			continue;

#ifdef ESLOPE
		if (sector->lightlist[i].slope)
			testheight = P_GetZAt(sector->lightlist[i].slope, sprite->gx, sprite->gy);
#endif

		if (testheight >= sprite->gzt)
			continue;
		if (testheight <= sprite->gz)
			return;

		cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS);
		if (cutfrac < 0)
			continue;
		if (cutfrac > viewheight)
			return;

		// Found a split! Make a new sprite, copy the old sprite to it, and
		// adjust the heights.
		newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));

		sprite->cut |= SC_BOTTOM;
		sprite->gz = testheight;

		newsprite->gzt = sprite->gz;

		sprite->sz = cutfrac;
		newsprite->szt = (INT16)(sprite->sz - 1);

		if (testheight < sprite->pzt && testheight > sprite->pz)
			sprite->pz = newsprite->pzt = testheight;
		else
		{
			newsprite->pz = newsprite->gz;
			newsprite->pzt = newsprite->gzt;
		}

		newsprite->szt -= 8;

		newsprite->cut |= SC_TOP;
		if (!(sector->lightlist[i].caster->flags & FF_NOSHADE))
		{
			lightnum = (*sector->lightlist[i].lightlevel >> LIGHTSEGSHIFT);

			if (lightnum < 0)
				spritelights = scalelight[0];
			else if (lightnum >= LIGHTLEVELS)
				spritelights = scalelight[LIGHTLEVELS-1];
			else
				spritelights = scalelight[lightnum];

			newsprite->extra_colormap = sector->lightlist[i].extra_colormap;

/*
			if (thing->frame & FF_TRANSMASK)
				;
			else if (thing->flags2 & MF2_SHADOW)
				;
			else
*/
			if (!((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) || thing->flags2 & MF2_SHADOW)
				&& (!newsprite->extra_colormap || !(newsprite->extra_colormap->fog & 1))))
			{
				lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);

				if (lindex >= MAXLIGHTSCALE)
					lindex = MAXLIGHTSCALE-1;
				newsprite->colormap = spritelights[lindex];
			}
		}
		sprite = newsprite;
	}
}

//
// R_ProjectSprite
// Generates a vissprite for a thing
// if it might be visible.
//
static void R_ProjectSprite(mobj_t *thing)
{
	fixed_t tr_x, tr_y;
	fixed_t gxt, gyt;
	fixed_t tx, tz;
	fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!

	INT32 x1, x2;

	spritedef_t *sprdef;
	spriteframe_t *sprframe;
	size_t lump;

	size_t rot;
	UINT8 flip;

	INT32 lindex;

	vissprite_t *vis;

	angle_t ang;
	fixed_t iscale;

	//SoM: 3/17/2000
	fixed_t gz, gzt;
	INT32 heightsec, phs;
	INT32 light = 0;
	fixed_t this_scale = thing->scale;

	// transform the origin point
	tr_x = thing->x - viewx;
	tr_y = thing->y - viewy;

	gxt = FixedMul(tr_x, viewcos);
	gyt = -FixedMul(tr_y, viewsin);

	tz = gxt-gyt;

	// thing is behind view plane?
	if (tz < FixedMul(MINZ, this_scale))
		return;

	gxt = -FixedMul(tr_x, viewsin);
	gyt = FixedMul(tr_y, viewcos);
	tx = -(gyt + gxt);

	// too far off the side?
	if (abs(tx) > tz<<2)
		return;

	// aspect ratio stuff
	xscale = FixedDiv(projection, tz);
	yscale = FixedDiv(projectiony, tz);

	// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
	if ((size_t)(thing->sprite) >= numsprites)
		I_Error("R_ProjectSprite: invalid sprite number %d ", thing->sprite);
#endif

	rot = thing->frame&FF_FRAMEMASK;

	//Fab : 02-08-98: 'skin' override spritedef currently used for skin
	if (thing->skin && thing->sprite == SPR_PLAY)
	{
		sprdef = &((skin_t *)thing->skin)->spritedef;
		if (rot >= sprdef->numframes)
			sprdef = &sprites[thing->sprite];
	}
	else
		sprdef = &sprites[thing->sprite];

	if (rot >= sprdef->numframes)
	{
		CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
			sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
		thing->sprite = states[S_UNKNOWN].sprite;
		thing->frame = states[S_UNKNOWN].frame;
		sprdef = &sprites[thing->sprite];
		rot = thing->frame&FF_FRAMEMASK;
		if (!thing->skin)
		{
			thing->state->sprite = thing->sprite;
			thing->state->frame = thing->frame;
		}
	}

	sprframe = &sprdef->spriteframes[rot];

#ifdef PARANOIA
	if (!sprframe)
		I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
#endif

	if (sprframe->rotate)
	{
		// choose a different rotation based on player view
		ang = R_PointToAngle (thing->x, thing->y);
		rot = (ang-thing->angle+ANGLE_202h)>>29;
		//Fab: lumpid is the index for spritewidth,spriteoffset... tables
		lump = sprframe->lumpid[rot];
		flip = sprframe->flip & (1<<rot);
	}
	else
	{
		// use single rotation for all views
		rot = 0;                        //Fab: for vis->patch below
		lump = sprframe->lumpid[0];     //Fab: see note above
		flip = sprframe->flip; // Will only be 0x00 or 0xFF
	}

	I_Assert(lump < max_spritelumps);

	if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
		this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale);

	// calculate edges of the shape
	if (flip)
		tx -= FixedMul(spritecachedinfo[lump].width-spritecachedinfo[lump].offset, this_scale);
	else
		tx -= FixedMul(spritecachedinfo[lump].offset, this_scale);
	x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;

	// off the right side?
	if (x1 > viewwidth)
		return;

	tx += FixedMul(spritecachedinfo[lump].width, this_scale);
	x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;

	// off the left side
	if (x2 < 0)
		return;

