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authorKarl Kurbjun <kkurbjun@gmail.com>2006-12-13 04:52:45 +0000
committerKarl Kurbjun <kkurbjun@gmail.com>2006-12-13 04:52:45 +0000
commit9516afce64625cc29248041fdad79f05e7f34b10 (patch)
treead4724a925a9c62fdaca4b2f5955507fb9b331cb /apps/plugins
parent7e6f74e429aec0e6fa9041f8647a7bab32eea0c4 (diff)
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Helps to add in the header
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11739 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
-rwxr-xr-xapps/plugins/doom/d_deh.h1127
1 files changed, 1127 insertions, 0 deletions
diff --git a/apps/plugins/doom/d_deh.h b/apps/plugins/doom/d_deh.h
new file mode 100755
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+++ b/apps/plugins/doom/d_deh.h
@@ -0,0 +1,1127 @@
+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * 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.
+ *
+ * Dehacked file support
+ * New for the TeamTNT "Boom" engine
+ *
+ * Author: Ty Halderman, TeamTNT
+ *
+ * Description: This file translates the #defined string constants
+ * to named variables to externalize them for deh/bex changes.
+ * Should be able to compile with D_FRENCH (for example) and still
+ * work (untested).
+ *
+ *-----------------------------------------------------------------------------
+*/
+
+#ifndef __D_DEH__
+#define __D_DEH__
+
+//
+// Ty 03/22/98 - note that we are keeping the english versions and
+// comments in this file
+// New string names all start with an extra s_ to avoid conflicts,
+// but are otherwise identical to the original including uppercase.
+// This is partly to keep the changes simple and partly for easier
+// identification of the locations in which they're used.
+//
+// Printed strings for translation
+//
+
+//
+// D_Main.C
+//
+//#define D_DEVSTR "Development mode ON.\n"
+extern const char *s_D_DEVSTR; // = D_DEVSTR;
+//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
+extern const char *s_D_CDROM; // = D_CDROM;
+
+//
+// M_Menu.C
+//
+//#define PRESSKEY "press a key."
+extern const char *s_PRESSKEY; // = PRESSKEY;
+//#define PRESSYN "press y or n."
+extern const char *s_PRESSYN; // = PRESSYN;
+//#define QUITMSG "are you sure you want to\nquit this great game?"
+extern const char *s_QUITMSG; // = QUITMSG;
+//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
+extern const char *s_LOADNET; // = LOADNET;
+//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
+extern const char *s_QLOADNET; // = QLOADNET;
+//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
+extern const char *s_QSAVESPOT; // = QSAVESPOT;
+//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
+extern const char *s_SAVEDEAD; // = SAVEDEAD;
+//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
+extern const char *s_QSPROMPT; // = QSPROMPT;
+//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
+extern const char *s_QLPROMPT; // = QLPROMPT;
+
+/*
+#define NEWGAME \
+"you can't start a new game\n"\
+"while in a network game.\n\n"PRESSKEY
+*/
+extern char *s_NEWGAME; // = NEWGAME;
+
+// CPhipps - message given when asked if to restart the level
+extern char *s_RESTARTLEVEL;
+
+/*
+#define NIGHTMARE \
+"are you sure? this skill level\n"\
+"isn't even remotely fair.\n\n"PRESSYN
+*/
+extern const char *s_NIGHTMARE; // = NIGHTMARE;
+
+/*
+#define SWSTRING \
+"this is the shareware version of doom.\n\n"\
+"you need to order the entire trilogy.\n\n"PRESSKEY
+*/
+extern const char *s_SWSTRING; // = SWSTRING;
+
+//#define MSGOFF "Messages OFF"
+extern const char *s_MSGOFF; // = MSGOFF;
+//#define MSGON "Messages ON"
+extern const char *s_MSGON; // = MSGON;
+//#define NETEND "you can't end a netgame!\n\n"PRESSKEY
+extern const char *s_NETEND; // = NETEND;
+//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
+extern const char *s_ENDGAME; // = ENDGAME;
+
+//#define DOSY "(press y to quit)"
+extern const char *s_DOSY; // = DOSY;
+
+//#define DETAILHI "High detail"
+extern const char *s_DETAILHI; // = DETAILHI;
+//#define DETAILLO "Low detail"
+extern const char *s_DETAILLO; // = DETAILLO;
+//#define GAMMALVL0 "Gamma correction OFF"
+extern const char *s_GAMMALVL0; // = GAMMALVL0;
+//#define GAMMALVL1 "Gamma correction level 1"
+extern const char *s_GAMMALVL1; // = GAMMALVL1;
+//#define GAMMALVL2 "Gamma correction level 2"
+extern const char *s_GAMMALVL2; // = GAMMALVL2;
+//#define GAMMALVL3 "Gamma correction level 3"
+extern const char *s_GAMMALVL3; // = GAMMALVL3;
+//#define GAMMALVL4 "Gamma correction level 4"
+extern const char *s_GAMMALVL4; // = GAMMALVL4;
+//#define EMPTYSTRING "empty slot"
+extern const char *s_EMPTYSTRING; // = EMPTYSTRING;
+
+//
+// P_inter.C
+//
+//#define GOTARMOR "Picked up the armor."
+extern const char *s_GOTARMOR; // = GOTARMOR;
+//#define GOTMEGA "Picked up the MegaArmor!"
+extern const char *s_GOTMEGA; // = GOTMEGA;
+//#define GOTHTHBONUS "Picked up a health bonus."
+extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS;
+//#define GOTARMBONUS "Picked up an armor bonus."
+extern const char *s_GOTARMBONUS; // = GOTARMBONUS;
+//#define GOTSTIM "Picked up a stimpack."
+extern const char *s_GOTSTIM; // = GOTSTIM;
+//#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
+extern const char *s_GOTMEDINEED; // = GOTMEDINEED;
+//#define GOTMEDIKIT "Picked up a medikit."
+extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT;
+//#define GOTSUPER "Supercharge!"
+extern const char *s_GOTSUPER; // = GOTSUPER;
+
+//#define GOTBLUECARD "Picked up a blue keycard."
+extern const char *s_GOTBLUECARD; // = GOTBLUECARD;
+//#define GOTYELWCARD "Picked up a yellow keycard."
+extern const char *s_GOTYELWCARD; // = GOTYELWCARD;
+//#define GOTREDCARD "Picked up a red keycard."
+extern const char *s_GOTREDCARD; // = GOTREDCARD;
+//#define GOTBLUESKUL "Picked up a blue skull key."
+extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL;
+//#define GOTYELWSKUL "Picked up a yellow skull key."
+extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL;
+//#define GOTREDSKULL "Picked up a red skull key."
+extern const char *s_GOTREDSKULL; // = GOTREDSKULL;
+
+//#define GOTINVUL "Invulnerability!"
+extern const char *s_GOTINVUL; // = GOTINVUL;
+//#define GOTBERSERK "Berserk!"
+extern const char *s_GOTBERSERK; // = GOTBERSERK;
+//#define GOTINVIS "Partial Invisibility"
+extern const char *s_GOTINVIS; // = GOTINVIS;
+//#define GOTSUIT "Radiation Shielding Suit"
+extern const char *s_GOTSUIT; // = GOTSUIT;
+//#define GOTMAP "Computer Area Map"
+extern const char *s_GOTMAP; // = GOTMAP;
+//#define GOTVISOR "Light Amplification Visor"
+extern const char *s_GOTVISOR; // = GOTVISOR;
+//#define GOTMSPHERE "MegaSphere!"
+extern const char *s_GOTMSPHERE; // = GOTMSPHERE;
+
+//#define GOTCLIP "Picked up a clip."
+extern const char *s_GOTCLIP; // = GOTCLIP;
+//#define GOTCLIPBOX "Picked up a box of bullets."
+extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX;
+//#define GOTROCKET "Picked up a rocket."
+extern const char *s_GOTROCKET; // = GOTROCKET;
+//#define GOTROCKBOX "Picked up a box of rockets."
+extern const char *s_GOTROCKBOX; // = GOTROCKBOX;
+//#define GOTCELL "Picked up an energy cell."
+extern const char *s_GOTCELL; // = GOTCELL;
+//#define GOTCELLBOX "Picked up an energy cell pack."
+extern const char *s_GOTCELLBOX; // = GOTCELLBOX;
+//#define GOTSHELLS "Picked up 4 shotgun shells."
+extern const char *s_GOTSHELLS; // = GOTSHELLS;
+//#define GOTSHELLBOX "Picked up a box of shotgun shells."
+extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX;
+//#define GOTBACKPACK "Picked up a backpack full of ammo!"
+extern const char *s_GOTBACKPACK; // = GOTBACKPACK;
+
+//#define GOTBFG9000 "You got the BFG9000! Oh, yes."
+extern const char *s_GOTBFG9000; // = GOTBFG9000;
+//#define GOTCHAINGUN "You got the chaingun!"
+extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN;
+//#define GOTCHAINSAW "A chainsaw! Find some meat!"
+extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW;
+//#define GOTLAUNCHER "You got the rocket launcher!"
+extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER;
+//#define GOTPLASMA "You got the plasma gun!"
+extern const char *s_GOTPLASMA; // = GOTPLASMA;
+//#define GOTSHOTGUN "You got the shotgun!"
+extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN;
+//#define GOTSHOTGUN2 "You got the super shotgun!"
+extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2;
+
+//
+// P_Doors.C
+//
+//#define PD_BLUEO "You need a blue key to activate this object"
+extern const char *s_PD_BLUEO; // = PD_BLUEO;
+//#define PD_REDO "You need a red key to activate this object"
+extern const char *s_PD_REDO; // = PD_REDO;
+//#define PD_YELLOWO "You need a yellow key to activate this object"
+extern const char *s_PD_YELLOWO; // = PD_YELLOWO;
+//#define PD_BLUEK "You need a blue key to open this door"
+extern const char *s_PD_BLUEK; // = PD_BLUEK;
+//#define PD_REDK "You need a red key to open this door"
+extern const char *s_PD_REDK; // = PD_REDK;
+//#define PD_YELLOWK "You need a yellow key to open this door"
+extern const char *s_PD_YELLOWK; // = PD_YELLOWK;
+//jff 02/05/98 Create messages specific to card and skull keys
+//#define PD_BLUEC "You need a blue card to open this door"
+extern const char *s_PD_BLUEC; // = PD_BLUEC;
+//#define PD_REDC "You need a red card to open this door"
+extern const char *s_PD_REDC; // = PD_REDC;
+//#define PD_YELLOWC "You need a yellow card to open this door"
+extern const char *s_PD_YELLOWC; // = PD_YELLOWC;
+//#define PD_BLUES "You need a blue skull to open this door"
+extern const char *s_PD_BLUES; // = PD_BLUES;
+//#define PD_REDS "You need a red skull to open this door"
+extern const char *s_PD_REDS; // = PD_REDS;
+//#define PD_YELLOWS "You need a yellow skull to open this door"
+extern const char *s_PD_YELLOWS; // = PD_YELLOWS;
+//#define PD_ANY "Any key will open this door"
+extern const char *s_PD_ANY; // = PD_ANY;
+//#define PD_ALL3 "You need all three keys to open this door"
+extern const char *s_PD_ALL3; // = PD_ALL3;
+//#define PD_ALL6 "You need all six keys to open this door"
+extern const char *s_PD_ALL6; // = PD_ALL6;
+
+//
+// G_game.C
+//
+//#define GGSAVED "game saved."
