Only in boom201\src: boomsrc.txt
diff -r boom201\src/d_deh.c sod/d_deh.c
1c1
< // Emacs style mode select   -*- C++ -*- 
---
> // Emacs style mode select   -*- C++ -*-
180,190d179
< char *s_HUSTR_22    = HUSTR_22;
< char *s_HUSTR_23    = HUSTR_23;
< char *s_HUSTR_24    = HUSTR_24;
< char *s_HUSTR_25    = HUSTR_25;
< char *s_HUSTR_26    = HUSTR_26;
< char *s_HUSTR_27    = HUSTR_27;
< char *s_HUSTR_28    = HUSTR_28;
< char *s_HUSTR_29    = HUSTR_29;
< char *s_HUSTR_30    = HUSTR_30;
< char *s_HUSTR_31    = HUSTR_31;
< char *s_HUSTR_32    = HUSTR_32;
326,327d314
< char *s_CC_LOST    = CC_LOST;
< char *s_CC_CACO    = CC_CACO;
330,331d316
< char *s_CC_ARACH   = CC_ARACH;
< char *s_CC_PAIN    = CC_PAIN;
334,335d318
< char *s_CC_ARCH    = CC_ARCH;
< char *s_CC_SPIDER  = CC_SPIDER;
337a321
> 
359c343
< char* savegamename = "BOOMSAV";  // used in g_game.c
---
> char* savegamename = "WOLFSAV";  // used in g_game.c
513,523d496
<   {&s_HUSTR_22,"HUSTR_22"},
<   {&s_HUSTR_23,"HUSTR_23"},
<   {&s_HUSTR_24,"HUSTR_24"},
<   {&s_HUSTR_25,"HUSTR_25"},
<   {&s_HUSTR_26,"HUSTR_26"},
<   {&s_HUSTR_27,"HUSTR_27"},
<   {&s_HUSTR_28,"HUSTR_28"},
<   {&s_HUSTR_29,"HUSTR_29"},
<   {&s_HUSTR_30,"HUSTR_30"},
<   {&s_HUSTR_31,"HUSTR_31"},
<   {&s_HUSTR_32,"HUSTR_32"},
659,660d631
<   {&s_CC_LOST,"CC_LOST"},
<   {&s_CC_CACO,"CC_CACO"},
663,664d633
<   {&s_CC_ARACH,"CC_ARACH"},
<   {&s_CC_PAIN,"CC_PAIN"},
667,668d635
<   {&s_CC_ARCH,"CC_ARCH"},
<   {&s_CC_SPIDER,"CC_SPIDER"},
763d729
< 
773,785c739
< 
<   &s_HUSTR_21,
<   &s_HUSTR_22,
<   &s_HUSTR_23,
<   &s_HUSTR_24,
<   &s_HUSTR_25,
<   &s_HUSTR_26,
<   &s_HUSTR_27,
<   &s_HUSTR_28,
<   &s_HUSTR_29,
<   &s_HUSTR_30,
<   &s_HUSTR_31,
<   &s_HUSTR_32
---
>   &s_HUSTR_21
1290c1244
<   printf("Loading DEH file %s\n",filename);
---
> //  printf("Loading DEH file %s\n",filename);
1410c1364
<         states[indexnum].action = deh_bexptrs[i].cptr.acv; // assign
---
>         states[indexnum].action.acv = deh_bexptrs[i].cptr.acv; // assign
diff -r boom201\src/d_deh.h sod/d_deh.h
61,63c61,63
< //#define NEWGAME       \
< "you can't start a new game\n"\
< "while in a network game.\n\n"PRESSKEY
---
> //#define NEWGAME       
> //"you can't start a new game\n"
> //"while in a network game.\n\n"PRESSKEY
66,68c66,68
< //#define NIGHTMARE     \
< "are you sure? this skill level\n"\
< "isn't even remotely fair.\n\n"PRESSYN
---
> //#define NIGHTMARE     
> //"are you sure? this skill level\n"
> //"isn't even remotely fair.\n\n"PRESSYN
71,73c71,73
< //#define SWSTRING      \
< "this is the shareware version of doom.\n\n"\
< "you need to order the entire trilogy.\n\n"PRESSKEY
---
> //#define SWSTRING      
> //"this is the shareware version of doom.\n\n"
> //"you need to order the entire trilogy.\n\n"PRESSKEY
85c85
< //#define DOSY          "(press y to quit)"
---
> //#define DOSY          " "
310d309
< //#define HUSTR_1       "level 1: entryway"
312d310
< //#define HUSTR_2       "level 2: underhalls"
314d311
< //#define HUSTR_3       "level 3: the gantlet"
316d312
< //#define HUSTR_4       "level 4: the focus"
318d313
< //#define HUSTR_5       "level 5: the waste tunnels"
320d314
< //#define HUSTR_6       "level 6: the crusher"
322d315
< //#define HUSTR_7       "level 7: dead simple"
324d316
< //#define HUSTR_8       "level 8: tricks and traps"
326d317
< //#define HUSTR_9       "level 9: the pit"
328d318
< //#define HUSTR_10      "level 10: refueling base"
330d319
< //#define HUSTR_11      "level 11: 'o' of destruction!"
