Doom source code functions

This page lists the functions in the original Doom source code.

Functions
{| class="wikitable sortable plainlinks" ! File || Name || Description
 * Main event loop
 * Main startup function called by main
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main event loop
 * Main startup function called by main
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint that calls D_DoomMain
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Display loading disk during read from WAD
 * Hide loading disk; read complete
 * Abort game; exit with error message
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Get time since program start in tics
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Fixed point division
 * Fixed point division
 * Fixed point multiplication
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BabyMetal code pointer
 * A_BossDeath code pointer
 * A_BrainAwake code pointer
 * A_BrainDie code pointer
 * A_BrainExplode code pointer
 * A_BrainPain code pointer
 * A_BrainScream code pointer
 * A_BrainSpit code pointer
 * A_BruisAttack code pointer
 * A_BspiAttack code pointer
 * A_CPosAttack code pointer
 * A_CPosRefire code pointer
 * A_Chase code pointer
 * A_CloseShotgun2 code pointer
 * A_CyberAttack code pointer
 * A_Explode code pointer
 * A_FaceTarget code pointer
 * A_Fall code pointer
 * A_FatAttack1 code pointer
 * A_FatAttack2 code pointer
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_FatAttack3 code pointer
 * A_FatRaise code pointer
 * A_Fire code pointer
 * A_FireCrackle code pointer
 * A_HeadAttack code pointer
 * A_Hoof code pointer
 * A_KeenDie code pointer
 * A_LoadShotgun2 code pointer
 * A_Look code pointer
 * A_Metal code pointer
 * A_OpenShotgun2 code pointer
 * A_Pain code pointer
 * A_PainAttack code pointer
 * A_PainDie code pointer
 * Helper function to spawn a lost soul, not used directly but called by A_PainAttack and A_PainDie
 * A_PlayerScream code pointer
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_PosAttack code pointer
 * A_SPosAttack code pointer
 * A_SargAttack code pointer
 * A_Scream code pointer
 * A_SkelFist code pointer
 * A_SkelMissile code pointer
 * A_SkelWhoosh code pointer
 * A_SkullAttack code pointer
 * A_SpawnFly code pointer
 * A_SpawnSound code pointer
 * A_SpidRefire code pointer
 * A_StartFire code pointer
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_Tracer code pointer
 * A_TroopAttack code pointer
 * A_VileAttack code pointer
 * A_VileChase code pointer
 * A_VileStart code pointer
 * A_VileTarget code pointer
 * A_XScream code pointer
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_BFGSpray code pointer
 * A_BFGsound code pointer
 * A_CheckReload code pointer
 * A_FireBFG code pointer
 * A_FireCGun code pointer
 * A_FireMissile code pointer
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_FirePistol code pointer
 * A_FirePlasma code pointer
 * A_FireShotgun code pointer
 * A_FireShotgun2 code pointer
 * A_GunFlash code pointer
 * A_Light0 code pointer
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_Light1 code pointer
 * A_Light2 code pointer
 * A_Lower code pointer
 * A_Punch code pointer
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * A_Raise code pointer
 * A_ReFire code pointer
 * A_Saw code pointer
 * A_WeaponReady code pointer
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Main recursive function for traversing BSP tree
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Entrypoint for rendering of subsector leaves by R_RenderBSPNode
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Render vertical column of wall texture/sprite
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Alternative to R_DrawColumn for invisibility effect
 * Render horizontal slice of floor texture
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Alternative to R_DrawColumn for multiplayer palette shift
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Reload hack - reloads WAD directory
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - free block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block
 * Zone memory - allocate block