+extern const char *s_GGSAVED; // = GGSAVED;
+
+//
+// HU_stuff.C
+//
+//#define HUSTR_MSGU "[Message unsent]"
+extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU;
+
+//#define HUSTR_E1M1 "E1M1: Hangar"
+extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1;
+//#define HUSTR_E1M2 "E1M2: Nuclear Plant"
+extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2;
+//#define HUSTR_E1M3 "E1M3: Toxin Refinery"
+extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3;
+//#define HUSTR_E1M4 "E1M4: Command Control"
+extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4;
+//#define HUSTR_E1M5 "E1M5: Phobos Lab"
+extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5;
+//#define HUSTR_E1M6 "E1M6: Central Processing"
+extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6;
+//#define HUSTR_E1M7 "E1M7: Computer Station"
+extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7;
+//#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
+extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8;
+//#define HUSTR_E1M9 "E1M9: Military Base"
+extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9;
+
+//#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
+extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1;
+//#define HUSTR_E2M2 "E2M2: Containment Area"
+extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2;
+//#define HUSTR_E2M3 "E2M3: Refinery"
+extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3;
+//#define HUSTR_E2M4 "E2M4: Deimos Lab"
+extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4;
+//#define HUSTR_E2M5 "E2M5: Command Center"
+extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5;
+//#define HUSTR_E2M6 "E2M6: Halls of the Damned"
+extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6;
+//#define HUSTR_E2M7 "E2M7: Spawning Vats"
+extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7;
+//#define HUSTR_E2M8 "E2M8: Tower of Babel"
+extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8;
+//#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
+extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9;
+
+//#define HUSTR_E3M1 "E3M1: Hell Keep"
+extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1;
+//#define HUSTR_E3M2 "E3M2: Slough of Despair"
+extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2;
+//#define HUSTR_E3M3 "E3M3: Pandemonium"
+extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3;
+//#define HUSTR_E3M4 "E3M4: House of Pain"
+extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4;
+//#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
+extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5;
+//#define HUSTR_E3M6 "E3M6: Mt. Erebus"
+extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6;
+//#define HUSTR_E3M7 "E3M7: Limbo"
+extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7;
+//#define HUSTR_E3M8 "E3M8: Dis"
+extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8;
+//#define HUSTR_E3M9 "E3M9: Warrens"
+extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9;
+
+//#define HUSTR_E4M1 "E4M1: Hell Beneath"
+extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1;
+//#define HUSTR_E4M2 "E4M2: Perfect Hatred"
+extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2;
+//#define HUSTR_E4M3 "E4M3: Sever The Wicked"
+extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3;
+//#define HUSTR_E4M4 "E4M4: Unruly Evil"
+extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4;
+//#define HUSTR_E4M5 "E4M5: They Will Repent"
+extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5;
+//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
+extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6;
+//#define HUSTR_E4M7 "E4M7: And Hell Followed"
+extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7;
+//#define HUSTR_E4M8 "E4M8: Unto The Cruel"
+extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8;
+//#define HUSTR_E4M9 "E4M9: Fear"
+extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9;
+
+//#define HUSTR_1 "level 1: entryway"
+extern const char *s_HUSTR_1; // = HUSTR_1;
+//#define HUSTR_2 "level 2: underhalls"
+extern const char *s_HUSTR_2; // = HUSTR_2;
+//#define HUSTR_3 "level 3: the gantlet"
+extern const char *s_HUSTR_3; // = HUSTR_3;
+//#define HUSTR_4 "level 4: the focus"
+extern const char *s_HUSTR_4; // = HUSTR_4;
+//#define HUSTR_5 "level 5: the waste tunnels"
+extern const char *s_HUSTR_5; // = HUSTR_5;
+//#define HUSTR_6 "level 6: the crusher"
+extern const char *s_HUSTR_6; // = HUSTR_6;
+//#define HUSTR_7 "level 7: dead simple"
+extern const char *s_HUSTR_7; // = HUSTR_7;
+//#define HUSTR_8 "level 8: tricks and traps"
+extern const char *s_HUSTR_8; // = HUSTR_8;
+//#define HUSTR_9 "level 9: the pit"
+extern const char *s_HUSTR_9; // = HUSTR_9;
+//#define HUSTR_10 "level 10: refueling base"
+extern const char *s_HUSTR_10; // = HUSTR_10;
+//#define HUSTR_11 "level 11: 'o' of destruction!"
+extern const char *s_HUSTR_11; // = HUSTR_11;
+
+//#define HUSTR_12 "level 12: the factory"
+extern const char *s_HUSTR_12; // = HUSTR_12;
+//#define HUSTR_13 "level 13: downtown"
+extern const char *s_HUSTR_13; // = HUSTR_13;
+//#define HUSTR_14 "level 14: the inmost dens"
+extern const char *s_HUSTR_14; // = HUSTR_14;
+//#define HUSTR_15 "level 15: industrial zone"
+extern const char *s_HUSTR_15; // = HUSTR_15;
+//#define HUSTR_16 "level 16: suburbs"
+extern const char *s_HUSTR_16; // = HUSTR_16;
+//#define HUSTR_17 "level 17: tenements"
+extern const char *s_HUSTR_17; // = HUSTR_17;
+//#define HUSTR_18 "level 18: the courtyard"
+extern const char *s_HUSTR_18; // = HUSTR_18;
+//#define HUSTR_19 "level 19: the citadel"
+extern const char *s_HUSTR_19; // = HUSTR_19;
+//#define HUSTR_20 "level 20: gotcha!"
