-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathd_deh.h
1246 lines (1119 loc) · 45 KB
/
d_deh.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// Emacs style mode select -*- C++ -*-
//--------------------------------------------------------------------
//
// $Id: d_deh.h,v 1.3 2000-08-12 21:29:34 fraggle Exp $
//
// 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
//
// fraggle 29/7/2000: imported quasars comment-error fixed d_deh.h
// haleyjd: cleaned up multiline comment errors
//
// D_Main.C
//
//#define D_DEVSTR "Development mode ON.\n"
extern char *s_D_DEVSTR; // = D_DEVSTR;
//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
extern char *s_D_CDROM; // = D_CDROM;
//
// M_Menu.C
//
//#define PRESSKEY "press a key."
extern char *s_PRESSKEY; // = PRESSKEY;
//#define PRESSYN "press y or n."
extern char *s_PRESSYN; // = PRESSYN;
//#define QUITMSG "are you sure you want to\nquit this great game?"
extern char *s_QUITMSG; // = QUITMSG;
//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
extern char *s_LOADNET; // = LOADNET;
//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
extern char *s_QLOADNET; // = QLOADNET;
//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
extern char *s_QSAVESPOT; // = QSAVESPOT;
//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
extern char *s_SAVEDEAD; // = SAVEDEAD;
//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
extern char *s_QSPROMPT; // = QSPROMPT;
//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
extern 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;
//#define NIGHTMARE
//"are you sure? this skill level\n"
//"isn't even remotely fair.\n\n"PRESSYN
extern 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 char *s_SWSTRING; // = SWSTRING;
//#define MSGOFF "Messages OFF"
extern char *s_MSGOFF; // = MSGOFF;
//#define MSGON "Messages ON"
extern char *s_MSGON; // = MSGON;
//#define NETEND "you can't end a netgame!\n\n"PRESSKEY
extern char *s_NETEND; // = NETEND;
//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
extern char *s_ENDGAME; // = ENDGAME;
//#define DOSY "(press y to quit)"
extern char *s_DOSY; // = DOSY;
//#define DETAILHI "High detail"
extern char *s_DETAILHI; // = DETAILHI;
//#define DETAILLO "Low detail"
extern char *s_DETAILLO; // = DETAILLO;
//#define GAMMALVL0 "Gamma correction OFF"
extern char *s_GAMMALVL0; // = GAMMALVL0;
//#define GAMMALVL1 "Gamma correction level 1"
extern char *s_GAMMALVL1; // = GAMMALVL1;
//#define GAMMALVL2 "Gamma correction level 2"
extern char *s_GAMMALVL2; // = GAMMALVL2;
//#define GAMMALVL3 "Gamma correction level 3"
extern char *s_GAMMALVL3; // = GAMMALVL3;
//#define GAMMALVL4 "Gamma correction level 4"
extern char *s_GAMMALVL4; // = GAMMALVL4;
//#define EMPTYSTRING "empty slot"
extern char *s_EMPTYSTRING; // = EMPTYSTRING;
//
// P_inter.C
//
//#define GOTARMOR "Picked up the armor."
extern char *s_GOTARMOR; // = GOTARMOR;
//#define GOTMEGA "Picked up the MegaArmor!"
extern char *s_GOTMEGA; // = GOTMEGA;
//#define GOTHTHBONUS "Picked up a health bonus."
extern char *s_GOTHTHBONUS; // = GOTHTHBONUS;
//#define GOTARMBONUS "Picked up an armor bonus."
extern char *s_GOTARMBONUS; // = GOTARMBONUS;
//#define GOTSTIM "Picked up a stimpack."
extern char *s_GOTSTIM; // = GOTSTIM;
//#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
extern char *s_GOTMEDINEED; // = GOTMEDINEED;
//#define GOTMEDIKIT "Picked up a medikit."
extern char *s_GOTMEDIKIT; // = GOTMEDIKIT;
//#define GOTSUPER "Supercharge!"
extern char *s_GOTSUPER; // = GOTSUPER;
//#define GOTBLUECARD "Picked up a blue keycard."
extern char *s_GOTBLUECARD; // = GOTBLUECARD;
//#define GOTYELWCARD "Picked up a yellow keycard."
extern char *s_GOTYELWCARD; // = GOTYELWCARD;
//#define GOTREDCARD "Picked up a red keycard."
extern char *s_GOTREDCARD; // = GOTREDCARD;
//#define GOTBLUESKUL "Picked up a blue skull key."
extern char *s_GOTBLUESKUL; // = GOTBLUESKUL;
//#define GOTYELWSKUL "Picked up a yellow skull key."
extern char *s_GOTYELWSKUL; // = GOTYELWSKUL;
//#define GOTREDSKULL "Picked up a red skull key."