332,333d320
< 
< //#define HUSTR_12      "level 12: the factory"
335d321
< //#define HUSTR_13      "level 13: downtown"
337d322
< //#define HUSTR_14      "level 14: the inmost dens"
339d323
< //#define HUSTR_15      "level 15: industrial zone"
341d324
< //#define HUSTR_16      "level 16: suburbs"
343d325
< //#define HUSTR_17      "level 17: tenements"
345d326
< //#define HUSTR_18      "level 18: the courtyard"
347d327
< //#define HUSTR_19      "level 19: the citadel"
349d328
< //#define HUSTR_20      "level 20: gotcha!"
351,352d329
< 
< //#define HUSTR_21      "level 21: nirvana"
354,376d330
< //#define HUSTR_22      "level 22: the catacombs"
< extern char *s_HUSTR_22; // = HUSTR_22;
< //#define HUSTR_23      "level 23: barrels o' fun"
< extern char *s_HUSTR_23; // = HUSTR_23;
< //#define HUSTR_24      "level 24: the chasm"
< extern char *s_HUSTR_24; // = HUSTR_24;
< //#define HUSTR_25      "level 25: bloodfalls"
< extern char *s_HUSTR_25; // = HUSTR_25;
< //#define HUSTR_26      "level 26: the abandoned mines"
< extern char *s_HUSTR_26; // = HUSTR_26;
< //#define HUSTR_27      "level 27: monster condo"
< extern char *s_HUSTR_27; // = HUSTR_27;
< //#define HUSTR_28      "level 28: the spirit world"
< extern char *s_HUSTR_28; // = HUSTR_28;
< //#define HUSTR_29      "level 29: the living end"
< extern char *s_HUSTR_29; // = HUSTR_29;
< //#define HUSTR_30      "level 30: icon of sin"
< extern char *s_HUSTR_30; // = HUSTR_30;
< 
< //#define HUSTR_31      "level 31: wolfenstein"
< extern char *s_HUSTR_31; // = HUSTR_31;
< //#define HUSTR_32      "level 32: grosse"
< extern char *s_HUSTR_32; // = HUSTR_32;
631,646d584
< //#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"
648,667d585
< 
< 
< //#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."
669,688d586
< 
< 
< //#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 ..."
690,708d587
< 
< 
< //#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!"
710,726d588
< 
< 
< // 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."
728,748d589
< 
< // 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."
750,763d590
< 
< 
< // 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?"
765,784d591
< 
< 
< // 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"
786,796d592
< 
< 
< 
< // 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."
798,805d593
< 
< 
< // 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"
807,823d594
< 
< 
< // 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."
825,835d595
< 
< 
< // 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."
837,851d596
< 
< 
< // 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!"
853,868d597
< 
< // 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 ..."
870,877d598
< 
< // 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."
879,885d599
< 
< // 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."
887,901d600
< 
< 
< //#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."
903,914d601
< 
< 
< //#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."
916,926d602
< 
< 
< //#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."
928,940d603
< 
< //#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."
942,949d604
< 
< 
< //#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.."
951,963d605
< 
< 
< //#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."
966,970d607
< 
< //
< // Character cast strings F_FINALE.C
< //
< //#define CC_ZOMBIE     "ZOMBIEMAN"
972d608
< //#define CC_SHOTGUN    "SHOTGUN GUY"
974d609
< //#define CC_HEAVY      "HEAVY WEAPON DUDE"
976d610
< //#define CC_IMP        "IMP"
978d611
< //#define CC_DEMON      "DEMON"
980,984d612
< //#define CC_LOST       "LOST SOUL"
< extern char *s_CC_LOST; // = CC_LOST;
< //#define CC_CACO       "CACODEMON"
< extern char *s_CC_CACO; // = CC_CACO;
< //#define CC_HELL       "HELL KNIGHT"
986d613
< //#define CC_BARON      "BARON OF HELL"
988,992d614
< //#define CC_ARACH      "ARACHNOTRON"
< extern char *s_CC_ARACH; // = CC_ARACH;
< //#define CC_PAIN       "PAIN ELEMENTAL"
< extern char *s_CC_PAIN; // = CC_PAIN;
< //#define CC_REVEN      "REVENANT"
994d615
< //#define CC_MANCU      "MANCUBUS"
996,1000d616
< //#define CC_ARCH       "ARCH-VILE"