+extern const char *s_HUSTR_20; // = HUSTR_20;
+
+//#define HUSTR_21 "level 21: nirvana"
+extern const char *s_HUSTR_21; // = HUSTR_21;
+//#define HUSTR_22 "level 22: the catacombs"
+extern const char *s_HUSTR_22; // = HUSTR_22;
+//#define HUSTR_23 "level 23: barrels o' fun"
+extern const char *s_HUSTR_23; // = HUSTR_23;
+//#define HUSTR_24 "level 24: the chasm"
+extern const char *s_HUSTR_24; // = HUSTR_24;
+//#define HUSTR_25 "level 25: bloodfalls"
+extern const char *s_HUSTR_25; // = HUSTR_25;
+//#define HUSTR_26 "level 26: the abandoned mines"
+extern const char *s_HUSTR_26; // = HUSTR_26;
+//#define HUSTR_27 "level 27: monster condo"
+extern const char *s_HUSTR_27; // = HUSTR_27;
+//#define HUSTR_28 "level 28: the spirit world"
+extern const char *s_HUSTR_28; // = HUSTR_28;
+//#define HUSTR_29 "level 29: the living end"
+extern const char *s_HUSTR_29; // = HUSTR_29;
+//#define HUSTR_30 "level 30: icon of sin"
+extern const char *s_HUSTR_30; // = HUSTR_30;
+
+//#define HUSTR_31 "level 31: wolfenstein"
+extern const char *s_HUSTR_31; // = HUSTR_31;
+//#define HUSTR_32 "level 32: grosse"
+extern const char *s_HUSTR_32; // = HUSTR_32;
+
+//#define PHUSTR_1 "level 1: congo"
+extern const char *s_PHUSTR_1; // = PHUSTR_1;
+//#define PHUSTR_2 "level 2: well of souls"
+extern const char *s_PHUSTR_2; // = PHUSTR_2;
+//#define PHUSTR_3 "level 3: aztec"
+extern const char *s_PHUSTR_3; // = PHUSTR_3;
+//#define PHUSTR_4 "level 4: caged"
+extern const char *s_PHUSTR_4; // = PHUSTR_4;
+//#define PHUSTR_5 "level 5: ghost town"
+extern const char *s_PHUSTR_5; // = PHUSTR_5;
+//#define PHUSTR_6 "level 6: baron's lair"
+extern const char *s_PHUSTR_6; // = PHUSTR_6;
+//#define PHUSTR_7 "level 7: caughtyard"
+extern const char *s_PHUSTR_7; // = PHUSTR_7;
+//#define PHUSTR_8 "level 8: realm"
+extern const char *s_PHUSTR_8; // = PHUSTR_8;
+//#define PHUSTR_9 "level 9: abattoire"
+extern const char *s_PHUSTR_9; // = PHUSTR_9;
+//#define PHUSTR_10 "level 10: onslaught"
+extern const char *s_PHUSTR_10; // = PHUSTR_10;
+//#define PHUSTR_11 "level 11: hunted"
+extern const char *s_PHUSTR_11; // = PHUSTR_11;
+
+//#define PHUSTR_12 "level 12: speed"
+extern const char *s_PHUSTR_12; // = PHUSTR_12;
+//#define PHUSTR_13 "level 13: the crypt"
+extern const char *s_PHUSTR_13; // = PHUSTR_13;
+//#define PHUSTR_14 "level 14: genesis"
+extern const char *s_PHUSTR_14; // = PHUSTR_14;
+//#define PHUSTR_15 "level 15: the twilight"
+extern const char *s_PHUSTR_15; // = PHUSTR_15;
+//#define PHUSTR_16 "level 16: the omen"
+extern const char *s_PHUSTR_16; // = PHUSTR_16;
+//#define PHUSTR_17 "level 17: compound"
+extern const char *s_PHUSTR_17; // = PHUSTR_17;
+//#define PHUSTR_18 "level 18: neurosphere"
+extern const char *s_PHUSTR_18; // = PHUSTR_18;
+//#define PHUSTR_19 "level 19: nme"
+extern const char *s_PHUSTR_19; // = PHUSTR_19;
+//#define PHUSTR_20 "level 20: the death domain"
+extern const char *s_PHUSTR_20; // = PHUSTR_20;
+
+//#define PHUSTR_21 "level 21: slayer"
+extern const char *s_PHUSTR_21; // = PHUSTR_21;
+//#define PHUSTR_22 "level 22: impossible mission"
+extern const char *s_PHUSTR_22; // = PHUSTR_22;
+//#define PHUSTR_23 "level 23: tombstone"
+extern const char *s_PHUSTR_23; // = PHUSTR_23;
+//#define PHUSTR_24 "level 24: the final frontier"
+extern const char *s_PHUSTR_24; // = PHUSTR_24;
+//#define PHUSTR_25 "level 25: the temple of darkness"
+extern const char *s_PHUSTR_25; // = PHUSTR_25;
+//#define PHUSTR_26 "level 26: bunker"
+extern const char *s_PHUSTR_26; // = PHUSTR_26;
+//#define PHUSTR_27 "level 27: anti-christ"
+extern const char *s_PHUSTR_27; // = PHUSTR_27;
+//#define PHUSTR_28 "level 28: the sewers"
+extern const char *s_PHUSTR_28; // = PHUSTR_28;
+//#define PHUSTR_29 "level 29: odyssey of noises"
+extern const char *s_PHUSTR_29; // = PHUSTR_29;
+//#define PHUSTR_30 "level 30: the gateway of hell"
+extern const char *s_PHUSTR_30; // = PHUSTR_30;
+
+//#define PHUSTR_31 "level 31: cyberden"
+extern const char *s_PHUSTR_31; // = PHUSTR_31;
+//#define PHUSTR_32 "level 32: go 2 it"
+extern const char *s_PHUSTR_32; // = PHUSTR_32;
+
+//#define THUSTR_1 "level 1: system control"
+extern const char *s_THUSTR_1; // = THUSTR_1;
+//#define THUSTR_2 "level 2: human bbq"
+extern const char *s_THUSTR_2; // = THUSTR_2;