extern char *s_GOTREDSKULL; // = GOTREDSKULL;
//#define GOTINVUL "Invulnerability!"
extern char *s_GOTINVUL; // = GOTINVUL;
//#define GOTBERSERK "Berserk!"
extern char *s_GOTBERSERK; // = GOTBERSERK;
//#define GOTINVIS "Partial Invisibility"
extern char *s_GOTINVIS; // = GOTINVIS;
//#define GOTSUIT "Radiation Shielding Suit"
extern char *s_GOTSUIT; // = GOTSUIT;
//#define GOTMAP "Computer Area Map"
extern char *s_GOTMAP; // = GOTMAP;
//#define GOTVISOR "Light Amplification Visor"
extern char *s_GOTVISOR; // = GOTVISOR;
//#define GOTMSPHERE "MegaSphere!"
extern char *s_GOTMSPHERE; // = GOTMSPHERE;
//#define GOTCLIP "Picked up a clip."
extern char *s_GOTCLIP; // = GOTCLIP;
//#define GOTCLIPBOX "Picked up a box of bullets."
extern char *s_GOTCLIPBOX; // = GOTCLIPBOX;
//#define GOTROCKET "Picked up a rocket."
extern char *s_GOTROCKET; // = GOTROCKET;
//#define GOTROCKBOX "Picked up a box of rockets."
extern char *s_GOTROCKBOX; // = GOTROCKBOX;
//#define GOTCELL "Picked up an energy cell."
extern char *s_GOTCELL; // = GOTCELL;
//#define GOTCELLBOX "Picked up an energy cell pack."
extern char *s_GOTCELLBOX; // = GOTCELLBOX;
//#define GOTSHELLS "Picked up 4 shotgun shells."
extern char *s_GOTSHELLS; // = GOTSHELLS;
//#define GOTSHELLBOX "Picked up a box of shotgun shells."
extern char *s_GOTSHELLBOX; // = GOTSHELLBOX;
//#define GOTBACKPACK "Picked up a backpack full of ammo!"
extern char *s_GOTBACKPACK; // = GOTBACKPACK;
//#define GOTBFG9000 "You got the BFG9000! Oh, yes."
extern char *s_GOTBFG9000; // = GOTBFG9000;
//#define GOTCHAINGUN "You got the chaingun!"
extern char *s_GOTCHAINGUN; // = GOTCHAINGUN;
//#define GOTCHAINSAW "A chainsaw! Find some meat!"
extern char *s_GOTCHAINSAW; // = GOTCHAINSAW;
//#define GOTLAUNCHER "You got the rocket launcher!"
extern char *s_GOTLAUNCHER; // = GOTLAUNCHER;
//#define GOTPLASMA "You got the plasma gun!"
extern char *s_GOTPLASMA; // = GOTPLASMA;
//#define GOTSHOTGUN "You got the shotgun!"
extern char *s_GOTSHOTGUN; // = GOTSHOTGUN;
//#define GOTSHOTGUN2 "You got the super shotgun!"
extern char *s_GOTSHOTGUN2; // = GOTSHOTGUN2;
//
// P_Doors.C
//
//#define PD_BLUEO "You need a blue key to activate this object"
extern char *s_PD_BLUEO; // = PD_BLUEO;
//#define PD_REDO "You need a red key to activate this object"
extern char *s_PD_REDO; // = PD_REDO;
//#define PD_YELLOWO "You need a yellow key to activate this object"
extern char *s_PD_YELLOWO; // = PD_YELLOWO;
//#define PD_BLUEK "You need a blue key to open this door"
extern char *s_PD_BLUEK; // = PD_BLUEK;
//#define PD_REDK "You need a red key to open this door"
extern char *s_PD_REDK; // = PD_REDK;
//#define PD_YELLOWK "You need a yellow key to open this door"
extern 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 char *s_PD_BLUEC; // = PD_BLUEC;
//#define PD_REDC "You need a red card to open this door"
extern char *s_PD_REDC; // = PD_REDC;
//#define PD_YELLOWC "You need a yellow card to open this door"
extern char *s_PD_YELLOWC; // = PD_YELLOWC;
//#define PD_BLUES "You need a blue skull to open this door"
extern char *s_PD_BLUES; // = PD_BLUES;
//#define PD_REDS "You need a red skull to open this door"
extern char *s_PD_REDS; // = PD_REDS;
//#define PD_YELLOWS "You need a yellow skull to open this door"
extern char *s_PD_YELLOWS; // = PD_YELLOWS;
//#define PD_ANY "Any key will open this door"
extern char *s_PD_ANY; // = PD_ANY;
//#define PD_ALL3 "You need all three keys to open this door"
extern char *s_PD_ALL3; // = PD_ALL3;
//#define PD_ALL6 "You need all six keys to open this door"
extern char *s_PD_ALL6; // = PD_ALL6;
//
// G_game.C
//
//#define GGSAVED "game saved."