< extern char *s_CC_ARCH; // = CC_ARCH;
< //#define CC_SPIDER     "THE SPIDER MASTERMIND"
< extern char *s_CC_SPIDER; // = CC_SPIDER;
< //#define CC_CYBER      "THE CYBERDEMON"
1002d617
< //#define CC_HERO       "OUR HERO"
1005,1006d619
< // Ty 03/30/98 - new substitutions for background textures during int screens
< // char*        bgflatE1 = "FLOOR4_8";
1008d620
< // char*        bgflatE2 = "SFLR6_1";
1010d621
< // char*        bgflatE3 = "MFLR8_4";
1012d622
< // char*        bgflatE4 = "MFLR8_3";
1015d624
< // char*        bgflat06 = "SLIME16";
1017d625
< // char*        bgflat11 = "RROCK14";
1019d626
< // char*        bgflat20 = "RROCK07";
1021d627
< // char*        bgflat30 = "RROCK17";
1023d628
< // char*        bgflat15 = "RROCK13";
1025d629
< // char*        bgflat31 = "RROCK19";
1028d631
< // char*        bgcastcall = "BOSSBACK"; // panel behind cast call
1031,1032d633
< // ignored if blank, general purpose startup announcements
< // char*        startup1 = "";
1034d634
< // char*        startup2 = "";
1036d635
< // char*        startup3 = "";
1038d636
< // char*        startup4 = "";
1040d637
< // char*        startup5 = "";
1043d639
< // from g_game.c, prefix for savegame name like "boomsav"
1047,1059d642
< 
< //--------------------------------------------------------------------
< //
< // $Log: d_deh.h,v $
< // Revision 1.5  1998/05/04  21:36:33  thldrmn
< // commenting, reformatting and savegamename change
< //
< // Revision 1.4  1998/04/10  06:47:29  killough
< // Fix CVS stuff
< //   
< //
< //--------------------------------------------------------------------
< 
diff -r boom201\src/d_englsh.h sod/d_englsh.h
67c67
< #define DOSY        "(press y to quit)"
---
> #define DOSY        " "
193,227c193,216
< #define HUSTR_1     "level 1: entryway"
< #define HUSTR_2     "level 2: underhalls"
< #define HUSTR_3     "level 3: the gantlet"
< #define HUSTR_4     "level 4: the focus"
< #define HUSTR_5     "level 5: the waste tunnels"
< #define HUSTR_6     "level 6: the crusher"
< #define HUSTR_7     "level 7: dead simple"
< #define HUSTR_8     "level 8: tricks and traps"
< #define HUSTR_9     "level 9: the pit"
< #define HUSTR_10    "level 10: refueling base"
< #define HUSTR_11    "level 11: 'o' of destruction!"
<   
< #define HUSTR_12    "level 12: the factory"
< #define HUSTR_13    "level 13: downtown"
< #define HUSTR_14    "level 14: the inmost dens"
< #define HUSTR_15    "level 15: industrial zone"
< #define HUSTR_16    "level 16: suburbs"
< #define HUSTR_17    "level 17: tenements"
< #define HUSTR_18    "level 18: the courtyard"
< #define HUSTR_19    "level 19: the citadel"
< #define HUSTR_20    "level 20: gotcha!"
<   
< #define HUSTR_21    "level 21: nirvana"
< #define HUSTR_22    "level 22: the catacombs"
< #define HUSTR_23    "level 23: barrels o' fun"
< #define HUSTR_24    "level 24: the chasm"
< #define HUSTR_25    "level 25: bloodfalls"
< #define HUSTR_26    "level 26: the abandoned mines"
< #define HUSTR_27    "level 27: monster condo"
< #define HUSTR_28    "level 28: the spirit world"
< #define HUSTR_29    "level 29: the living end"
< #define HUSTR_30    "level 30: icon of sin"
<   
< #define HUSTR_31    "level 31: wolfenstein"
< #define HUSTR_32    "level 32: grosse"
---
> #define HUSTR_1     "tunnels: floor 1"
> #define HUSTR_2     "tunnels: floor 2"
> #define HUSTR_3     "tunnels: floor 3"
> #define HUSTR_4     "tunnels: floor 4"
> #define HUSTR_5     "tunnel boss: floor 5"
> 
> #define HUSTR_6     "dungeons: floor 6"
> #define HUSTR_7     "dungeons: floor 7"
> #define HUSTR_8     "dungeons: floor 8"
> #define HUSTR_9     "dungeons: floor 9"
> #define HUSTR_10    "dungeon boss: floor 10"
> 
> #define HUSTR_11    "castle: floor 11"
> #define HUSTR_12    "castle: floor 12"
> #define HUSTR_13    "castle: floor 13"
> #define HUSTR_14    "castle: floor 14"
> #define HUSTR_15    "castle: floor 15"
> #define HUSTR_16    "castle: floor 16"
> 
> #define HUSTR_17    "ramparts: floor 17"
> #define HUSTR_18    "death knight: floor 18"
> #define HUSTR_19    "angel of death: floor 21"
> #define HUSTR_20    "secret 1: floor 19"
> #define HUSTR_21    "secret 2: floor 20"
453,464c442,452
<   "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."