+//#define THUSTR_3 "level 3: power control"
+extern const char *s_THUSTR_3; // = THUSTR_3;
+//#define THUSTR_4 "level 4: wormhole"
+extern const char *s_THUSTR_4; // = THUSTR_4;
+//#define THUSTR_5 "level 5: hanger"
+extern const char *s_THUSTR_5; // = THUSTR_5;
+//#define THUSTR_6 "level 6: open season"
+extern const char *s_THUSTR_6; // = THUSTR_6;
+//#define THUSTR_7 "level 7: prison"
+extern const char *s_THUSTR_7; // = THUSTR_7;
+//#define THUSTR_8 "level 8: metal"
+extern const char *s_THUSTR_8; // = THUSTR_8;
+//#define THUSTR_9 "level 9: stronghold"
+extern const char *s_THUSTR_9; // = THUSTR_9;
+//#define THUSTR_10 "level 10: redemption"
+extern const char *s_THUSTR_10; // = THUSTR_10;
+//#define THUSTR_11 "level 11: storage facility"
+extern const char *s_THUSTR_11; // = THUSTR_11;
+
+//#define THUSTR_12 "level 12: crater"
+extern const char *s_THUSTR_12; // = THUSTR_12;
+//#define THUSTR_13 "level 13: nukage processing"
+extern const char *s_THUSTR_13; // = THUSTR_13;
+//#define THUSTR_14 "level 14: steel works"
+extern const char *s_THUSTR_14; // = THUSTR_14;
+//#define THUSTR_15 "level 15: dead zone"
+extern const char *s_THUSTR_15; // = THUSTR_15;
+//#define THUSTR_16 "level 16: deepest reaches"
+extern const char *s_THUSTR_16; // = THUSTR_16;
+//#define THUSTR_17 "level 17: processing area"
+extern const char *s_THUSTR_17; // = THUSTR_17;
+//#define THUSTR_18 "level 18: mill"
+extern const char *s_THUSTR_18; // = THUSTR_18;
+//#define THUSTR_19 "level 19: shipping/respawning"
+extern const char *s_THUSTR_19; // = THUSTR_19;
+//#define THUSTR_20 "level 20: central processing"
+extern const char *s_THUSTR_20; // = THUSTR_20;
+
+//#define THUSTR_21 "level 21: administration center"
+extern const char *s_THUSTR_21; // = THUSTR_21;
+//#define THUSTR_22 "level 22: habitat"
+extern const char *s_THUSTR_22; // = THUSTR_22;
+//#define THUSTR_23 "level 23: lunar mining project"
+extern const char *s_THUSTR_23; // = THUSTR_23;
+//#define THUSTR_24 "level 24: quarry"
+extern const char *s_THUSTR_24; // = THUSTR_24;
+//#define THUSTR_25 "level 25: baron's den"
+extern const char *s_THUSTR_25; // = THUSTR_25;
+//#define THUSTR_26 "level 26: ballistyx"
+extern const char *s_THUSTR_26; // = THUSTR_26;
+//#define THUSTR_27 "level 27: mount pain"
+extern const char *s_THUSTR_27; // = THUSTR_27;
+//#define THUSTR_28 "level 28: heck"
+extern const char *s_THUSTR_28; // = THUSTR_28;
+//#define THUSTR_29 "level 29: river styx"
+extern const char *s_THUSTR_29; // = THUSTR_29;
+//#define THUSTR_30 "level 30: last call"
+extern const char *s_THUSTR_30; // = THUSTR_30;
+
+//#define THUSTR_31 "level 31: pharaoh"
+extern const char *s_THUSTR_31; // = THUSTR_31;
+//#define THUSTR_32 "level 32: caribbean"
+extern const char *s_THUSTR_32; // = THUSTR_32;
+
+//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
+extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1;
+//#define HUSTR_CHATMACRO2 "I'm OK."
+extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2;
+//#define HUSTR_CHATMACRO3 "I'm not looking too good!"
+extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3;
+//#define HUSTR_CHATMACRO4 "Help!"
+extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4;
+//#define HUSTR_CHATMACRO5 "You suck!"
+extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5;
+//#define HUSTR_CHATMACRO6 "Next time, scumbag..."
+extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6;
+//#define HUSTR_CHATMACRO7 "Come here!"
+extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7;
+//#define HUSTR_CHATMACRO8 "I'll take care of it."
+extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8;
+//#define HUSTR_CHATMACRO9 "Yes"
+extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9;
+//#define HUSTR_CHATMACRO0 "No"
+extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0;
+
+//#define HUSTR_TALKTOSELF1 "You mumble to yourself"
+extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1;
+//#define HUSTR_TALKTOSELF2 "Who's there?"
+extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2;
+//#define HUSTR_TALKTOSELF3 "You scare yourself"
+extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3;
+//#define HUSTR_TALKTOSELF4 "You start to rave"
+extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4;
+//#define HUSTR_TALKTOSELF5 "You've lost it..."
+extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5;
+
+//#define HUSTR_MESSAGESENT "[Message Sent]"
+extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT;
+
+// The following should NOT be changed unless it seems
+// just AWFULLY necessary
+
+//#define HUSTR_PLRGREEN "Green: "
+extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN;
+//#define HUSTR_PLRINDIGO "Indigo: "
+extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO;
+//#define HUSTR_PLRBROWN "Brown: "
+extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN;
+//#define HUSTR_PLRRED "Red: "
+extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED;
+
+// Ty - Note these are chars, not char *, so name is sc_XXX
+//#define HUSTR_KEYGREEN 'g'
+extern char sc_HUSTR_KEYGREEN; // = HUSTR_KEYGREEN;
+//#define HUSTR_KEYINDIGO 'i'
+extern char sc_HUSTR_KEYINDIGO; // = HUSTR_KEYINDIGO;
+//#define HUSTR_KEYBROWN 'b'
+extern char sc_HUSTR_KEYBROWN; // = HUSTR_KEYBROWN;
+//#define HUSTR_KEYRED 'r'
+extern char sc_HUSTR_KEYRED; // = HUSTR_KEYRED;
+
+//
+// AM_map.C
+//
+
+//#define AMSTR_FOLLOWON "Follow Mode ON"
+extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON;
+//#define AMSTR_FOLLOWOFF "Follow Mode OFF"
+extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF;
+
+//#define AMSTR_GRIDON "Grid ON"
+extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON;
+//#define AMSTR_GRIDOFF "Grid OFF"
+extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF;
+
+//#define AMSTR_MARKEDSPOT "Marked Spot"
+extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT;
+//#define AMSTR_MARKSCLEARED "All Marks Cleared"
+extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED;
+
+// CPhipps - automap rotate & overlay
+extern const char* s_AMSTR_ROTATEON;
+extern const char* s_AMSTR_ROTATEOFF;
+extern const char* s_AMSTR_OVERLAYON;
+extern const char* s_AMSTR_OVERLAYOFF;
+
+//
+// ST_stuff.C
+//
+
+//#define STSTR_MUS "Music Change"
+extern const char* s_STSTR_MUS; // = STSTR_MUS;
+//#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
+extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS;
+//#define STSTR_DQDON "Degreelessness Mode On"
+extern const char* s_STSTR_DQDON; // = STSTR_DQDON;
+//#define STSTR_DQDOFF "Degreelessness Mode Off"
+extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF;
+
+//#define STSTR_KFAADDED "Very Happy Ammo Added"
+extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED;
+//#define STSTR_FAADDED "Ammo (no keys) Added"
+extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED;
+
+//#define STSTR_NCON "No Clipping Mode ON"
+extern const char* s_STSTR_NCON; // = STSTR_NCON;
+//#define STSTR_NCOFF "No Clipping Mode OFF"
+extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF;
+
+//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
+extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD;
+//#define STSTR_BEHOLDX "Power-up Toggled"
+extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX;
+
+//#define STSTR_CHOPPERS "... doesn't suck - GM"
+extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS;
+//#define STSTR_CLEV "Changing Level..."
+extern const char* s_STSTR_CLEV; // = STSTR_CLEV;
+
+//#define STSTR_COMPON "Compatibility Mode On" // phares
+extern const char* s_STSTR_COMPON; // = STSTR_COMPON;
+//#define STSTR_COMPOFF "Compatibility Mode Off" // phares
+extern const char* s_STSTR_COMPOFF; // = STSTR_COMPOFF;
+
+//
+// F_Finale.C
+//
+/*
+#define E1TEXT \
+"Once you beat the big badasses and\n"\
+"clean out the moon base you're supposed\n"\
+"to win, aren't you? Aren't you? Where's\n"\
+"your fat reward and ticket home? What\n"\
+"the hell is this? It's not supposed to\n"\
+"end this way!\n"\
+"\n" \
+"It stinks like rotten meat, but looks\n"\
+"like the lost Deimos base. Looks like\n"\
+"you're stuck on The Shores of Hell.\n"\
+"The only way out is through.\n"\
+"\n"\
+"To continue the DOOM experience, play\n"\
+"The Shores of Hell and its amazing\n"\
+"sequel, Inferno!\n"
+*/
+extern const char* s_E1TEXT; // = E1TEXT;
+
+
+/*
+#define E2TEXT \
+"You've done it! The hideous cyber-\n"\
+"demon lord that ruled the lost Deimos\n"\
+"moon base has been slain and you\n"\
+"are triumphant! But ... where are\n"\
+"you? You clamber to the edge of the\n"\
+"moon and look down to see the awful\n"\
+"truth.\n" \
+"\n"\
+"Deimos floats above Hell itself!\n"\
+"You've never heard of anyone escaping\n"\
+"from Hell, but you'll make the bastards\n"\
+"sorry they ever heard of you! Quickly,\n"\
+"you rappel down to the surface of\n"\
+"Hell.\n"\
+"\n" \
+"Now, it's on to the final chapter of\n"\
+"DOOM! -- Inferno."
+*/
+extern const char* s_E2TEXT; // = E2TEXT;
+
+
+/*
+#define E3TEXT \
+"The loathsome spiderdemon that\n"\
+"masterminded the invasion of the moon\n"\
+"bases and caused so much death has had\n"\
+"its ass kicked for all time.\n"\
+"\n"\
+"A hidden doorway opens and you enter.\n"\
+"You've proven too tough for Hell to\n"\
+"contain, and now Hell at last plays\n"\
+"fair -- for you emerge from the door\n"\
+"to see the green fields of Earth!\n"\
+"Home at last.\n" \
+"\n"\
+"You wonder what's been happening on\n"\
+"Earth while you were battling evil\n"\
+"unleashed. It's good that no Hell-\n"\
+"spawn could have come through that\n"\
+"door with you ..."
+*/
+extern const char* s_E3TEXT; // = E3TEXT;
+
+
+/*
+#define E4TEXT \
+"the spider mastermind must have sent forth\n"\
+"its legions of hellspawn before your\n"\
+"final confrontation with that terrible\n"\
+"beast from hell. but you stepped forward\n"\
+"and brought forth eternal damnation and\n"\
+"suffering upon the horde as a true hero\n"\
+"would in the face of something so evil.\n"\
+"\n"\
+"besides, someone was gonna pay for what\n"\
+"happened to daisy, your pet rabbit.\n"\
+"\n"\
+"but now, you see spread before you more\n"\
+"potential pain and gibbitude as a nation\n"\
+"of demons run amok among our cities.\n"\
+"\n"\
+"next stop, hell on earth!"
+*/
+extern const char* s_E4TEXT; // = E4TEXT;
+
+
+// after level 6, put this:
+
+/*
+#define C1TEXT \
+"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
+"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
+"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
+"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
+"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
+"\n"\
+"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
+"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
+"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
+"OF THE STARBASE AND FIND THE CONTROLLING\n" \
+"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
+"HOSTAGE."