extern char *s_GGSAVED; // = GGSAVED;
//
// HU_stuff.C
//
//#define HUSTR_MSGU "[Message unsent]"
extern char *s_HUSTR_MSGU; // = HUSTR_MSGU;
//#define HUSTR_E1M1 "E1M1: Hangar"
extern char *s_HUSTR_E1M1; // = HUSTR_E1M1;
//#define HUSTR_E1M2 "E1M2: Nuclear Plant"
extern char *s_HUSTR_E1M2; // = HUSTR_E1M2;
//#define HUSTR_E1M3 "E1M3: Toxin Refinery"
extern char *s_HUSTR_E1M3; // = HUSTR_E1M3;
//#define HUSTR_E1M4 "E1M4: Command Control"
extern char *s_HUSTR_E1M4; // = HUSTR_E1M4;
//#define HUSTR_E1M5 "E1M5: Phobos Lab"
extern char *s_HUSTR_E1M5; // = HUSTR_E1M5;
//#define HUSTR_E1M6 "E1M6: Central Processing"
extern char *s_HUSTR_E1M6; // = HUSTR_E1M6;
//#define HUSTR_E1M7 "E1M7: Computer Station"
extern char *s_HUSTR_E1M7; // = HUSTR_E1M7;
//#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
extern char *s_HUSTR_E1M8; // = HUSTR_E1M8;
//#define HUSTR_E1M9 "E1M9: Military Base"
extern char *s_HUSTR_E1M9; // = HUSTR_E1M9;
//#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
extern char *s_HUSTR_E2M1; // = HUSTR_E2M1;
//#define HUSTR_E2M2 "E2M2: Containment Area"
extern char *s_HUSTR_E2M2; // = HUSTR_E2M2;
//#define HUSTR_E2M3 "E2M3: Refinery"
extern char *s_HUSTR_E2M3; // = HUSTR_E2M3;
//#define HUSTR_E2M4 "E2M4: Deimos Lab"
extern char *s_HUSTR_E2M4; // = HUSTR_E2M4;
//#define HUSTR_E2M5 "E2M5: Command Center"
extern char *s_HUSTR_E2M5; // = HUSTR_E2M5;
//#define HUSTR_E2M6 "E2M6: Halls of the Damned"
extern char *s_HUSTR_E2M6; // = HUSTR_E2M6;
//#define HUSTR_E2M7 "E2M7: Spawning Vats"
extern char *s_HUSTR_E2M7; // = HUSTR_E2M7;
//#define HUSTR_E2M8 "E2M8: Tower of Babel"
extern char *s_HUSTR_E2M8; // = HUSTR_E2M8;
//#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
extern char *s_HUSTR_E2M9; // = HUSTR_E2M9;
//#define HUSTR_E3M1 "E3M1: Hell Keep"
extern char *s_HUSTR_E3M1; // = HUSTR_E3M1;
//#define HUSTR_E3M2 "E3M2: Slough of Despair"
extern char *s_HUSTR_E3M2; // = HUSTR_E3M2;
//#define HUSTR_E3M3 "E3M3: Pandemonium"
extern char *s_HUSTR_E3M3; // = HUSTR_E3M3;
//#define HUSTR_E3M4 "E3M4: House of Pain"
extern char *s_HUSTR_E3M4; // = HUSTR_E3M4;
//#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
extern char *s_HUSTR_E3M5; // = HUSTR_E3M5;
//#define HUSTR_E3M6 "E3M6: Mt. Erebus"
extern char *s_HUSTR_E3M6; // = HUSTR_E3M6;
//#define HUSTR_E3M7 "E3M7: Limbo"
extern char *s_HUSTR_E3M7; // = HUSTR_E3M7;
//#define HUSTR_E3M8 "E3M8: Dis"
extern char *s_HUSTR_E3M8; // = HUSTR_E3M8;
//#define HUSTR_E3M9 "E3M9: Warrens"
extern char *s_HUSTR_E3M9; // = HUSTR_E3M9;
//#define HUSTR_E4M1 "E4M1: Hell Beneath"
extern char *s_HUSTR_E4M1; // = HUSTR_E4M1;
//#define HUSTR_E4M2 "E4M2: Perfect Hatred"
extern char *s_HUSTR_E4M2; // = HUSTR_E4M2;
//#define HUSTR_E4M3 "E4M3: Sever The Wicked"
extern char *s_HUSTR_E4M3; // = HUSTR_E4M3;
//#define HUSTR_E4M4 "E4M4: Unruly Evil"
extern char *s_HUSTR_E4M4; // = HUSTR_E4M4;
//#define HUSTR_E4M5 "E4M5: They Will Repent"