	// PORTAL SPRITE CLIPPING
	if (portalrender)
	{
		if (x2 < portalclipstart || x1 > portalclipend)
			return;

		if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
			return;
	}

	//SoM: 3/17/2000: Disregard sprites that are out of view..
	if (thing->eflags & MFE_VERTICALFLIP)
	{
		// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
		// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
		// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
		gz = thing->z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale);
		gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale);
	}
	else
	{
		gzt = thing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale);
		gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale);
	}

	if (thing->subsector->sector->cullheight)
	{
		if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
			return;
	}

	if (thing->subsector->sector->numlights)
	{
		INT32 lightnum;
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
		light = thing->subsector->sector->numlights - 1;

		for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
			fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
			            : thing->subsector->sector->lightlist[lightnum].height;
			if (h <= gzt) {
				light = lightnum - 1;
				break;
			}
		}
#else
		light = R_GetPlaneLight(thing->subsector->sector, gzt, false);
#endif
		lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT);

		if (lightnum < 0)
			spritelights = scalelight[0];
		else if (lightnum >= LIGHTLEVELS)
			spritelights = scalelight[LIGHTLEVELS-1];
		else
			spritelights = scalelight[lightnum];
	}

	heightsec = thing->subsector->sector->heightsec;
	if (viewplayer->mo && viewplayer->mo->subsector)
		phs = viewplayer->mo->subsector->sector->heightsec;
	else
		phs = -1;

	if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
	{
		if (viewz < sectors[phs].floorheight ?
		thing->z >= sectors[heightsec].floorheight :
		gzt < sectors[heightsec].floorheight)
			return;
		if (viewz > sectors[phs].ceilingheight ?
		gzt < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight :
		thing->z >= sectors[heightsec].ceilingheight)
			return;
	}

	// store information in a vissprite
	vis = R_NewVisSprite();
	vis->heightsec = heightsec; //SoM: 3/17/2000
	vis->mobjflags = thing->flags;
	vis->scale = yscale; //<<detailshift;
	vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15
	vis->gx = thing->x;
	vis->gy = thing->y;
	vis->gz = gz;
	vis->gzt = gzt;
	vis->thingheight = thing->height;
	vis->pz = thing->z;
	vis->pzt = vis->pz + vis->thingheight;
	vis->texturemid = vis->gzt - viewz;

	vis->mobj = thing; // Easy access! Tails 06-07-2002

	vis->x1 = x1 < 0 ? 0 : x1;
	vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;

	// PORTAL SEMI-CLIPPING
	if (portalrender)
	{
		if (vis->x1 < portalclipstart)
			vis->x1 = portalclipstart;
		if (vis->x2 > portalclipend)
			vis->x2 = portalclipend;
	}

	vis->xscale = xscale; //SoM: 4/17/2000
	vis->sector = thing->subsector->sector;
	vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
	vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);
	vis->cut = SC_NONE;
	if (thing->subsector->sector->numlights)
		vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
	else
		vis->extra_colormap = thing->subsector->sector->extra_colormap;

	iscale = FixedDiv(FRACUNIT, xscale);

	if (flip)
	{
		vis->startfrac = spritecachedinfo[lump].width-1;
		vis->xiscale = -iscale;
	}
	else
	{
		vis->startfrac = 0;
		vis->xiscale = iscale;
	}

	if (vis->x1 > x1)
		vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1);

	//Fab: lumppat is the lump number of the patch to use, this is different
	//     than lumpid for sprites-in-pwad : the graphics are patched
	vis->patch = sprframe->lumppat[rot];

//
// determine the colormap (lightlevel & special effects)
//
	vis->transmap = NULL;

	// specific translucency
	if (!cv_translucency.value)
		; // no translucency
	else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
		vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
	else if (thing->frame & FF_TRANSMASK)
		vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000;

	if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW))
		&& (!vis->extra_colormap || !(vis->extra_colormap->fog & 1)))
	{
		// full bright: goggles
		vis->colormap = colormaps;
	}
	else
	{
		// diminished light
		lindex = FixedMul(xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);

		if (lindex >= MAXLIGHTSCALE)
			lindex = MAXLIGHTSCALE-1;

		vis->colormap = spritelights[lindex];
	}

	vis->precip = false;

	if (thing->eflags & MFE_VERTICALFLIP)
		vis->vflip = true;
	else
		vis->vflip = false;

	vis->isScaled = false;

	if (thing->subsector->sector->numlights)
		R_SplitSprite(vis, thing);

	// Debug
	++objectsdrawn;
}

static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
{
	fixed_t tr_x, tr_y;
	fixed_t gxt, gyt;
	fixed_t tx, tz;
	fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!

	INT32 x1, x2;

	spritedef_t *sprdef;
	spriteframe_t *sprframe;
	size_t lump;

	vissprite_t *vis;

	fixed_t iscale;

	//SoM: 3/17/2000
	fixed_t gz ,gzt;

	// transform the origin point
	tr_x = thing->x - viewx;
	tr_y = thing->y - viewy;

	gxt = FixedMul(tr_x, viewcos);
	gyt = -FixedMul(tr_y, viewsin);

	tz = gxt - gyt;

	// thing is behind view plane?
	if (tz < MINZ)
		return;

	gxt = -FixedMul(tr_x, viewsin);
	gyt = FixedMul(tr_y, viewcos);
	tx = -(gyt + gxt);

	// too far off the side?
	if (abs(tx) > tz<<2)
		return;

	// aspect ratio stuff :
	xscale = FixedDiv(projection, tz);
	yscale = FixedDiv(projectiony, tz);

	// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
	if ((unsigned)thing->sprite >= numsprites)
		I_Error("R_ProjectPrecipitationSprite: invalid sprite number %d ",
			thing->sprite);
#endif

	sprdef = &sprites[thing->sprite];

#ifdef RANGECHECK
	if ((UINT8)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
		I_Error("R_ProjectPrecipitationSprite: invalid sprite frame %d : %d for %s",
			thing->sprite, thing->frame, sprnames[thing->sprite]);
#endif

	sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];

#ifdef PARANOIA
	if (!sprframe)
		I_Error("R_ProjectPrecipitationSprite: sprframes NULL for sprite %d\n", thing->sprite);
#endif

	// use single rotation for all views
	lump = sprframe->lumpid[0];     //Fab: see note above

	// calculate edges of the shape
	tx -= spritecachedinfo[lump].offset;
	x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;

	// off the right side?
	if (x1 > viewwidth)
		return;

	tx += spritecachedinfo[lump].width;
	x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;

	// off the left side
	if (x2 < 0)
		return;

	// PORTAL SPRITE CLIPPING
	if (portalrender)
	{
		if (x2 < portalclipstart || x1 > portalclipend)
			return;

		if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
			return;
	}

	// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
	if (!(thing->precipflags & PCF_THUNK))
	{
		if (thing->precipflags & PCF_RAIN)
			P_RainThinker(thing);
		else
			P_SnowThinker(thing);
		thing->precipflags |= PCF_THUNK;
	}


	//SoM: 3/17/2000: Disregard sprites that are out of view..
	gzt = thing->z + spritecachedinfo[lump].topoffset;
	gz = gzt - spritecachedinfo[lump].height;

	if (thing->subsector->sector->cullheight)
	{
		if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
			return;
	}