---
>   "Mad Otto Giftmacher is dead!\n"\
>   "\n"\
>   "The twisted scientist behind the chemical\n" \
>   "war lies at your feet, but the fruits of his\n"\
>   "labor grow elsewhere! The first wave of\n"\
>   "chemical war is already underway. In the\n"\
>   "heavily guarded fortress of Erlangen are the\n"\
>   "plans for the upcoming Giftkrieg (or Poison\n"\
>   "War). Find them and you'll know where to find\n"\
>   "General Fettgesicht, leader of the deadly\n"\
>   "assault.\n"
469,487c457,468
<   "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."
<   
<   
---
>   "The plans are in your hands!\n"\
>   "\n"\
>   "Gretel Grosse the giantess guard has fallen.\n"\
>   "Hope her brother, Hans, doesn't get mad about\n"\
>   "this...\n"\
>   "\n"\
>   "Now rush to the military installation at\n"\
>   "Offenbach and stop the horrible attack before\n"\
>   "thousands die under the deadly, burning\n"\
>   "clouds of chemical war. Only you can do it,\n"\
>   "B.J.\n"
> 
491,499c472,483
<   "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?"
---
>   "Congratulations!\n"\
>   "\n"\
>   "The General gasps his last breath, and the\n"\
>   "free world is safe from the terrifying Nazi\n"\
>   "chemical war. You return to Allied\n"\
>   "Headquarters, a Medal of Honor waiting for\n"\
>   "you.\n"\
>   "\n"\
>   "Allied Command informs you of some nefarious\n"\
>   "activites around Castle Hollehammer.\n"\
>   "Something about some grey-skinned berserk\n"\
>   "soldiers...\n"
691,706c675,684
< #define CC_ZOMBIE "ZOMBIEMAN"
< #define CC_SHOTGUN  "SHOTGUN GUY"
< #define CC_HEAVY  "HEAVY WEAPON DUDE"
< #define CC_IMP  "IMP"
< #define CC_DEMON  "DEMON"
< #define CC_LOST "LOST SOUL"
< #define CC_CACO "CACODEMON"
< #define CC_HELL "HELL KNIGHT"
< #define CC_BARON  "BARON OF HELL"
< #define CC_ARACH  "ARACHNOTRON"
< #define CC_PAIN "PAIN ELEMENTAL"
< #define CC_REVEN  "REVENANT"
< #define CC_MANCU  "MANCUBUS"
< #define CC_ARCH "ARCH-VILE"
< #define CC_SPIDER "THE SPIDER MASTERMIND"
< #define CC_CYBER  "THE CYBERDEMON"
---
> #define CC_ZOMBIE "GUARD"
> #define CC_SHOTGUN  "S.S."
> #define CC_HEAVY  "OFFICER"
> #define CC_IMP  "MUTANT"
> #define CC_DEMON  "DOG"
> #define CC_HELL "TRANS GROSSE"
> #define CC_BARON "UBERMUTANT"
> #define CC_REVEN  "BARNACLE WILHELM"
> #define CC_MANCU  "DEATH KNIGHT"
> #define CC_CYBER "ANGEL OF DEATH"
708d685
< 
diff -r boom201\src/d_french.h sod/d_french.h
190,202d189
< #define HUSTR_22    "NIVEAU 22: LES CATACOMBES "
< #define HUSTR_23    "NIVEAU 23: LA GRANDE FETE "
< #define HUSTR_24    "NIVEAU 24: LE GOUFFRE "
< #define HUSTR_25    "NIVEAU 25: LES CHUTES DE SANG"
< #define HUSTR_26    "NIVEAU 26: LES MINES ABANDONNEES "
< #define HUSTR_27    "NIVEAU 27: CHEZ LES MONSTRES "
< #define HUSTR_28    "NIVEAU 28: LE MONDE DE L'ESPRIT "
< #define HUSTR_29    "NIVEAU 29: LA LIMITE "
< #define HUSTR_30    "NIVEAU 30: L'ICONE DU PECHE "
<   
< #define HUSTR_31    "NIVEAU 31: WOLFENSTEIN"
< #define HUSTR_32    "NIVEAU 32: LE MASSACRE"
< 
410,428c397,408
< #define CC_ZOMBIE   "ZOMBIE"
< #define CC_SHOTGUN  "TYPE AU FUSIL"
< #define CC_HEAVY    "MEC SUPER-ARME"
< #define CC_IMP      "DIABLOTIN"
< #define CC_DEMON    "DEMON"
< #define CC_LOST     "AME PERDUE"
< #define CC_CACO     "CACODEMON"
< #define CC_HELL     "CHEVALIER DE L'ENFER"
< #define CC_BARON    "BARON DE L'ENFER"
< #define CC_ARACH    "ARACHNOTRON"
< #define CC_PAIN     "ELEMENTAIRE DE LA DOULEUR"
< #define CC_REVEN    "REVENANT"
< #define CC_MANCU    "MANCUBUS"
< #define CC_ARCH     "ARCHI-INFAME"
< #define CC_SPIDER   "L'ARAIGNEE CERVEAU"
< #define CC_CYBER    "LE CYBERDEMON"
< #define CC_HERO     "NOTRE HEROS"
< 
< 
---
> #define CC_ZOMBIE "GUARD"
> #define CC_SHOTGUN  "S.S."