extern char *s_HUSTR_E4M5; // = HUSTR_E4M5;
//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
extern char *s_HUSTR_E4M6; // = HUSTR_E4M6;
//#define HUSTR_E4M7 "E4M7: And Hell Followed"
extern char *s_HUSTR_E4M7; // = HUSTR_E4M7;
//#define HUSTR_E4M8 "E4M8: Unto The Cruel"
extern char *s_HUSTR_E4M8; // = HUSTR_E4M8;
//#define HUSTR_E4M9 "E4M9: Fear"
extern char *s_HUSTR_E4M9; // = HUSTR_E4M9;
//#define HUSTR_E5M1 "E5M1: Baphomet's Demesne";
extern char *s_HUSTR_E5M1; // = HUSTR_E5M1;
//#define HUSTR_E5M2 "E5M2: Sheol";
extern char *s_HUSTR_E5M2; // = HUSTR_E5M2;
//#define HUSTR_E5M3 "E5M3: Cages of the Damned";
extern char *s_HUSTR_E5M3; // = HUSTR_E5M3;
//#define HUSTR_E5M4 "E5M4: Paths of Wretchedness";
extern char *s_HUSTR_E5M4; // = HUSTR_E5M4;
//#define HUSTR_E5M5 "E5M5: Abaddon's Void";
extern char *s_HUSTR_E5M5; // = HUSTR_E5M5;
//#define HUSTR_E5M6 "E5M6: Unspeakable Persecution";
extern char *s_HUSTR_E5M6; // = HUSTR_E5M6;
//#define HUSTR_E5M7 "E5M7: Nightmare Underworld";
extern char *s_HUSTR_E5M7; // = HUSTR_E5M7;
//#define HUSTR_E5M8 "E5M8: Halls of Perdition";
extern char *s_HUSTR_E5M8; // = HUSTR_E5M8;
//#define HUSTR_E5M9 "E5M9: Realm of Iblis";
extern char *s_HUSTR_E5M9; // = HUSTR_E5M9;
//#define HUSTR_E6M1 "E6M1: Cursed Darkness";
extern char *s_HUSTR_E6M1; // = HUSTR_E6M1;
//#define HUSTR_E6M2 "E6M2: Violent Hatred";
extern char *s_HUSTR_E6M2; // = HUSTR_E6M2;
//#define HUSTR_E6M3 "E6M3: Twilight Desolation";
extern char *s_HUSTR_E6M3; // = HUSTR_E6M3;
//#define HUSTR_E6M4 "E6M4: Fragments of Sanity";
extern char *s_HUSTR_E6M4; // = HUSTR_E6M4;
//#define HUSTR_E6M5 "E6M5: Wrathful Reckoning";
extern char *s_HUSTR_E6M5; // = HUSTR_E6M5;
//#define HUSTR_E6M6 "E6M6: Vengeance Unleashed";
extern char *s_HUSTR_E6M6; // = HUSTR_E6M6;
//#define HUSTR_E6M7 "E6M7: Descent Into Terror";
extern char *s_HUSTR_E6M7; // = HUSTR_E6M7;
//#define HUSTR_E6M8 "E6M8: Abyss of Despair";
extern char *s_HUSTR_E6M8; // = HUSTR_E6M8;
//#define HUSTR_E6M9 "E6M9: Shattered Homecoming";
extern char *s_HUSTR_E6M9; // = HUSTR_E6M9;
//#define HUSTR_1 "level 1: entryway"
extern char *s_HUSTR_1; // = HUSTR_1;
//#define HUSTR_2 "level 2: underhalls"
extern char *s_HUSTR_2; // = HUSTR_2;
//#define HUSTR_3 "level 3: the gantlet"
extern char *s_HUSTR_3; // = HUSTR_3;
//#define HUSTR_4 "level 4: the focus"
extern char *s_HUSTR_4; // = HUSTR_4;
//#define HUSTR_5 "level 5: the waste tunnels"
extern char *s_HUSTR_5; // = HUSTR_5;
//#define HUSTR_6 "level 6: the crusher"
extern char *s_HUSTR_6; // = HUSTR_6;
//#define HUSTR_7 "level 7: dead simple"
extern char *s_HUSTR_7; // = HUSTR_7;
//#define HUSTR_8 "level 8: tricks and traps"
extern char *s_HUSTR_8; // = HUSTR_8;
//#define HUSTR_9 "level 9: the pit"
extern char *s_HUSTR_9; // = HUSTR_9;
//#define HUSTR_10 "level 10: refueling base"
extern char *s_HUSTR_10; // = HUSTR_10;
//#define HUSTR_11 "level 11: 'o' of destruction!"