	// store information in a vissprite
	vis = R_NewVisSprite();
	vis->scale = yscale; //<<detailshift;
	vis->dispoffset = 0; // Monster Iestyn: 23/11/15
	vis->gx = thing->x;
	vis->gy = thing->y;
	vis->gz = gz;
	vis->gzt = gzt;
	vis->thingheight = 4*FRACUNIT;
	vis->pz = thing->z;
	vis->pzt = vis->pz + vis->thingheight;
	vis->texturemid = vis->gzt - viewz;

	vis->x1 = x1 < 0 ? 0 : x1;
	vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;

	// PORTAL SEMI-CLIPPING
	if (portalrender)
	{
		if (vis->x1 < portalclipstart)
			vis->x1 = portalclipstart;
		if (vis->x2 > portalclipend)
			vis->x2 = portalclipend;
	}

	vis->xscale = xscale; //SoM: 4/17/2000
	vis->sector = thing->subsector->sector;
	vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
	vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);

	iscale = FixedDiv(FRACUNIT, xscale);

	vis->startfrac = 0;
	vis->xiscale = iscale;

	if (vis->x1 > x1)
		vis->startfrac += vis->xiscale*(vis->x1-x1);

	//Fab: lumppat is the lump number of the patch to use, this is different
	//     than lumpid for sprites-in-pwad : the graphics are patched
	vis->patch = sprframe->lumppat[0];

	// specific translucency
	if (thing->frame & FF_TRANSMASK)
		vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables;
	else
		vis->transmap = NULL;

	vis->mobjflags = 0;
	vis->cut = SC_NONE;
	vis->extra_colormap = thing->subsector->sector->extra_colormap;
	vis->heightsec = thing->subsector->sector->heightsec;

	// Fullbright
	vis->colormap = colormaps;
	vis->precip = true;
	vis->vflip = false;
	vis->isScaled = false;
}

// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
void R_AddSprites(sector_t *sec, INT32 lightlevel)
{
	mobj_t *thing;
	precipmobj_t *precipthing; // Tails 08-25-2002
	INT32 lightnum;
	fixed_t approx_dist, limit_dist;

	if (rendermode != render_soft)
		return;

	// BSP is traversed by subsector.
	// A sector might have been split into several
	//  subsectors during BSP building.
	// Thus we check whether its already added.
	if (sec->validcount == validcount)
		return;

	// Well, now it will be done.
	sec->validcount = validcount;

	if (!sec->numlights)
	{
		if (sec->heightsec == -1) lightlevel = sec->lightlevel;

		lightnum = (lightlevel >> LIGHTSEGSHIFT);

		if (lightnum < 0)
			spritelights = scalelight[0];
		else if (lightnum >= LIGHTLEVELS)
			spritelights = scalelight[LIGHTLEVELS-1];
		else
			spritelights = scalelight[lightnum];
	}

	// Handle all things in sector.
	// If a limit exists, handle things a tiny bit different.
	if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
	{
		for (thing = sec->thinglist; thing; thing = thing->snext)
		{
			if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
				continue;

			approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);

			if (approx_dist > limit_dist)
				continue;

			R_ProjectSprite(thing);
		}
	}
	else
	{
		// Draw everything in sector, no checks
		for (thing = sec->thinglist; thing; thing = thing->snext)
			if (!(thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW))
				R_ProjectSprite(thing);
	}

	// Someone seriously wants infinite draw distance for precipitation?
	if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
	{
		for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
		{
			if (precipthing->precipflags & PCF_INVISIBLE)
				continue;

			approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);

			if (approx_dist > limit_dist)
				continue;

			R_ProjectPrecipitationSprite(precipthing);
		}
	}
	else
	{
		// Draw everything in sector, no checks
		for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
			if (!(precipthing->precipflags & PCF_INVISIBLE))
				R_ProjectPrecipitationSprite(precipthing);
	}
}

//
// R_SortVisSprites
//
static vissprite_t vsprsortedhead;

void R_SortVisSprites(void)
{
	UINT32       i;
	vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
	vissprite_t *best = NULL;
	vissprite_t  unsorted;
	fixed_t      bestscale;
	INT32        bestdispoffset;

	if (!visspritecount)
		return;

	unsorted.next = unsorted.prev = &unsorted;

	dsfirst = R_GetVisSprite(0);

	// The first's prev and last's next will be set to
	// nonsense, but are fixed in a moment
	for (i = 0, dsnext = dsfirst, ds = NULL; i < visspritecount; i++)
	{
		dsprev = ds;
		ds = dsnext;
		if (i < visspritecount - 1) dsnext = R_GetVisSprite(i + 1);

		ds->next = dsnext;
		ds->prev = dsprev;
	}

	// Fix first and last. ds still points to the last one after the loop
	dsfirst->prev = &unsorted;
	unsorted.next = dsfirst;
	if (ds)
		ds->next = &unsorted;
	unsorted.prev = ds;

	// pull the vissprites out by scale
	vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
	for (i = 0; i < visspritecount; i++)
	{
		bestscale = bestdispoffset = INT32_MAX;
		for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
		{
			if (ds->scale < bestscale)
			{
				bestscale = ds->scale;
				bestdispoffset = ds->dispoffset;
				best = ds;
			}
			// order visprites of same scale by dispoffset, smallest first
			else if (ds->scale == bestscale && ds->dispoffset < bestdispoffset)
			{
				bestdispoffset = ds->dispoffset;
				best = ds;
			}
		}
		best->next->prev = best->prev;
		best->prev->next = best->next;
		best->next = &vsprsortedhead;
		best->prev = vsprsortedhead.prev;
		vsprsortedhead.prev->next = best;
		vsprsortedhead.prev = best;
	}
}

//
// R_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static drawnode_t *R_CreateDrawNode(drawnode_t *link);

static drawnode_t nodebankhead;
static drawnode_t nodehead;

static void R_CreateDrawNodes(void)
{
	drawnode_t *entry;
	drawseg_t *ds;
	INT32 i, p, best, x1, x2;
	fixed_t bestdelta, delta;
	vissprite_t *rover;
	drawnode_t *r2;
	visplane_t *plane;
	INT32 sintersect;
	fixed_t scale = 0;