> #define CC_HEAVY  "OFFICER"
> #define CC_IMP  "MUTANT"
> #define CC_DEMON  "DOG"
> #define CC_HELL "TRANS GROSSE"
> #define CC_BARON "UBERMUTANT"
> #define CC_REVEN  "BARNACLE WILHELM"
> #define CC_MANCU  "DEATH KNIGHT"
> #define CC_LOST  "GHOST"
> #define CC_CYBER "ANGEL OF DEATH"
> #define CC_HERO "OUR HERO"
diff -r boom201\src/d_main.c sod/d_main.c
31a32
> #include <conio.h> // joel 10/22/98 for new intro
426c427
<           pagetic = TICRATE * 11;        // killough 2/22/98: use TICRATE
---
>           pagetic = TICRATE * 87;        // killough 2/22/98: use TICRATE
451c452
<             pagetic = TICRATE * 11;
---
>             pagetic = TICRATE * 87;
766c767
<   fprintf(stderr,"Looking in %s\n",iwad);
---
> //  fprintf(stderr,"Looking in %s\n",iwad);
787c788
<   fprintf(stderr,"Looking in %s\n",iwad);
---
> //  fprintf(stderr,"Looking in %s\n",iwad);
835c836
<         fprintf(stderr,"Looking in %s\n",iwad);
---
> //        fprintf(stderr,"Looking in %s\n",iwad);
862c863
<     fprintf(stderr,"Looking in %s\n",iwad);
---
> //    fprintf(stderr,"Looking in %s\n",iwad);
887c888
<         fprintf(stderr,"Looking in %s\n",iwad);
---
> //        fprintf(stderr,"Looking in %s\n",iwad);
942c943
<   sprintf(basedefault,"%s/boom.cfg", D_DoomExeDir());  // killough
---
>   sprintf(basedefault,"%s/wolf.cfg", D_DoomExeDir());  // killough
960c961
<     printf("IWAD found: %s\n",iwad); //jff 4/20/98 print only if found
---
> //    printf("IWAD found: %s\n",iwad); //jff 4/20/98 print only if found
963c964
<     switch(gamemode)
---
> /*    switch(gamemode)
986c987
<     }
---
>     }*/
1079a1081,1084
>   clrscr(); // joel 10/22/98 new title
>   textcolor(14); // joel 10/18/98 color header
>   textbackground(4);
> 
1084a1090,1092
>   ProcessDehFile("sod.deh","dehout.txt");
>   D_AddFile("sod.wad");
> 
1153,1157c1161,1163
<       sprintf (title,
<                "                         "
<                "DOOM 2: Hell on Earth v%i.%02i"
<                "                           ",
<                VERSION/100,VERSION%100);
---
>   cprintf (
> "                        WolfenDOOM: Spear of Destiny v1.0                       "
>   );
1159,1174c1165
<       /*FIXME
<         case pack_plut:
<         sprintf (title,
<         "                   "
<         "DOOM 2: Plutonia Experiment v%i.%02i"
<         "                           ",
<         VERSION/100,VERSION%100);
<         break;
<         case pack_tnt:
<         sprintf (title,
<         "                     "
<         "DOOM 2: TNT - Evilution v%i.%02i"
<         "                           ",
<         VERSION/100,VERSION%100);
<         break;
<         */
---
> 
1184c1175
<   printf ("%s\nBuilt on %s\n", title, version_date);    // killough 2/1/98
---
> //  printf ("%s\nBuilt on %s\n", title, version_date);    // killough 2/1/98
1193c1184
<       strcpy(basedefault, "c:/doomdata/boom.cfg");       // killough 3/22/98
---
>       strcpy(basedefault, "c:/doomdata/wolf.cfg");       // killough 3/22/98
Only in boom201\src: doomlic.txt
Only in boom201\src: drawcol.s
Only in boom201\src: drawspan.s
diff -r boom201\src/dstrings.c sod/dstrings.c
36d35
<   // DOOM1
38,53c37,45
<   "please don't leave, there's more\ndemons to toast!",
<   "let's beat it -- this is turning\ninto a bloodbath!",
<   "i wouldn't leave if i were you.\ndos is much worse.",
<   "you're trying to say you like dos\nbetter than me, right?",
<   "don't leave yet -- there's a\ndemon around that corner!",
<   "ya know, next time you come in here\ni'm gonna toast ya.",
<   "go ahead and leave. see if i care.",  // 1/15/98 killough
< 
<   // QuitDOOM II messages
<   "you want to quit?\nthen, thou hast lost an eighth!",
<   "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
<   "get outta here and go back\nto your boring programs.",
<   "if i were your boss, i'd \n deathmatch ya in a minute!",
<   "look, bud. you leave now\nand you forfeit your body count!",
<   "just leave. when you come\nback, i'll be waiting with a bat.",
<   "you're lucky i don't smack\nyou for thinking about leaving.",  // 1/15/98 killough
---
>   "Heroes don't quit, but\ngo ahead and press Y\nif you aren't one.",