extern char *s_HUSTR_11; // = HUSTR_11;
//#define HUSTR_12 "level 12: the factory"
extern char *s_HUSTR_12; // = HUSTR_12;
//#define HUSTR_13 "level 13: downtown"
extern char *s_HUSTR_13; // = HUSTR_13;
//#define HUSTR_14 "level 14: the inmost dens"
extern char *s_HUSTR_14; // = HUSTR_14;
//#define HUSTR_15 "level 15: industrial zone"
extern char *s_HUSTR_15; // = HUSTR_15;
//#define HUSTR_16 "level 16: suburbs"
extern char *s_HUSTR_16; // = HUSTR_16;
//#define HUSTR_17 "level 17: tenements"
extern char *s_HUSTR_17; // = HUSTR_17;
//#define HUSTR_18 "level 18: the courtyard"
extern char *s_HUSTR_18; // = HUSTR_18;
//#define HUSTR_19 "level 19: the citadel"
extern char *s_HUSTR_19; // = HUSTR_19;
//#define HUSTR_20 "level 20: gotcha!"
extern char *s_HUSTR_20; // = HUSTR_20;
//#define HUSTR_21 "level 21: nirvana"
extern char *s_HUSTR_21; // = HUSTR_21;
//#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;
//#define MHUSTR_1 "1: attack"
extern char *s_MHUSTR_1; // = MHUSTR_1;
//#define MHUSTR_2 "2: canyon"
extern char *s_MHUSTR_2; // = MHUSTR_2;
//#define MHUSTR_3 "3: the catwalk"
extern char *s_MHUSTR_3; // = MHUSTR_3;
//#define MHUSTR_4 "4: the combine"
extern char *s_MHUSTR_4; // = MHUSTR_4;
//#define MHUSTR_5 "5: the fistula"
extern char *s_MHUSTR_5; // = MHUSTR_5;
//#define MHUSTR_6 "6: the garrison"
extern char *s_MHUSTR_6; // = MHUSTR_6;
//#define MHUSTR_7 "7: titan manor"
extern char *s_MHUSTR_7; // = MHUSTR_7;
//#define MHUSTR_8 "8: paradox"
extern char *s_MHUSTR_8; // = MHUSTR_8;
//#define MHUSTR_9 "9: subspace"
extern char *s_MHUSTR_9; // = MHUSTR_9;
//#define MHUSTR_10 "10: subterra"
extern char *s_MHUSTR_10; // = MHUSTR_10;
//#define MHUSTR_11 "11: trapped on titan"
extern char *s_MHUSTR_11; // = MHUSTR_11;
//#define MHUSTR_12 "12: virgil's lead"
extern char *s_MHUSTR_12; // = MHUSTR_12;
//#define MHUSTR_13 "13: minos' judgement"
extern char *s_MHUSTR_13; // = MHUSTR_13;
//#define MHUSTR_14 "14: bloodsea keep"
extern char *s_MHUSTR_14; // = MHUSTR_14;
//#define MHUSTR_15 "15: mephisto's maosoleum"
extern char *s_MHUSTR_15; // = MHUSTR_15;
//#define MHUSTR_16 "16: nessus"
extern char *s_MHUSTR_16; // = MHUSTR_16;
//#define MHUSTR_17 "17: geryon"
extern char *s_MHUSTR_17; // = MHUSTR_17;
//#define MHUSTR_18 "18: vesperas"
extern char *s_MHUSTR_18; // = MHUSTR_18;
//#define MHUSTR_19 "19: black tower"
extern char *s_MHUSTR_19; // = MHUSTR_19;
//#define MHUSTR_20 "20: the express elevator to hell"
extern char *s_MHUSTR_20; // = MHUSTR_20;
//#define MHUSTR_21 "21: bad dream"
extern char *s_MHUSTR_21; // = MHUSTR_21;
//#define NHUSTR_1 "level 1: the earth base"
extern char *s_NHUSTR_1; // = NHUSTR_1;
//#define NHUSTR_2 "level 2: the pain labs"
extern char *s_NHUSTR_2; // = NHUSTR_2;
//#define NHUSTR_3 "level 3: canyon of the dead"
extern char *s_NHUSTR_3; // = NHUSTR_3;
//#define NHUSTR_4 "level 4: hell mountain"
extern char *s_NHUSTR_4; // = NHUSTR_4;
//#define NHUSTR_5 "level 5: vivisection"
extern char *s_NHUSTR_5; // = NHUSTR_5;
//#define NHUSTR_6 "level 6: inferno of blood"
extern char *s_NHUSTR_6; // = NHUSTR_6;
//#define NHUSTR_7 "level 7: baron's banquet"
extern char *s_NHUSTR_7; // = NHUSTR_7;
//#define NHUSTR_8 "level 8: tomb of malevolence"
extern char *s_NHUSTR_8; // = NHUSTR_8;
//#define NHUSTR_9 "level 9: march of the demons"
extern char *s_NHUSTR_9; // = NHUSTR_9;
//#define PHUSTR_1 "level 1: congo"
extern char *s_PHUSTR_1; // = PHUSTR_1;
//#define PHUSTR_2 "level 2: well of souls"