	// Add the 3D floors, thicksides, and masked textures...
	for (ds = ds_p; ds-- > drawsegs ;)
	{
		if (ds->numthicksides)
		{
			for (i = 0; i < ds->numthicksides; i++)
			{
				entry = R_CreateDrawNode(&nodehead);
				entry->thickseg = ds;
				entry->ffloor = ds->thicksides[i];
			}
		}
#ifdef POLYOBJECTS_PLANES
		// Check for a polyobject plane, but only if this is a front line
		if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
			plane = ds->curline->polyseg->visplane;
			R_PlaneBounds(plane);

			if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
				;
			else {
				// Put it in!
				entry = R_CreateDrawNode(&nodehead);
				entry->plane = plane;
				entry->seg = ds;
			}
			ds->curline->polyseg->visplane = NULL;
		}
#endif
		if (ds->maskedtexturecol)
		{
			entry = R_CreateDrawNode(&nodehead);
			entry->seg = ds;
		}
		if (ds->numffloorplanes)
		{
			for (i = 0; i < ds->numffloorplanes; i++)
			{
				best = -1;
				bestdelta = 0;
				for (p = 0; p < ds->numffloorplanes; p++)
				{
					if (!ds->ffloorplanes[p])
						continue;
					plane = ds->ffloorplanes[p];
					R_PlaneBounds(plane);

					if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
					{
						ds->ffloorplanes[p] = NULL;
						continue;
					}

					delta = abs(plane->height - viewz);
					if (delta > bestdelta)
					{
						best = p;
						bestdelta = delta;
					}
				}
				if (best != -1)
				{
					entry = R_CreateDrawNode(&nodehead);
					entry->plane = ds->ffloorplanes[best];
					entry->seg = ds;
					ds->ffloorplanes[best] = NULL;
				}
				else
					break;
			}
		}
	}

#ifdef POLYOBJECTS_PLANES
	// find all the remaining polyobject planes and add them on the end of the list
	// probably this is a terrible idea if we wanted them to be sorted properly
	// but it works getting them in for now
	for (i = 0; i < numPolyObjects; i++)
	{
		if (!PolyObjects[i].visplane)
			continue;
		plane = PolyObjects[i].visplane;
		R_PlaneBounds(plane);

		if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
		{
			PolyObjects[i].visplane = NULL;
			continue;
		}
		entry = R_CreateDrawNode(&nodehead);
		entry->plane = plane;
		// note: no seg is set, for what should be obvious reasons
		PolyObjects[i].visplane = NULL;
	}
#endif

	if (visspritecount == 0)
		return;

	R_SortVisSprites();
	for (rover = vsprsortedhead.prev; rover != &vsprsortedhead; rover = rover->prev)
	{
		if (rover->szt > vid.height || rover->sz < 0)
			continue;

		sintersect = (rover->x1 + rover->x2) / 2;

		for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next)
		{
			if (r2->plane)
			{
				fixed_t planeobjectz, planecameraz;
				if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
					continue;
				if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
					continue;

#ifdef ESLOPE
				// Effective height may be different for each comparison in the case of slopes
				if (r2->plane->slope) {
					planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy);
					planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy);
				} else
#endif
					planeobjectz = planecameraz = r2->plane->height;

				if (rover->mobjflags & MF_NOCLIPHEIGHT)
				{
					//Objects with NOCLIPHEIGHT can appear halfway in.
					if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
						continue;
					if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
						continue;
				}
				else
				{
					if (planecameraz < viewz && rover->pz >= planeobjectz)
						continue;
					if (planecameraz > viewz && rover->pzt <= planeobjectz)
						continue;
				}

				// SoM: NOTE: Because a visplane's shape and scale is not directly
				// bound to any single linedef, a simple poll of it's frontscale is
				// not adequate. We must check the entire frontscale array for any
				// part that is in front of the sprite.

				x1 = rover->x1;
				x2 = rover->x2;
				if (x1 < r2->plane->minx) x1 = r2->plane->minx;
				if (x2 > r2->plane->maxx) x2 = r2->plane->maxx;

				if (r2->seg) // if no seg set, assume the whole thing is in front or something stupid
				{
					for (i = x1; i <= x2; i++)
					{
						if (r2->seg->frontscale[i] > rover->scale)
							break;
					}
					if (i > x2)
						continue;
				}

				entry = R_CreateDrawNode(NULL);
				(entry->prev = r2->prev)->next = entry;
				(entry->next = r2)->prev = entry;
				entry->sprite = rover;
				break;
			}
			else if (r2->thickseg)
			{
				fixed_t topplaneobjectz, topplanecameraz, botplaneobjectz, botplanecameraz;
				if (rover->x1 > r2->thickseg->x2 || rover->x2 < r2->thickseg->x1)
					continue;

				scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2;
				if (scale <= rover->scale)
					continue;
				scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
				if (scale <= rover->scale)
					continue;

#ifdef ESLOPE
				if (*r2->ffloor->t_slope) {
					topplaneobjectz = P_GetZAt(*r2->ffloor->t_slope, rover->gx, rover->gy);
					topplanecameraz = P_GetZAt(*r2->ffloor->t_slope, viewx, viewy);
				} else
#endif
					topplaneobjectz = topplanecameraz = *r2->ffloor->topheight;

#ifdef ESLOPE
				if (*r2->ffloor->b_slope) {
					botplaneobjectz = P_GetZAt(*r2->ffloor->b_slope, rover->gx, rover->gy);
					botplanecameraz = P_GetZAt(*r2->ffloor->b_slope, viewx, viewy);
				} else
#endif
					botplaneobjectz = botplanecameraz = *r2->ffloor->bottomheight;

				if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
				    (topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
				    (botplanecameraz > viewz && rover->gz > botplaneobjectz))
				{
					entry = R_CreateDrawNode(NULL);
					(entry->prev = r2->prev)->next = entry;
					(entry->next = r2)->prev = entry;
					entry->sprite = rover;
					break;
				}
			}
			else if (r2->seg)
			{
#if 0 //#ifdef POLYOBJECTS_PLANES
				if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) {
					// Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where
					// polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red
					mobj_t *mo = rover->mobj;
					sector_t *po = r2->seg->curline->backsector;

					if (po->ceilingheight < viewz && mo->z+mo->height > po->ceilingheight)
						continue;

					if (po->floorheight > viewz && mo->z < po->floorheight)
						continue;
				}
#endif
				if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1)
					continue;

				scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2;
				if (scale <= rover->scale)
					continue;
				scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));

				if (rover->scale < scale)
				{
					entry = R_CreateDrawNode(NULL);
					(entry->prev = r2->prev)->next = entry;
					(entry->next = r2)->prev = entry;
					entry->sprite = rover;
					break;
				}
			}
			else if (r2->sprite)
			{
				if (r2->sprite->x1 > rover->x2 || r2->sprite->x2 < rover->x1)
					continue;
				if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
					continue;