>   "Press Y to quit,\nor press N to enjoy\nmore violent diversion.",
>   "Depressing the Y key means\nyou must return to the\nhumdrum workday world.",
>   "Hey, quit or play,\nY or N:\nit's your choice.",
>   "Sure you don't want to\nwaste a few more\nproductive hours?",
>   "I think you had better\nplay some more. Please\npress N...please?",
>   "If you are tough, press N.\nIf not, press Y daintily.",
>   "I'm thinkin' that\nyou might wanna press N\nto play more. You do it.",
>   "Sure. Fine. Quit.\nSee if we care.\nGet it over with.\nPress Y.",  // 1/15/98 killough
diff -r boom201\src/dstrings.h sod/dstrings.h
45c45
< // #define SAVEGAMENAME  "boomsav"      /* killough 3/22/98 */
---
> // #define SAVEGAMENAME  "wolfsav"      /* killough 3/22/98 */
81c81
< // Rename doomsav to boomsav
---
> // Rename doomsav to wolfsav
diff -r boom201\src/f_finale.c sod/f_finale.c
48,88c48
< 
< // char*  e1text = s_E1TEXT; // Ty 03/22/98 - beg externalized
< // char*  e2text = s_E2TEXT; // These have been commented out, and the
< // char*  e3text = s_E3TEXT; // new s_WHATEVER extern variables are used
< // char*  e4text = s_E4TEXT; // in the code below instead.
< 
< // char*  c1text = s_C1TEXT;
< // char*  c2text = s_C2TEXT;
< // char*  c3text = s_C3TEXT;
< // char*  c4text = s_C4TEXT;
< // char*  c5text = s_C5TEXT;
< // char*  c6text = s_C6TEXT;
< 
< // char*  p1text = s_P1TEXT;  // Ty - note these don't seem to be used here
< // char*  p2text = s_P2TEXT;  // Does the Linux version not have support for
< // char*  p3text = s_P3TEXT;  // intermission screens for Plutonia and TNT????
< // char*  p4text = s_P4TEXT;
< // char*  p5text = s_P5TEXT;
< // char*  p6text = s_P6TEXT;
< 
< // char*  t1text = s_T1TEXT;
< // char*  t2text = s_T2TEXT;
< // char*  t3text = s_T3TEXT;
< // char*  t4text = s_T4TEXT;
< // char*  t5text = s_T5TEXT;
< // char*  t6text = s_T6TEXT;
< 
< // Ty 03/30/98 - new substitutions for background textures during int screens
< // char*  bgflatE1 = "FLOOR4_8";
< // char*  bgflatE2 = "SFLR6_1";
< // char*  bgflatE3 = "MFLR8_4";
< // char*  bgflatE4 = "MFLR8_3";
< 
< // char*  bgflat06 = "SLIME16";
< // char*  bgflat11 = "RROCK14";
< // char*  bgflat20 = "RROCK07";
< // char*  bgflat30 = "RROCK17";
< // char*  bgflat15 = "RROCK13";
< // char*  bgflat31 = "RROCK19";
< 
< // char*  bgcastcall = "BOSSBACK"; // panel behind cast call
---
> static char *pagename;
159,181c119,120
<         case 6:
<              finaleflat = bgflat06;
<              finaletext = s_C1TEXT;
<              break;
<         case 11:
<              finaleflat = bgflat11;
<              finaletext = s_C2TEXT;
<              break;
<         case 20:
<              finaleflat = bgflat20;
<              finaletext = s_C3TEXT;
<              break;
<         case 30:
<              finaleflat = bgflat30;
<              finaletext = s_C4TEXT;
<              break;
<         case 15:
<              finaleflat = bgflat15;
<              finaletext = s_C5TEXT;
<              break;
<         case 31:
<              finaleflat = bgflat31;
<              finaletext = s_C6TEXT;
---
>         case 19:
>              pagename = "END1"; // joel 8/27/98: just one end, one frame for now
183a123
>              pagename = "END1"; // joel 8/27/98: just one end, one frame for now
270c210
<               if (gamemap == 30)
---
>               if (gamemap == 19)
295,363c235
<   byte*       src;
<   byte*       dest;
<   
<   int         x,y,w;
<   int         count;
<   char*       ch;
<   int         c;
<   int         cx;
<   int         cy;
<   
<   // erase the entire screen to a tiled background
< 
<   // killough 4/17/98: 
<   src = W_CacheLumpNum(firstflat + 
<     R_FlatNumForName(finaleflat), PU_CACHE);
< 
<   dest = screens[0];
<       
<   for (y=0 ; y<SCREENHEIGHT ; y++)
<   {
<     for (x=0 ; x<SCREENWIDTH/64 ; x++)
<     {
<       memcpy (dest, src+((y&63)<<6), 64);
<       dest += 64;
<     }
< 
<     if (SCREENWIDTH&63)
<     {
<       memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
<       dest += (SCREENWIDTH&63);
<     }
<   }
< 
<   V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
<   
<   // draw some of the text onto the screen
<   cx = 10;
<   cy = 10;
<   ch = finaletext;
<       