extern char *s_PHUSTR_2; // = PHUSTR_2;
//#define PHUSTR_3 "level 3: aztec"
extern char *s_PHUSTR_3; // = PHUSTR_3;
//#define PHUSTR_4 "level 4: caged"
extern char *s_PHUSTR_4; // = PHUSTR_4;
//#define PHUSTR_5 "level 5: ghost town"
extern char *s_PHUSTR_5; // = PHUSTR_5;
//#define PHUSTR_6 "level 6: baron's lair"
extern char *s_PHUSTR_6; // = PHUSTR_6;
//#define PHUSTR_7 "level 7: caughtyard"
extern char *s_PHUSTR_7; // = PHUSTR_7;
//#define PHUSTR_8 "level 8: realm"
extern char *s_PHUSTR_8; // = PHUSTR_8;
//#define PHUSTR_9 "level 9: abattoire"
extern char *s_PHUSTR_9; // = PHUSTR_9;
//#define PHUSTR_10 "level 10: onslaught"
extern char *s_PHUSTR_10; // = PHUSTR_10;
//#define PHUSTR_11 "level 11: hunted"
extern char *s_PHUSTR_11; // = PHUSTR_11;
//#define PHUSTR_12 "level 12: speed"
extern char *s_PHUSTR_12; // = PHUSTR_12;
//#define PHUSTR_13 "level 13: the crypt"
extern char *s_PHUSTR_13; // = PHUSTR_13;
//#define PHUSTR_14 "level 14: genesis"
extern char *s_PHUSTR_14; // = PHUSTR_14;
//#define PHUSTR_15 "level 15: the twilight"
extern char *s_PHUSTR_15; // = PHUSTR_15;
//#define PHUSTR_16 "level 16: the omen"
extern char *s_PHUSTR_16; // = PHUSTR_16;
//#define PHUSTR_17 "level 17: compound"
extern char *s_PHUSTR_17; // = PHUSTR_17;
//#define PHUSTR_18 "level 18: neurosphere"
extern char *s_PHUSTR_18; // = PHUSTR_18;
//#define PHUSTR_19 "level 19: nme"
extern char *s_PHUSTR_19; // = PHUSTR_19;
//#define PHUSTR_20 "level 20: the death domain"
extern char *s_PHUSTR_20; // = PHUSTR_20;
//#define PHUSTR_21 "level 21: slayer"
extern char *s_PHUSTR_21; // = PHUSTR_21;
//#define PHUSTR_22 "level 22: impossible mission"
extern char *s_PHUSTR_22; // = PHUSTR_22;
//#define PHUSTR_23 "level 23: tombstone"
extern char *s_PHUSTR_23; // = PHUSTR_23;
//#define PHUSTR_24 "level 24: the final frontier"
extern char *s_PHUSTR_24; // = PHUSTR_24;
//#define PHUSTR_25 "level 25: the temple of darkness"
extern char *s_PHUSTR_25; // = PHUSTR_25;
//#define PHUSTR_26 "level 26: bunker"
extern char *s_PHUSTR_26; // = PHUSTR_26;
//#define PHUSTR_27 "level 27: anti-christ"
extern char *s_PHUSTR_27; // = PHUSTR_27;
//#define PHUSTR_28 "level 28: the sewers"
extern char *s_PHUSTR_28; // = PHUSTR_28;
//#define PHUSTR_29 "level 29: odyssey of noises"
extern char *s_PHUSTR_29; // = PHUSTR_29;
//#define PHUSTR_30 "level 30: the gateway of hell"
extern char *s_PHUSTR_30; // = PHUSTR_30;
//#define PHUSTR_31 "level 31: cyberden"
extern char *s_PHUSTR_31; // = PHUSTR_31;
//#define PHUSTR_32 "level 32: go 2 it"
extern char *s_PHUSTR_32; // = PHUSTR_32;
//#define THUSTR_1 "level 1: system control"
extern char *s_THUSTR_1; // = THUSTR_1;
//#define THUSTR_2 "level 2: human bbq"
extern char *s_THUSTR_2; // = THUSTR_2;
//#define THUSTR_3 "level 3: power control"
extern char *s_THUSTR_3; // = THUSTR_3;
//#define THUSTR_4 "level 4: wormhole"
extern char *s_THUSTR_4; // = THUSTR_4;
//#define THUSTR_5 "level 5: hanger"
extern char *s_THUSTR_5; // = THUSTR_5;
//#define THUSTR_6 "level 6: open season"
extern char *s_THUSTR_6; // = THUSTR_6;
//#define THUSTR_7 "level 7: prison"
extern char *s_THUSTR_7; // = THUSTR_7;
//#define THUSTR_8 "level 8: metal"
extern char *s_THUSTR_8; // = THUSTR_8;
//#define THUSTR_9 "level 9: stronghold"
extern char *s_THUSTR_9; // = THUSTR_9;
//#define THUSTR_10 "level 10: redemption"
extern char *s_THUSTR_10; // = THUSTR_10;
//#define THUSTR_11 "level 11: storage facility"