				if (r2->sprite->scale > rover->scale
				 || (r2->sprite->scale == rover->scale && r2->sprite->dispoffset > rover->dispoffset))
				{
					entry = R_CreateDrawNode(NULL);
					(entry->prev = r2->prev)->next = entry;
					(entry->next = r2)->prev = entry;
					entry->sprite = rover;
					break;
				}
			}
		}
		if (r2 == &nodehead)
		{
			entry = R_CreateDrawNode(&nodehead);
			entry->sprite = rover;
		}
	}
}

static drawnode_t *R_CreateDrawNode(drawnode_t *link)
{
	drawnode_t *node = nodebankhead.next;

	if (node == &nodebankhead)
	{
		node = malloc(sizeof (*node));
		if (!node)
			I_Error("No more free memory to CreateDrawNode");
	}
	else
		(nodebankhead.next = node->next)->prev = &nodebankhead;

	if (link)
	{
		node->next = link;
		node->prev = link->prev;
		link->prev->next = node;
		link->prev = node;
	}

	node->plane = NULL;
	node->seg = NULL;
	node->thickseg = NULL;
	node->ffloor = NULL;
	node->sprite = NULL;
	return node;
}

static void R_DoneWithNode(drawnode_t *node)
{
	(node->next->prev = node->prev)->next = node->next;
	(node->next = nodebankhead.next)->prev = node;
	(node->prev = &nodebankhead)->next = node;
}

static void R_ClearDrawNodes(void)
{
	drawnode_t *rover;
	drawnode_t *next;

	for (rover = nodehead.next; rover != &nodehead ;)
	{
		next = rover->next;
		R_DoneWithNode(rover);
		rover = next;
	}

	nodehead.next = nodehead.prev = &nodehead;
}

void R_InitDrawNodes(void)
{
	nodebankhead.next = nodebankhead.prev = &nodebankhead;
	nodehead.next = nodehead.prev = &nodehead;
}

//
// R_DrawSprite
//
//Fab : 26-04-98:
// NOTE : uses con_clipviewtop, so that when console is on,
//        don't draw the part of sprites hidden under the console
static void R_DrawSprite(vissprite_t *spr)
{
	mfloorclip = spr->clipbot;
	mceilingclip = spr->cliptop;
	R_DrawVisSprite(spr);
}

// Special drawer for precipitation sprites Tails 08-18-2002
static void R_DrawPrecipitationSprite(vissprite_t *spr)
{
	mfloorclip = spr->clipbot;
	mceilingclip = spr->cliptop;
	R_DrawPrecipitationVisSprite(spr);
}

// R_ClipSprites
// Clips vissprites without drawing, so that portals can work. -Red
void R_ClipSprites(void)
{
	vissprite_t *spr;
	for (;clippedvissprites < visspritecount; clippedvissprites++)
	{
		drawseg_t *ds;
		INT32		x;
		INT32		r1;
		INT32		r2;
		fixed_t		scale;
		fixed_t		lowscale;
		INT32		silhouette;

		spr = R_GetVisSprite(clippedvissprites);

		for (x = spr->x1; x <= spr->x2; x++)
			spr->clipbot[x] = spr->cliptop[x] = -2;

		// Scan drawsegs from end to start for obscuring segs.
		// The first drawseg that has a greater scale
		//  is the clip seg.
		//SoM: 4/8/2000:
		// Pointer check was originally nonportable
		// and buggy, by going past LEFT end of array:

		//    for (ds = ds_p-1; ds >= drawsegs; ds--)    old buggy code
		for (ds = ds_p; ds-- > drawsegs ;)
		{
			// determine if the drawseg obscures the sprite
			if (ds->x1 > spr->x2 ||
			    ds->x2 < spr->x1 ||
			    (!ds->silhouette
			     && !ds->maskedtexturecol))
			{
				// does not cover sprite
				continue;
			}

			if (ds->portalpass > 0 && ds->portalpass <= portalrender)
				continue; // is a portal

			r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
			r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;

			if (ds->scale1 > ds->scale2)
			{
				lowscale = ds->scale2;
				scale = ds->scale1;
			}
			else
			{
				lowscale = ds->scale1;
				scale = ds->scale2;
			}

			if (scale < spr->scale ||
			    (lowscale < spr->scale &&
			     !R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
			{
				// masked mid texture?
				/*if (ds->maskedtexturecol)
					R_RenderMaskedSegRange (ds, r1, r2);*/
				// seg is behind sprite
				continue;
			}

			// clip this piece of the sprite
			silhouette = ds->silhouette;

			if (spr->gz >= ds->bsilheight)
				silhouette &= ~SIL_BOTTOM;

			if (spr->gzt <= ds->tsilheight)
				silhouette &= ~SIL_TOP;

			if (silhouette == SIL_BOTTOM)
			{
				// bottom sil
				for (x = r1; x <= r2; x++)
					if (spr->clipbot[x] == -2)
						spr->clipbot[x] = ds->sprbottomclip[x];
			}
			else if (silhouette == SIL_TOP)
			{
				// top sil
				for (x = r1; x <= r2; x++)
					if (spr->cliptop[x] == -2)
						spr->cliptop[x] = ds->sprtopclip[x];
			}
			else if (silhouette == (SIL_TOP|SIL_BOTTOM))
			{
				// both
				for (x = r1; x <= r2; x++)
				{
					if (spr->clipbot[x] == -2)
						spr->clipbot[x] = ds->sprbottomclip[x];
					if (spr->cliptop[x] == -2)
						spr->cliptop[x] = ds->sprtopclip[x];
				}
			}
		}
		//SoM: 3/17/2000: Clip sprites in water.
		if (spr->heightsec != -1)  // only things in specially marked sectors
		{
			fixed_t mh, h;
			INT32 phs = viewplayer->mo->subsector->sector->heightsec;
			if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
				(h = centeryfrac - FixedMul(mh -= viewz, spr->scale)) >= 0 &&
				(h >>= FRACBITS) < viewheight)
			{
				if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
				{                          // clip bottom
					for (x = spr->x1; x <= spr->x2; x++)
						if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
							spr->clipbot[x] = (INT16)h;
				}
				else						// clip top
				{
					for (x = spr->x1; x <= spr->x2; x++)
						if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
							spr->cliptop[x] = (INT16)h;
				}
			}