<   count = (finalecount - 10)/Get_TextSpeed();                 // phares
<   if (count < 0)
<     count = 0;
< 
<   for ( ; count ; count-- )
<   {
<     c = *ch++;
<     if (!c)
<       break;
<     if (c == '\n')
<     {
<       cx = 10;
<       cy += 11;
<       continue;
<     }
<               
<     c = toupper(c) - HU_FONTSTART;
<     if (c < 0 || c> HU_FONTSIZE)
<     {
<       cx += 4;
<       continue;
<     }
<               
<     w = SHORT (hu_font[c]->width);
<     if (cx+w > SCREENWIDTH)
<       break;
<     V_DrawPatch(cx, cy, 0, hu_font[c]);
<     cx+=w;
<   }
---
>   V_DrawPatch (0, 0, 0, W_CacheLumpName(pagename, PU_CACHE));
377c249
< #define MAX_CASTORDER 18 /* Ty - hard coded for now */
---
> #define MAX_CASTORDER 12 /* Ty - hard coded for now */
402,414c274,280
<   castorder[5].name = s_CC_LOST,    castorder[5].type = MT_SKULL;
<   castorder[6].name = s_CC_CACO,    castorder[6].type = MT_HEAD;
<   castorder[7].name = s_CC_HELL,    castorder[7].type = MT_KNIGHT;
<   castorder[8].name = s_CC_BARON,   castorder[8].type = MT_BRUISER;
<   castorder[9].name = s_CC_ARACH,   castorder[9].type = MT_BABY;
<   castorder[10].name = s_CC_PAIN,   castorder[10].type = MT_PAIN;
<   castorder[11].name = s_CC_REVEN,  castorder[11].type = MT_UNDEAD;
<   castorder[12].name = s_CC_MANCU,  castorder[12].type = MT_FATSO;
<   castorder[13].name = s_CC_ARCH,   castorder[13].type = MT_VILE;
<   castorder[14].name = s_CC_SPIDER, castorder[14].type = MT_SPIDER;
<   castorder[15].name = s_CC_CYBER,  castorder[15].type = MT_CYBORG;
<   castorder[16].name = s_CC_HERO,   castorder[16].type = MT_PLAYER;
<   castorder[17].name = NULL,        castorder[17].type = 0;
---
>   castorder[5].name = s_CC_HELL,    castorder[5].type = MT_KNIGHT;
>   castorder[6].name = s_CC_BARON,   castorder[6].type = MT_BRUISER;
>   castorder[7].name = s_CC_REVEN,   castorder[7].type = MT_UNDEAD;
>   castorder[8].name = s_CC_MANCU,   castorder[8].type = MT_FATSO;
>   castorder[9].name = s_CC_CYBER,  castorder[9].type = MT_CYBORG;
>   castorder[10].name = s_CC_HERO,   castorder[10].type = MT_PLAYER;
>   castorder[11].name = NULL,        castorder[11].type = 0;
553c419,422
<   if (mobjinfo[castorder[castnum].type].deathsound)
---
> 
>   if (castnum == 10)
>      S_StartSound (NULL, sfx_getpow);
>   else if (mobjinfo[castorder[castnum].type].deathsound)
diff -r boom201\src/g_game.c sod/g_game.c
1054,1058c1054,1056
< int cpars[32] = {
<   30,90,120,120,90,150,120,120,270,90,  //  1-10
<   210,150,150,150,210,150,420,150,210,150,  // 11-20
<   240,150,180,150,150,300,330,420,300,180,  // 21-30
<   120,30          // 31-32
---
> int cpars[21] = {
>   90,210,165,210,0,270,195,165,285,0,
>   390,270,165,270,360,0,360,0,0,0,0
1114c1112
<   // wminfo.next is 0 biased, unlike gamemap
---
>   // wminfo.next is 0 based, unlike gamemap
1120,1123c1118,1121
<           case 15:
<             wminfo.next = 30; break;
<           case 31:
<             wminfo.next = 31; break;
---
>           case 4:
>             wminfo.next = 19; break;
>           case 12:
>             wminfo.next = 20; break;
1128,1130c1126,1129
<           case 31:
<           case 32:
<             wminfo.next = 15; break;
---
>           case 20:
>             wminfo.next = 4; break;
>           case 21:
>             wminfo.next = 12; break;
1211,1218c1210,1214
<         case 15:
<         case 31:
<           if (!secretexit)
<             break;
<         case 6:
<         case 11:
<         case 20:
<         case 30:
---
> //        case 4:
> //        case 12:
> //         if (!secretexit)
> //            break;
>         case 19:
diff -r boom201\src/g_game.h sod/g_game.h
154c154
< extern int cpars[32];    // hardcoded array size
---
> extern int cpars[21];    // hardcoded array size
diff -r boom201\src/i_system.c sod/i_system.c
259,271c259,274
<   int lump = W_CheckNumForName("ENDBOOM"); //jff 4/1/98 sign our work
<   if (lump != -1)
<     {
<       const char (*endoom)[2] = W_CacheLumpNum(lump, PU_STATIC);
<       int i, l = W_LumpLength(lump) / 2;
<       for (i=0; i<l; i++)
<         {
<           textattr(endoom[i][1]);
<           putch(endoom[i][0]);
<         }
