void T_Launch (objtype *ob)
{
	long	deltax,deltay;
	float	angle;
	int		iangle;

	deltax = player->x - ob->x;
	deltay = ob->y - player->y;
	angle = atan2 (deltay,deltax);
	if (angle 0)
		angle = M_PI*2+angle;
	iangle = angle/(M_PI*2)*ANGLES;
	if (ob->obclass == deathobj)
	{
		T_Shoot (ob);
		if (ob->state == &s_deathshoot2)
		{
			iangle-=4;
			if (iangle 0)
				iangle+=ANGLES;
		}
		else
		{
			iangle+=4;
			if (iangle>=ANGLES)
				iangle-=ANGLES;
		}
	}

	GetNewActor ();
	new->state = &s_rocket;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = rocketobj;
	switch(ob->obclass)
	{
	case deathobj:
		new->state = &s_hrocket;
		new->obclass = hrocketobj;
		PlaySoundLocActor (KNIGHTMISSILESND,new);
		break;
	case angelobj:
		new->state = &s_spark1;
		new->obclass = sparkobj;
		PlaySoundLocActor (ANGELFIRESND,new);
		break;
	default:
		PlaySoundLocActor (MISSILEFIRESND,new);
	}

	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;
	new->flags = FL_NONMARK;
	new->active = true;
}



//
// angel
//
void A_Relaunch (objtype *ob);
void A_Victory (objtype *ob);
void A_StartAttack (objtype *ob);
void A_Breathing (objtype *ob);

extern	statetype s_angelstand;

extern	statetype s_angelchase1;
extern	statetype s_angelchase1s;
extern	statetype s_angelchase2;
extern	statetype s_angelchase3;
extern	statetype s_angelchase3s;
extern	statetype s_angelchase4;

extern	statetype s_angeldie1;
extern	statetype s_angeldie11;
extern	statetype s_angeldie2;
extern	statetype s_angeldie3;
extern	statetype s_angeldie4;
extern	statetype s_angeldie5;
extern	statetype s_angeldie6;
extern	statetype s_angeldie7;
extern	statetype s_angeldie8;
extern	statetype s_angeldie9;

extern	statetype s_angelshoot1;
extern	statetype s_angelshoot2;
extern	statetype s_angelshoot3;
extern	statetype s_angelshoot4;
extern	statetype s_angelshoot5;
extern	statetype s_angelshoot6;

extern	statetype s_angeltired;
extern	statetype s_angeltired2;
extern	statetype s_angeltired3;
extern	statetype s_angeltired4;
extern	statetype s_angeltired5;
extern	statetype s_angeltired6;
extern	statetype s_angeltired7;

extern	statetype s_spark1;
extern	statetype s_spark2;
extern	statetype s_spark3;
extern	statetype s_spark4;


statetype s_angelstand	= {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};

statetype s_angelchase1 	= {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};
statetype s_angelchase1s	= {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};
statetype s_angelchase2 	= {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};
statetype s_angelchase3 	= {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};
statetype s_angelchase3s	= {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};
statetype s_angelchase4 	= {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};

statetype s_angeldie1	= {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};
statetype s_angeldie11	= {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};
statetype s_angeldie2	= {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};
statetype s_angeldie3	= {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};
statetype s_angeldie4	= {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};
statetype s_angeldie5	= {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};
statetype s_angeldie6	= {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};
statetype s_angeldie7	= {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};
statetype s_angeldie8	= {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};
statetype s_angeldie9	= {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};

statetype s_angelshoot1 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};
statetype s_angelshoot2 	= {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};
statetype s_angelshoot3 	= {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};

statetype s_angeltired 	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};
statetype s_angeltired2	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};
statetype s_angeltired3	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};
statetype s_angeltired4	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};
statetype s_angeltired5	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};
statetype s_angeltired6	= {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};
statetype s_angeltired7	= {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};

statetype s_spark1 	= {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};
statetype s_spark2 	= {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};
statetype s_spark3 	= {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};
statetype s_spark4 	= {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};


#pragma argsused
void A_Slurpie (objtype *ob)
{
 SD_PlaySound(SLURPIESND);
}

#pragma argsused
void A_Breathing (objtype *ob)
{
 SD_PlaySound(ANGELTIREDSND);
}