			if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
			    (h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 &&
			    (h >>= FRACBITS) < viewheight)
			{
				if (phs != -1 && viewz >= sectors[phs].ceilingheight)
				{                         // clip bottom
					for (x = spr->x1; x <= spr->x2; x++)
						if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
							spr->clipbot[x] = (INT16)h;
				}
				else                       // clip top
				{
					for (x = spr->x1; x <= spr->x2; x++)
						if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
							spr->cliptop[x] = (INT16)h;
				}
			}
		}
		if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
		{
			for (x = spr->x1; x <= spr->x2; x++)
			{
				if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
					spr->cliptop[x] = spr->szt;

				if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
					spr->clipbot[x] = spr->sz;
			}
		}
		else if (spr->cut & SC_TOP)
		{
			for (x = spr->x1; x <= spr->x2; x++)
			{
				if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
					spr->cliptop[x] = spr->szt;
			}
		}
		else if (spr->cut & SC_BOTTOM)
		{
			for (x = spr->x1; x <= spr->x2; x++)
			{
				if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
					spr->clipbot[x] = spr->sz;
			}
		}

		// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?

		// check for unclipped columns
		for (x = spr->x1; x <= spr->x2; x++)
		{
			if (spr->clipbot[x] == -2)
				spr->clipbot[x] = (INT16)viewheight;

			if (spr->cliptop[x] == -2)
				//Fab : 26-04-98: was -1, now clips against console bottom
				spr->cliptop[x] = (INT16)con_clipviewtop;
		}
	}
}

//
// R_DrawMasked
//
void R_DrawMasked(void)
{
	drawnode_t *r2;
	drawnode_t *next;

	R_CreateDrawNodes();

	for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next)
	{
		if (r2->plane)
		{
			next = r2->prev;
			R_DrawSinglePlane(r2->plane);
			R_DoneWithNode(r2);
			r2 = next;
		}
		else if (r2->seg && r2->seg->maskedtexturecol != NULL)
		{
			next = r2->prev;
			R_RenderMaskedSegRange(r2->seg, r2->seg->x1, r2->seg->x2);
			r2->seg->maskedtexturecol = NULL;
			R_DoneWithNode(r2);
			r2 = next;
		}
		else if (r2->thickseg)
		{
			next = r2->prev;
			R_RenderThickSideRange(r2->thickseg, r2->thickseg->x1, r2->thickseg->x2, r2->ffloor);
			R_DoneWithNode(r2);
			r2 = next;
		}
		else if (r2->sprite)
		{
			next = r2->prev;

			// Tails 08-18-2002
			if (r2->sprite->precip == true)
				R_DrawPrecipitationSprite(r2->sprite);
			else
				R_DrawSprite(r2->sprite);

			R_DoneWithNode(r2);
			r2 = next;
		}
	}
	R_ClearDrawNodes();
}

// ==========================================================================
//
//                              SKINS CODE
//
// ==========================================================================

INT32 numskins = 0;
skin_t skins[MAXSKINS+1];
// FIXTHIS: don't work because it must be inistilised before the config load
//#define SKINVALUES
#ifdef SKINVALUES
CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
#endif

static void Sk_SetDefaultValue(skin_t *skin)
{
	INT32 i;
	//
	// set default skin values
	//
	memset(skin, 0, sizeof (skin_t));
	snprintf(skin->name,
		sizeof skin->name, "skin %u", (UINT32)(skin-skins));
	skin->name[sizeof skin->name - 1] = '\0';
	skin->wadnum = INT16_MAX;
	strcpy(skin->sprite, "");

	skin->flags = 0;

	strcpy(skin->realname, "Someone");
	strcpy(skin->hudname, "???");
	strncpy(skin->charsel, "CHRSONIC", 9);
	strncpy(skin->face, "MISSING", 8);
	strncpy(skin->superface, "MISSING", 8);

	skin->starttranscolor = 160;
	skin->prefcolor = SKINCOLOR_GREEN;

	skin->normalspeed = 36<<FRACBITS;
	skin->runspeed = 28<<FRACBITS;
	skin->thrustfactor = 5;
	skin->accelstart = 96;
	skin->acceleration = 40;

	skin->ability = CA_NONE;
	skin->ability2 = CA2_SPINDASH;
	skin->jumpfactor = FRACUNIT;
	skin->actionspd = 30<<FRACBITS;
	skin->mindash = 15<<FRACBITS;
	skin->maxdash = 90<<FRACBITS;

	skin->thokitem = -1;
	skin->spinitem = -1;
	skin->revitem = -1;

	skin->highresscale = FRACUNIT>>1;

	for (i = 0; i < sfx_skinsoundslot0; i++)
		if (S_sfx[i].skinsound != -1)
			skin->soundsid[S_sfx[i].skinsound] = i;
}

//
// Initialize the basic skins
//
void R_InitSkins(void)
{
	skin_t *skin;
#ifdef SKINVALUES
	INT32 i;

	for (i = 0; i <= MAXSKINS; i++)
	{
		skin_cons_t[i].value = 0;
		skin_cons_t[i].strvalue = NULL;
	}
#endif

	// skin[0] = Sonic skin
	skin = &skins[0];
	numskins = 1;
	Sk_SetDefaultValue(skin);

	// Hardcoded S_SKIN customizations for Sonic.
	strcpy(skin->name,       DEFAULTSKIN);
#ifdef SKINVALUES
	skin_cons_t[0].strvalue = skins[0].name;
#endif
	skin->flags = SF_SUPER|SF_SUPERANIMS|SF_SUPERSPIN;
	strcpy(skin->realname,   "Sonic");
	strcpy(skin->hudname,    "SONIC");

	strncpy(skin->charsel,   "CHRSONIC", 9);
	strncpy(skin->face,      "LIVSONIC", 9);
	strncpy(skin->superface, "LIVSUPER", 9);
	skin->prefcolor = SKINCOLOR_BLUE;

	skin->ability =   CA_THOK;
	skin->actionspd = 60<<FRACBITS;

	skin->normalspeed =  36<<FRACBITS;
	skin->runspeed =     28<<FRACBITS;
	skin->thrustfactor =  5;
	skin->accelstart =   96;
	skin->acceleration = 40;

	skin->spritedef.numframes = sprites[SPR_PLAY].numframes;
	skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes;
	ST_LoadFaceGraphics(skin->face, skin->superface, 0);

	//MD2 for sonic doesn't want to load in Linux.
#ifdef HWRENDER
	if (rendermode == render_opengl)
		HWR_AddPlayerMD2(0);
#endif
}