<       putch('\b');   // hack workaround for extra newline at bottom of screen
<       putch('\r');
<     }
---
> // joel: new end screen
>   textcolor(14);
>   textbackground(4);
> 
>   cprintf ("                        WolfenDOOM: Spear of Destiny v1.0                       ");
> 
>   textcolor(15);
>   textbackground(1);
> 
>   cprintf ("                                                                                ");
>   cprintf ("                              (c) id Software 1992                              ");
>   cprintf ("                                                                                ");
>   cprintf ("                          Doom Conversion by Laz Rojas                          ");
>   cprintf ("                       Coding and Testing by Joel Murdoch                       ");
>   cprintf ("                                                                                ");
> 
diff -r boom201\src/info.c sod/info.c
745a746,747
> // joel: Hell Knight (Hans Grosse) fires chaingun
> 
748a751
> 
1239c1242
<     S_SPOS_ATK1,    // missilestate
---
>     S_SSWV_ATK1,    // missilestate
Only in boom201\src: log_jff.txt
Only in boom201\src: log_lee.txt
Only in boom201\src: log_rsp.txt
Only in boom201\src: log_ty.txt
diff -r boom201\src/m_misc.c sod/m_misc.c
632c632
<     fprintf(f,"\n;BOOM.CFG format:\n");    
---
>     fprintf(f,"\n;WOLF.CFG format:\n");
1075c1075
< // Resolved Z_Free error msg when no boom.cfg file
---
> // Resolved Z_Free error msg when no wolf.cfg file
1135c1135
< // Add range checking, help strings to BOOM.CFG
---
> // Add range checking, help strings to WOLF.CFG
Only in boom201\src: makefile
diff -r boom201\src/p_enemy.c sod/p_enemy.c
919c919
<   if (!actor->target)
---
>  if (!actor->target)
1450c1450
<       if (gamemap != 7)
---
>       if (gamemap != 19)
1453,1454c1453
<       if ((mo->type != MT_FATSO)
<           && (mo->type != MT_BABY))
---
>       if (mo->type != MT_CYBORG)
1534c1533
<       if (gamemap == 7)
---
>       if (gamemap == 19)
1536c1535
<           if (mo->type == MT_FATSO)
---
>           if (mo->type == MT_CYBORG)
1538,1539c1537
<               junk.tag = 666;
<               EV_DoFloor(&junk,lowerFloorToLowest);
---
>               G_ExitLevel();
1543,1548d1540
<           if (mo->type == MT_BABY)
<             {
<               junk.tag = 667;
<               EV_DoFloor(&junk,raiseToTexture);
<               return;
<             }
diff -r boom201\src/p_inter.c sod/p_inter.c
673a674,680
>     case MT_KNIGHT:
>     case MT_BRUISER:
>     case MT_UNDEAD:
>     case MT_FATSO:
>       item = MT_MISC6;
>       break;
> 
801,804c808,811
<   if ((!target->threshold || target->type == MT_VILE)
<       && source && /*->*/ source != target /* <- suicide bugfix? killough */
<       && source->type != MT_VILE)
<     {
---
> //  if ((!target->threshold || target->type == MT_VILE)
> //      && source && /*->*/ source != target /* <- suicide bugfix? killough */
> //      && source->type != MT_VILE)
> //    {
810,819c817,826
<       if (!target->lastenemy || !target->lastenemy->player ||
<           target->lastenemy->health <= 0)
<         target->lastenemy = target->target; // remember last enemy - killough
< 
<       target->target = source;
<       target->threshold = BASETHRESHOLD;
<       if (target->state == &states[target->info->spawnstate]
<           && target->info->seestate != S_NULL)
<         P_SetMobjState (target, target->info->seestate);
<     }
---
> //      if (!target->lastenemy || !target->lastenemy->player ||
> //          target->lastenemy->health <= 0)
> //        target->lastenemy = target->target; // remember last enemy - killough
> 
> //      target->target = source;
> //      target->threshold = BASETHRESHOLD;
> //      if (target->state == &states[target->info->spawnstate]
> //          && target->info->seestate != S_NULL)
> //        P_SetMobjState (target, target->info->seestate);
> //    }
Only in boom201\src: pproblit.s
diff -r boom201\src/wi_stuff.c sod/wi_stuff.c
444a445,447
> // joel: secret level titles don't display at end of episodes
> if (gamemap != 19)
>   {
455a459
>   }
1754c1758
<     NUMCMAPS = 32;                
---
>     NUMCMAPS = 21; // joel 8/27/98 just 21 maps for SOD