+*/
+extern const char* s_C1TEXT; // = C1TEXT;
+
+// After level 11, put this:
+
+/*
+#define C2TEXT \
+"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
+"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
+"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
+"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
+"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
+"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
+"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
+"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
+"\n"\
+"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
+"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
+"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
+"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
+"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
+"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
+"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
+"UP AND RETURN TO THE FRAY."
+*/
+extern const char* s_C2TEXT; // = C2TEXT;
+
+
+// After level 20, put this:
+
+/*
+#define C3TEXT \
+"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
+"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
+"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
+"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
+"TEETH AND PLUNGE THROUGH IT.\n"\
+"\n"\
+"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
+"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
+"GOT TO GO THROUGH HELL TO GET TO IT?"
+*/
+extern const char* s_C3TEXT; // = C3TEXT;
+
+
+// After level 29, put this:
+
+/*
+#define C4TEXT \
+"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
+"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
+"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
+"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
+"UP AND DIES, ITS THRASHING LIMBS\n"\
+"DEVASTATING UNTOLD MILES OF HELL'S\n"\
+"SURFACE.\n"\
+"\n"\
+"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
+"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
+"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
+"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
+"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
+"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
+"LOT MORE FUN THAN RUINING IT WAS.\n"
+*/
+extern const char* s_C4TEXT; // = C4TEXT;
+
+
+
+// Before level 31, put this:
+
+/*
+#define C5TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
+"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
+"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
+"WHO THE INMATES OF THIS CORNER OF HELL\n"\
+"WILL BE."
+*/
+extern const char* s_C5TEXT; // = C5TEXT;
+
+
+// Before level 32, put this:
+
+/*
+#define C6TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE\n"\
+"SUPER SECRET LEVEL! YOU'D BETTER\n"\
+"BLAZE THROUGH THIS ONE!\n"
+*/
+extern const char* s_C6TEXT; // = C6TEXT;
+
+
+// after map 06
+
+/*
+#define P1TEXT \
+"You gloat over the steaming carcass of the\n"\
+"Guardian. With its death, you've wrested\n"\
+"the Accelerator from the stinking claws\n"\
+"of Hell. You relax and glance around the\n"\
+"room. Damn! There was supposed to be at\n"\
+"least one working prototype, but you can't\n"\
+"see it. The demons must have taken it.\n"\
+"\n"\
+"You must find the prototype, or all your\n"\
+"struggles will have been wasted. Keep\n"\
+"moving, keep fighting, keep killing.\n"\
+"Oh yes, keep living, too."
+*/
+extern const char* s_P1TEXT; // = P1TEXT;
+
+
+// after map 11
+
+/*
+#define P2TEXT \
+"Even the deadly Arch-Vile labyrinth could\n"\
+"not stop you, and you've gotten to the\n"\
+"prototype Accelerator which is soon\n"\
+"efficiently and permanently deactivated.\n"\
+"\n"\
+"You're good at that kind of thing."
+*/
+extern const char* s_P2TEXT; // = P2TEXT;
+
+
+// after map 20
+
+/*
+#define P3TEXT \
+"You've bashed and battered your way into\n"\
+"the heart of the devil-hive. Time for a\n"\
+"Search-and-Destroy mission, aimed at the\n"\
+"Gatekeeper, whose foul offspring is\n"\
+"cascading to Earth. Yeah, he's bad. But\n"\
+"you know who's worse!\n"\
+"\n"\
+"Grinning evilly, you check your gear, and\n"\
+"get ready to give the bastard a little Hell\n"\
+"of your own making!"
+*/
+extern const char* s_P3TEXT; // = P3TEXT;
+
+// after map 30
+
+/*
+#define P4TEXT \
+"The Gatekeeper's evil face is splattered\n"\
+"all over the place. As its tattered corpse\n"\
+"collapses, an inverted Gate forms and\n"\
+"sucks down the shards of the last\n"\
+"prototype Accelerator, not to mention the\n"\
+"few remaining demons. You're done. Hell\n"\
+"has gone back to pounding bad dead folks \n"\
+"instead of good live ones. Remember to\n"\
+"tell your grandkids to put a rocket\n"\
+"launcher in your coffin. If you go to Hell\n"\
+"when you die, you'll need it for some\n"\
+"final cleaning-up ..."
+*/
+extern const char* s_P4TEXT; // = P4TEXT;
+
+// before map 31
+
+/*
+#define P5TEXT \
+"You've found the second-hardest level we\n"\
+"got. Hope you have a saved game a level or\n"\
+"two previous. If not, be prepared to die\n"\
+"aplenty. For master marines only."
+*/
+extern const char* s_P5TEXT; // = P5TEXT;
+
+// before map 32
+
+/*
+#define P6TEXT \
+"Betcha wondered just what WAS the hardest\n"\
+"level we had ready for ya? Now you know.\n"\
+"No one gets out alive."
+*/
+extern const char* s_P6TEXT; // = P6TEXT;
+
+
+/*
+#define T1TEXT \
+"You've fought your way out of the infested\n"\
+"experimental labs. It seems that UAC has\n"\
+"once again gulped it down. With their\n"\
+"high turnover, it must be hard for poor\n"\
+"old UAC to buy corporate health insurance\n"\
+"nowadays..\n"\
+"\n"\
+"Ahead lies the military complex, now\n"\
+"swarming with diseased horrors hot to get\n"\
+"their teeth into you. With luck, the\n"\
+"complex still has some warlike ordnance\n"\
+"laying around."
+*/
+extern const char* s_T1TEXT; // = T1TEXT;
+
+
+/*
+#define T2TEXT \
+"You hear the grinding of heavy machinery\n"\
+"ahead. You sure hope they're not stamping\n"\
+"out new hellspawn, but you're ready to\n"\
+"ream out a whole herd if you have to.\n"\
+"They might be planning a blood feast, but\n"\
+"you feel about as mean as two thousand\n"\
+"maniacs packed into one mad killer.\n"\
+"\n"\
+"You don't plan to go down easy."