extern char *s_THUSTR_11; // = THUSTR_11;
//#define THUSTR_12 "level 12: crater"
extern char *s_THUSTR_12; // = THUSTR_12;
//#define THUSTR_13 "level 13: nukage processing"
extern char *s_THUSTR_13; // = THUSTR_13;
//#define THUSTR_14 "level 14: steel works"
extern char *s_THUSTR_14; // = THUSTR_14;
//#define THUSTR_15 "level 15: dead zone"
extern char *s_THUSTR_15; // = THUSTR_15;
//#define THUSTR_16 "level 16: deepest reaches"
extern char *s_THUSTR_16; // = THUSTR_16;
//#define THUSTR_17 "level 17: processing area"
extern char *s_THUSTR_17; // = THUSTR_17;
//#define THUSTR_18 "level 18: mill"
extern char *s_THUSTR_18; // = THUSTR_18;
//#define THUSTR_19 "level 19: shipping/respawning"
extern char *s_THUSTR_19; // = THUSTR_19;
//#define THUSTR_20 "level 20: central processing"
extern char *s_THUSTR_20; // = THUSTR_20;
//#define THUSTR_21 "level 21: administration center"
extern char *s_THUSTR_21; // = THUSTR_21;
//#define THUSTR_22 "level 22: habitat"
extern char *s_THUSTR_22; // = THUSTR_22;
//#define THUSTR_23 "level 23: lunar mining project"
extern char *s_THUSTR_23; // = THUSTR_23;
//#define THUSTR_24 "level 24: quarry"
extern char *s_THUSTR_24; // = THUSTR_24;
//#define THUSTR_25 "level 25: baron's den"
extern char *s_THUSTR_25; // = THUSTR_25;
//#define THUSTR_26 "level 26: ballistyx"
extern char *s_THUSTR_26; // = THUSTR_26;
//#define THUSTR_27 "level 27: mount pain"
extern char *s_THUSTR_27; // = THUSTR_27;
//#define THUSTR_28 "level 28: heck"
extern char *s_THUSTR_28; // = THUSTR_28;
//#define THUSTR_29 "level 29: river styx"
extern char *s_THUSTR_29; // = THUSTR_29;
//#define THUSTR_30 "level 30: last call"
extern char *s_THUSTR_30; // = THUSTR_30;
//#define THUSTR_31 "level 31: pharaoh"
extern char *s_THUSTR_31; // = THUSTR_31;
//#define THUSTR_32 "level 32: caribbean"
extern char *s_THUSTR_32; // = THUSTR_32;
//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
extern char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1;
//#define HUSTR_CHATMACRO2 "I'm OK."
extern char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2;
//#define HUSTR_CHATMACRO3 "I'm not looking too good!"
extern char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3;
//#define HUSTR_CHATMACRO4 "Help!"
extern char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4;
//#define HUSTR_CHATMACRO5 "You suck!"
extern char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5;
//#define HUSTR_CHATMACRO6 "Next time, scumbag..."
extern char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6;
//#define HUSTR_CHATMACRO7 "Come here!"
extern char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7;
//#define HUSTR_CHATMACRO8 "I'll take care of it."
extern char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8;
//#define HUSTR_CHATMACRO9 "Yes"
extern char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9;
//#define HUSTR_CHATMACRO0 "No"
extern char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0;
//#define HUSTR_TALKTOSELF1 "You mumble to yourself"
extern char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1;
//#define HUSTR_TALKTOSELF2 "Who's there?"
extern char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2;
//#define HUSTR_TALKTOSELF3 "You scare yourself"
extern char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3;
//#define HUSTR_TALKTOSELF4 "You start to rave"
extern char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4;
//#define HUSTR_TALKTOSELF5 "You've lost it..."