// returns true if the skin name is found (loaded from pwad)
// warning return -1 if not found
INT32 R_SkinAvailable(const char *name)
{
	INT32 i;

	for (i = 0; i < numskins; i++)
	{
		if (stricmp(skins[i].name,name)==0)
			return i;
	}
	return -1;
}

// network code calls this when a 'skin change' is received
void SetPlayerSkin(INT32 playernum, const char *skinname)
{
	INT32 i;
	player_t *player = &players[playernum];

	for (i = 0; i < numskins; i++)
	{
		// search in the skin list
		if (stricmp(skins[i].name, skinname) == 0)
		{
			SetPlayerSkinByNum(playernum, i);
			return;
		}
	}

	if (P_IsLocalPlayer(player))
		CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
	else if(server || IsPlayerAdmin(consoleplayer))
		CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);

	SetPlayerSkinByNum(playernum, 0);
}

// Same as SetPlayerSkin, but uses the skin #.
// network code calls this when a 'skin change' is received
void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
{
	player_t *player = &players[playernum];
	skin_t *skin = &skins[skinnum];

	if (skinnum >= 0 && skinnum < numskins) // Make sure it exists!
	{
		player->skin = skinnum;
		if (player->mo)
			player->mo->skin = skin;

		player->charability = (UINT8)skin->ability;
		player->charability2 = (UINT8)skin->ability2;

		player->charflags = (UINT32)skin->flags;

		player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem;
		player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem;
		player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem;

		player->actionspd = skin->actionspd;
		player->mindash = skin->mindash;
		player->maxdash = skin->maxdash;

		player->normalspeed = skin->normalspeed;
		player->runspeed = skin->runspeed;
		player->thrustfactor = skin->thrustfactor;
		player->accelstart = skin->accelstart;
		player->acceleration = skin->acceleration;

		player->jumpfactor = skin->jumpfactor;

		if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
		{
			if (playernum == consoleplayer)
				CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
			else if (playernum == secondarydisplayplayer)
				CV_StealthSetValue(&cv_playercolor2, skin->prefcolor);
			player->skincolor = skin->prefcolor;
			if (player->mo)
				player->mo->color = player->skincolor;
		}

		if (player->mo)
			P_SetScale(player->mo, player->mo->scale);
		return;
	}

	if (P_IsLocalPlayer(player))
		CONS_Alert(CONS_WARNING, M_GetText("Skin %d not found\n"), skinnum);
	else if(server || IsPlayerAdmin(consoleplayer))
		CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
	SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
}

//
// Add skins from a pwad, each skin preceded by 'S_SKIN' marker
//

// Does the same is in w_wad, but check only for
// the first 6 characters (this is so we can have S_SKIN1, S_SKIN2..
// for wad editors that don't like multiple resources of the same name)
//
static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
{
	UINT16 i;
	const char *S_SKIN = "S_SKIN";
	lumpinfo_t *lump_p;

	// scan forward, start at <startlump>
	if (startlump < wadfiles[wadid]->numlumps)
	{
		lump_p = wadfiles[wadid]->lumpinfo + startlump;
		for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
			if (memcmp(lump_p->name,S_SKIN,6)==0)
				return i;
	}
	return INT16_MAX; // not found
}

//
// Find skin sprites, sounds & optional status bar face, & add them
//
void R_AddSkins(UINT16 wadnum)
{
	UINT16 lump, lastlump = 0;
	char *buf;
	char *buf2;
	char *stoken;
	char *value;
	size_t size;
	skin_t *skin;
	boolean hudname, realname, superface;

	//
	// search for all skin markers in pwad
	//

	while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
	{
		// advance by default
		lastlump = lump + 1;

		if (numskins > MAXSKINS)
		{
			CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS);
			continue; // so we know how many skins couldn't be added
		}
		buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
		size = W_LumpLengthPwad(wadnum, lump);

		// for strtok
		buf2 = malloc(size+1);
		if (!buf2)
			I_Error("R_AddSkins: No more free memory\n");
		M_Memcpy(buf2,buf,size);
		buf2[size] = '\0';

		// set defaults
		skin = &skins[numskins];
		Sk_SetDefaultValue(skin);
		skin->wadnum = wadnum;
		hudname = realname = superface = false;
		// parse
		stoken = strtok (buf2, "\r\n= ");
		while (stoken)
		{
			if ((stoken[0] == '/' && stoken[1] == '/')
				|| (stoken[0] == '#'))// skip comments
			{
				stoken = strtok(NULL, "\r\n"); // skip end of line
				goto next_token;              // find the real next token
			}

			value = strtok(NULL, "\r\n= ");

			if (!value)
				I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename);

			if (!stricmp(stoken, "name"))
			{
				// the skin name must uniquely identify a single skin
				// I'm lazy so if name is already used I leave the 'skin x'
				// default skin name set in Sk_SetDefaultValue
				if (R_SkinAvailable(value) == -1)
				{
					STRBUFCPY(skin->name, value);
					strlwr(skin->name);
				}
				// I'm not lazy, so if the name is already used I make the name 'namex'
				// using the default skin name's number set above
				else
				{
					const size_t stringspace =
						strlen(value) + sizeof (numskins) + 1;
					char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL);
					snprintf(value2, stringspace,
						"%s%d", value, numskins);
					value2[stringspace - 1] = '\0';
					if (R_SkinAvailable(value2) == -1)
					{
						STRBUFCPY(skin->name,
							value2);
						strlwr(skin->name);
					}
					Z_Free(value2);
				}

				// copy to hudname and fullname as a default.
				if (!realname)
				{
					STRBUFCPY(skin->realname, skin->name);
					for (value = skin->realname; *value; value++)
						if (*value == '_') *value = ' '; // turn _ into spaces.
				}
				if (!hudname)
				{
					STRBUFCPY(skin->hudname, skin->name);
					strupr(skin->hudname);
					for (value = skin->hudname; *value; value++)
						if (*value == '_') *value = ' '; // turn _ into spaces.
				}
			}
			else if (!stricmp(stoken, "realname"))
			{ // Display name (eg. "Knuckles")
				realname = true;
				STRBUFCPY(skin->realname, value);
				for (value = skin->realname; *value; value++)
					if (*value == '_') *value = ' '; // turn _ into spaces.
				if (!hudname)
					STRBUFCPY(skin->hudname, skin->realname);
			}
			else if (!stricmp(stoken, "hudname"))
			{ // Life icon name (eg. "K.T.E")
				hudname = true;
				STRBUFCPY(skin->hudname, value);
				for (value = skin->hudname; *value; value++)
					if (*value == '_') *value = ' '; // turn _ into spaces.
				if (!realname)
					STRBUFCPY(skin->realname, skin->hudname);
			}

			else if (!stricmp(stoken, "sprite"))
			{
				strupr(value);
				strncpy(skin->sprite, value, sizeof skin->sprite);
			}
			else if (!stricmp(stoken, "charsel"))
			{
				strupr(value);
				strncpy(skin->charsel, value, sizeof skin->charsel);
			}
			else if (!stricmp(stoken, "face"))
			{
				strupr(value);
				strncpy(skin->face, value, sizeof skin->face);
				if (!superface)
					strncpy(skin->superface, value, sizeof skin->superface);
			}
			else if (!stricmp(stoken, "superface"))
			{
				superface = true;
				strupr(value);
				strncpy(skin->superface, value, sizeof skin->superface);
			}

