// 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_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 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;


// 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;

// 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

//#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 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 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 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 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 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 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 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 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 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 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 char *s_T6TEXT; // = T6TEXT;


//
// Character cast strings F_FINALE.C
//
//#define CC_ZOMBIE     "ZOMBIEMAN"
extern char *s_CC_ZOMBIE; // = CC_ZOMBIE;
//#define CC_SHOTGUN    "SHOTGUN GUY"
extern char *s_CC_SHOTGUN; // = CC_SHOTGUN;
//#define CC_HEAVY      "HEAVY WEAPON DUDE"
extern char *s_CC_HEAVY; // = CC_HEAVY;
//#define CC_IMP        "IMP"
extern char *s_CC_IMP; // = CC_IMP;
//#define CC_DEMON      "DEMON"
extern char *s_CC_DEMON; // = CC_DEMON;
//#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"
extern char *s_CC_HELL; // = CC_HELL;
//#define CC_BARON      "BARON OF HELL"
extern char *s_CC_BARON; // = CC_BARON;
//#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"
extern char *s_CC_REVEN; // = CC_REVEN;
//#define CC_MANCU      "MANCUBUS"
extern char *s_CC_MANCU; // = CC_MANCU;
//#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"
extern char *s_CC_CYBER; // = CC_CYBER;
//#define CC_HERO       "OUR HERO"
extern char *s_CC_HERO; // = CC_HERO;

// Ty 03/30/98 - new substitutions for background textures during int screens
// char*        bgflatE1 = "FLOOR4_8";
extern char *bgflatE1;
// char*        bgflatE2 = "SFLR6_1";
extern char *bgflatE2;
// char*        bgflatE3 = "MFLR8_4";
extern char *bgflatE3;
// char*        bgflatE4 = "MFLR8_3";
extern char *bgflatE4;

// char*        bgflat06 = "SLIME16";
extern char *bgflat06;

// char*        bgflat11 = "RROCK14";
extern char *bgflat11;

// char*        bgflat20 = "RROCK07";
extern char *bgflat20;
// char*        bgflat30 = "RROCK17";
extern char *bgflat30;
// char*        bgflat15 = "RROCK13";
extern char *bgflat15;
// char*        bgflat31 = "RROCK19";
extern char *bgflat31;

// char*        bgcastcall = "BOSSBACK"; // panel behind cast call
extern char *bgcastcall;

// ignored if blank, general purpose startup announcements
// char*        startup1 = "";
extern char *startup1;
// char*        startup2 = "";
extern char *startup2;
// char*        startup3 = "";
extern char *startup3;
// char*        startup4 = "";
extern char *startup4;
// char*        startup5 = "";
extern char *startup5;

// from g_game.c, prefix for savegame name like "boomsav"
extern char *savegamename;

extern boolean deh_loaded; // sf

#endif

//--------------------------------------------------------------------
//
// $Log: d_deh.h,v $
// Revision 1.3  2000-08-12 21:29:34  fraggle
// change license header
//
// Revision 1.2  2000/07/29 13:48:12  fraggle
// fix multiline comment errors
//
// 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
//   
//
//--------------------------------------------------------------------