+*/
+extern const char* s_T2TEXT; // = T2TEXT;
+
+
+/*
+#define T3TEXT \
+"The vista opening ahead looks real damn\n"\
+"familiar. Smells familiar, too -- like\n"\
+"fried excrement. You didn't like this\n"\
+"place before, and you sure as hell ain't\n"\
+"planning to like it now. The more you\n"\
+"brood on it, the madder you get.\n"\
+"Hefting your gun, an evil grin trickles\n"\
+"onto your face. Time to take some names."
+*/
+extern const char* s_T3TEXT; // = T3TEXT;
+
+/*
+#define T4TEXT \
+"Suddenly, all is silent, from one horizon\n"\
+"to the other. The agonizing echo of Hell\n"\
+"fades away, the nightmare sky turns to\n"\
+"blue, the heaps of monster corpses start \n"\
+"to evaporate along with the evil stench \n"\
+"that filled the air. Jeeze, maybe you've\n"\
+"done it. Have you really won?\n"\
+"\n"\
+"Something rumbles in the distance.\n"\
+"A blue light begins to glow inside the\n"\
+"ruined skull of the demon-spitter."
+*/
+extern const char* s_T4TEXT; // = T4TEXT;
+
+
+/*
+#define T5TEXT \
+"What now? Looks totally different. Kind\n"\
+"of like King Tut's condo. Well,\n"\
+"whatever's here can't be any worse\n"\
+"than usual. Can it? Or maybe it's best\n"\
+"to let sleeping gods lie.."
+*/
+extern const char* s_T5TEXT; // = T5TEXT;
+
+
+/*
+#define T6TEXT \
+"Time for a vacation. You've burst the\n"\
+"bowels of hell and by golly you're ready\n"\
+"for a break. You mutter to yourself,\n"\
+"Maybe someone else can kick Hell's ass\n"\
+"next time around. Ahead lies a quiet town,\n"\
+"with peaceful flowing water, quaint\n"\
+"buildings, and presumably no Hellspawn.\n"\
+"\n"\
+"As you step off the transport, you hear\n"\
+"the stomp of a cyberdemon's iron shoe."
+*/
+extern const char* s_T6TEXT; // = T6TEXT;
+
+//
+// Character cast strings F_FINALE.C
+//
+//#define CC_ZOMBIE "ZOMBIEMAN"
+extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE;
+//#define CC_SHOTGUN "SHOTGUN GUY"
+extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN;
+//#define CC_HEAVY "HEAVY WEAPON DUDE"
+extern const char* s_CC_HEAVY; // = CC_HEAVY;
+//#define CC_IMP "IMP"
+extern const char* s_CC_IMP; // = CC_IMP;
+//#define CC_DEMON "DEMON"
+extern const char* s_CC_DEMON; // = CC_DEMON;
+//#define CC_LOST "LOST SOUL"
+extern const char* s_CC_LOST; // = CC_LOST;
+//#define CC_CACO "CACODEMON"
+extern const char* s_CC_CACO; // = CC_CACO;
+//#define CC_HELL "HELL KNIGHT"
+extern const char* s_CC_HELL; // = CC_HELL;
+//#define CC_BARON "BARON OF HELL"
+extern const char* s_CC_BARON; // = CC_BARON;
+//#define CC_ARACH "ARACHNOTRON"
+extern const char* s_CC_ARACH; // = CC_ARACH;
+//#define CC_PAIN "PAIN ELEMENTAL"
+extern const char* s_CC_PAIN; // = CC_PAIN;
+//#define CC_REVEN "REVENANT"
+extern const char* s_CC_REVEN; // = CC_REVEN;
+//#define CC_MANCU "MANCUBUS"
+extern const char* s_CC_MANCU; // = CC_MANCU;
+//#define CC_ARCH "ARCH-VILE"
+extern const char* s_CC_ARCH; // = CC_ARCH;
+//#define CC_SPIDER "THE SPIDER MASTERMIND"
+extern const char* s_CC_SPIDER; // = CC_SPIDER;
+//#define CC_CYBER "THE CYBERDEMON"
+extern const char* s_CC_CYBER; // = CC_CYBER;
+//#define CC_HERO "OUR HERO"
+extern const char* s_CC_HERO; // = CC_HERO;
+
+// Ty 03/30/98 - new substitutions for background textures during int screens
+// char* bgflatE1 = "FLOOR4_8";
+extern const char* bgflatE1;
+// char* bgflatE2 = "SFLR6_1";
+extern const char* bgflatE2;
+// char* bgflatE3 = "MFLR8_4";
+extern const char* bgflatE3;
+// char* bgflatE4 = "MFLR8_3";
+extern const char* bgflatE4;
+
+// char* bgflat06 = "SLIME16";
+extern const char* bgflat06;
+// char* bgflat11 = "RROCK14";
+extern const char* bgflat11;
+// char* bgflat20 = "RROCK07";
+extern const char* bgflat20;
+// char* bgflat30 = "RROCK17";
+extern const char* bgflat30;
+// char* bgflat15 = "RROCK13";
+extern const char* bgflat15;
+// char* bgflat31 = "RROCK19";
+extern const char* bgflat31;
+
+// char* bgcastcall = "BOSSBACK"; // panel behind cast call
+extern const char* bgcastcall;
+
+// ignored if blank, general purpose startup announcements
+// char* startup1 = "";
+extern const char* startup1;
+// char* startup2 = "";
+extern const char* startup2;
+// char* startup3 = "";
+extern const char* startup3;
+// char* startup4 = "";
+extern const char* startup4;
+// char* startup5 = "";
+extern const char* startup5;
+
+// from g_game.c, prefix for savegame name like "boomsav"
+extern const char* savegamename;
+
+#endif