#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value);
			// character type identification
			FULLPROCESS(flags)
			FULLPROCESS(ability)
			FULLPROCESS(ability2)

			FULLPROCESS(thokitem)
			FULLPROCESS(spinitem)
			FULLPROCESS(revitem)
#undef FULLPROCESS

#define GETSPEED(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<<FRACBITS;
			GETSPEED(normalspeed)
			GETSPEED(runspeed)
			GETSPEED(mindash)
			GETSPEED(maxdash)
			GETSPEED(actionspd)
#undef GETSPEED

#define GETINT(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value);
			GETINT(thrustfactor)
			GETINT(accelstart)
			GETINT(acceleration)
#undef GETINT

			// custom translation table
			else if (!stricmp(stoken, "startcolor"))
				skin->starttranscolor = atoi(value);

			else if (!stricmp(stoken, "prefcolor"))
				skin->prefcolor = R_GetColorByName(value);
			else if (!stricmp(stoken, "jumpfactor"))
				skin->jumpfactor = FLOAT_TO_FIXED(atof(value));
			else if (!stricmp(stoken, "highresscale"))
				skin->highresscale = FLOAT_TO_FIXED(atof(value));
			else
			{
				INT32 found = false;
				sfxenum_t i;
				// copy name of sounds that are remapped
				// for this skin
				for (i = 0; i < sfx_skinsoundslot0; i++)
				{
					if (!S_sfx[i].name)
						continue;
					if (S_sfx[i].skinsound != -1
						&& !stricmp(S_sfx[i].name,
							stoken + 2))
					{
						skin->soundsid[S_sfx[i].skinsound] =
							S_AddSoundFx(value+2, S_sfx[i].singularity, S_sfx[i].pitch, true);
						found = true;
					}
				}
				if (!found)
					CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump# %d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename);
			}
next_token:
			stoken = strtok(NULL, "\r\n= ");
		}
		free(buf2);

		lump++; // if no sprite defined use spirte just after this one
		if (skin->sprite[0] == '\0')
		{
			const char *csprname = W_CheckNameForNumPwad(wadnum, lump);

			// skip to end of this skin's frames
			lastlump = lump;
			while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0)
				lastlump++;
			// allocate (or replace) sprite frames, and set spritedef
			R_AddSingleSpriteDef(csprname, &skin->spritedef, wadnum, lump, lastlump);
		}
		else
		{
			// search in the normal sprite tables
			size_t name;
			boolean found = false;
			const char *sprname = skin->sprite;
			for (name = 0;sprnames[name][0] != '\0';name++)
				if (strncmp(sprnames[name], sprname, 4) == 0)
				{
					found = true;
					skin->spritedef = sprites[name];
				}

			// not found so make a new one
			// go through the entire current wad looking for our sprite
			// don't just mass add anything beginning with our four letters.
			// "HOODFACE" is not a sprite name.
			if (!found)
			{
				UINT16 localllump = 0, lstart = UINT16_MAX, lend = UINT16_MAX;
				const char *lname;

				while ((lname = W_CheckNameForNumPwad(wadnum,localllump)))
				{
					// If this is a valid sprite...
					if (!memcmp(lname,sprname,4) && lname[4] && lname[5] && lname[5] >= '0' && lname[5] <= '8')
					{
						if (lstart == UINT16_MAX)
							lstart = localllump;
						// If already set do nothing
					}
					else
					{
						if (lstart != UINT16_MAX)
						{
							lend = localllump;
							break;
						}
						// If not already set do nothing
					}
					++localllump;
				}

				R_AddSingleSpriteDef(sprname, &skin->spritedef, wadnum, lstart, lend);
			}

			// I don't particularly care about skipping to the end of the used frames.
			// We could be using frames from ANYWHERE in the current WAD file, including
			// right before us, which is a terrible idea.
			// So just let the function in the while loop take care of it for us.
		}

		R_FlushTranslationColormapCache();

		CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
#ifdef SKINVALUES
		skin_cons_t[numskins].value = numskins;
		skin_cons_t[numskins].strvalue = skin->name;
#endif

		// add face graphics
		ST_LoadFaceGraphics(skin->face, skin->superface, numskins);

#ifdef HWRENDER
		if (rendermode == render_opengl)
			HWR_AddPlayerMD2(numskins);
#endif

		numskins++;
	}
	return;
}

#ifdef DELFILE
void R_DelSkins(UINT16 wadnum)
{
	UINT16 lump, lastlump = 0;
	while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
	{
		if (skins[numskins].wadnum != wadnum)
			break;
		numskins--;
		ST_UnLoadFaceGraphics(numskins); // only used by DELFILE
		if (skins[numskins].sprite[0] != '\0')
		{
			const char *csprname = W_CheckNameForNumPwad(wadnum, lump);

			// skip to end of this skin's frames
			lastlump = lump;
			while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0)
				lastlump++;
			// allocate (or replace) sprite frames, and set spritedef
			R_DelSingleSpriteDef(csprname, &skins[numskins].spritedef, wadnum, lump, lastlump);
		}
		else
		{
			// search in the normal sprite tables
			size_t name;
			boolean found = false;
			const char *sprname = skins[numskins].sprite;
			for (name = 0;sprnames[name][0] != '\0';name++)
				if (strcmp(sprnames[name], sprname) == 0)
				{
					found = true;
					skins[numskins].spritedef = sprites[name];
				}

			// not found so make a new one
			if (!found)
				R_DelSingleSpriteDef(sprname, &skins[numskins].spritedef, wadnum, 0, INT16_MAX);

			while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),sprname,4)==0)
				lastlump++;
		}
		CONS_Printf(M_GetText("Removed skin '%s'\n"), skins[numskins].name);
	}
}
#endif