extern char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5;
//#define HUSTR_MESSAGESENT "[Message Sent]"
extern char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT;
// The following should NOT be changed unless it seems
// just AWFULLY necessary
//#define HUSTR_PLRGREEN "Green: "
extern char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN;
//#define HUSTR_PLRINDIGO "Indigo: "
extern char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO;
//#define HUSTR_PLRBROWN "Brown: "
extern char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN;
//#define HUSTR_PLRRED "Red: "
extern 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 char *s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON;
//#define AMSTR_FOLLOWOFF "Follow Mode OFF"
extern char *s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF;
//#define AMSTR_GRIDON "Grid ON"
extern char *s_AMSTR_GRIDON; // = AMSTR_GRIDON;
//#define AMSTR_GRIDOFF "Grid OFF"
extern char *s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF;
//#define AMSTR_MARKEDSPOT "Marked Spot"
extern char *s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT;
//#define AMSTR_MARKSCLEARED "All Marks Cleared"
extern char *s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED;
//
// ST_stuff.C
//
//#define STSTR_MUS "Music Change"
extern char *s_STSTR_MUS; // = STSTR_MUS;
//#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
extern char *s_STSTR_NOMUS; // = STSTR_NOMUS;
//#define STSTR_DQDON "Degreelessness Mode On"
extern char *s_STSTR_DQDON; // = STSTR_DQDON;
//#define STSTR_DQDOFF "Degreelessness Mode Off"
extern char *s_STSTR_DQDOFF; // = STSTR_DQDOFF;
//#define STSTR_KFAADDED "Very Happy Ammo Added"
extern char *s_STSTR_KFAADDED; // = STSTR_KFAADDED;
//#define STSTR_FAADDED "Ammo (no keys) Added"
extern char *s_STSTR_FAADDED; // = STSTR_FAADDED;
//#define STSTR_NCON "No Clipping Mode ON"
extern char *s_STSTR_NCON; // = STSTR_NCON;
//#define STSTR_NCOFF "No Clipping Mode OFF"
extern char *s_STSTR_NCOFF; // = STSTR_NCOFF;
//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
extern char *s_STSTR_BEHOLD; // = STSTR_BEHOLD;
//#define STSTR_BEHOLDX "Power-up Toggled"
extern char *s_STSTR_BEHOLDX; // = STSTR_BEHOLDX;
//#define STSTR_CHOPPERS "... doesn't suck - GM"
extern char *s_STSTR_CHOPPERS; // = STSTR_CHOPPERS;
//#define STSTR_CLEV "Changing Level..."
extern char *s_STSTR_CLEV; // = STSTR_CLEV;
//#define STSTR_COMPON "Compatibility Mode On" // phares
extern char *s_STSTR_COMPON; // = STSTR_COMPON;
//#define STSTR_COMPOFF "Compatibility Mode Off" // phares
extern 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 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 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 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 char *s_E4TEXT; // = E4TEXT;
//#define E5TEXT
//"Baphomet was only doing Satan's bidding\n"
//"by bringing you back to Hell. Somehow they\n"
//"didn't understand that you're the reason\n"
//"they failed in the first place.\n"
//"\n"
//"After mopping up the place with your\n"
//"arsenal, you're ready to face the more\n"
//"advanced demons that were sent to Earth.\n"
//"\n"
//"Lock and load. Rip and tear."
extern char *s_E5TEXT; // = E5TEXT;
//#define E6TEXT
//"Satan erred in casting you to Hell's\n"
//"darker depths. His plan failed. He has\n"
//"tried for so long to destroy you, and he\n"
//"has lost every single time. His only\n"
//"option is to flood Earth with demons\n"
//"and hope you go down fighting.\n"
//"\n"
//"Prepare for HELLION!"
extern char *s_E6TEXT; // = E6TEXT;
// 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 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 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 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 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 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 char *s_C6TEXT; // = C6TEXT;
// Master Levels for Doom 2 end:
//#define MASTERTEXT
//"CONGRATULATIONS, YOU HAVE FINISHED...\n"
//"\n"
//"THE MASTER LEVELS\n"
extern char *s_MASTERTEXT; // = MASTERTEXT;
// No Rest For The Living end:
//#define NERVETEXT
//"Trouble was brewing again in your favorite\n"
//"vacation spot... Hell. Some Cyberdemon\n"
//"punk thought he could turn Hell into a\n"
//"personal amusement park, and make Earth\n"
//"the ticket booth.\n"
//"\n"
//"Well that half-robot freak show didn't\n"
//"know who was coming to the fair. There's\n"
//"nothing like a shooting gallery full of\n"
//"hellspawn to get the blood pumping...\n"
//"\n"
//"Now the walls of the demon's labyrinth\n"
//"echo with the sound of his metallic limbs\n"
//"hitting the floor. His death moan gurgles\n"
//"out through the mess you left of his face.\n"
//"\n"
//"This ride is closed."
extern char *s_NERVETEXT; // = NERVETEXT;
// 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 char *s_P1TEXT; // = P1TEXT;
// after map 11