/*
===============
=
= SpawnAngel
=
===============
*/

void SpawnAngel (int tilex, int tiley)
{
	unsigned	far *map,tile;


	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_angeldie11.tictime = 105;

	SpawnNewObj (tilex,tiley,&s_angelstand);
	new->obclass = angelobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
=================
=
= A_Victory
=
=================
*/

#pragma argsused
void A_Victory (objtype *ob)
{
	playstate = ex_victorious;
}


/*
=================
=
= A_StartAttack
=
=================
*/

void A_StartAttack (objtype *ob)
{
	ob->temp1 = 0;
}


/*
=================
=
= A_Relaunch
=
=================
*/

void A_Relaunch (objtype *ob)
{
	if (++ob->temp1 == 3)
	{
		NewState (ob,&s_angeltired);
		return;
	}

	if (US_RndT()&1)
	{
		NewState (ob,&s_angelchase1);
		return;
	}
}




//
// spectre
//
void T_SpectreWait (objtype *ob);
void A_Dormant (objtype *ob);

extern	statetype s_spectrewait1;
extern	statetype s_spectrewait2;
extern	statetype s_spectrewait3;
extern	statetype s_spectrewait4;

extern	statetype s_spectrechase1;
extern	statetype s_spectrechase2;
extern	statetype s_spectrechase3;
extern	statetype s_spectrechase4;

extern	statetype s_spectredie1;
extern	statetype s_spectredie2;
extern	statetype s_spectredie3;
extern	statetype s_spectredie4;

extern	statetype s_spectrewake;

statetype s_spectrewait1	= {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};
statetype s_spectrewait2	= {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};
statetype s_spectrewait3	= {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};
statetype s_spectrewait4	= {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};

statetype s_spectrechase1	= {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};
statetype s_spectrechase2	= {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};
statetype s_spectrechase3	= {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};
statetype s_spectrechase4	= {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};

statetype s_spectredie1	= {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};
statetype s_spectredie2	= {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};
statetype s_spectredie3	= {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};
statetype s_spectredie4	= {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};
statetype s_spectrewake	= {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};

/*
===============
=
= SpawnSpectre
=
===============
*/

void SpawnSpectre (int tilex, int tiley)
{
	unsigned	far *map,tile;

	SpawnNewObj (tilex,tiley,&s_spectrewait1);
	new->obclass = spectreobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= A_Dormant
=
===============
*/

void A_Dormant (objtype *ob)
{
	long	deltax,deltay;
	int	xl,xh,yl,yh;
	int	x,y;
	unsigned	tile;

	deltax = ob->x - player->x;
	if (deltax -MINACTORDIST || deltax > MINACTORDIST)
		goto moveok;
	deltay = ob->y - player->y;
	if (deltay -MINACTORDIST || deltay > MINACTORDIST)
		goto moveok;

	return;
moveok:

	xl = (ob->x-MINDIST) >> TILESHIFT;
	xh = (ob->x+MINDIST) >> TILESHIFT;
	yl = (ob->y-MINDIST) >> TILESHIFT;
	yh = (ob->y+MINDIST) >> TILESHIFT;

	for (y=yl ; y =yh ; y++)
		for (x=xl ; x =xh ; x++)
		{
			tile = actorat[x][y];
			if (!tile)
				continue;
			if (tile 256)
				return;
			if (((objtype *)tile)->flags&FL_SHOOTABLE)
				return;
		}

	ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
	ob->flags &= ~FL_ATTACKMODE;
	ob->dir = nodir;
	NewState (ob,&s_spectrewait1);
}


#endif

/*
=============================================================================

						 SCHABBS / GIFT / FAT

=============================================================================
*/

#ifndef SPEAR
/*
===============
=
= SpawnGhosts
=
===============
*/

void SpawnGhosts (int which, int tilex, int tiley)
{
	unsigned	far *map,tile;

	switch(which)
	{
	 case en_blinky:
	   SpawnNewObj (tilex,tiley,&s_blinkychase1);
	   break;
	 case en_clyde:
	   SpawnNewObj (tilex,tiley,&s_clydechase1);
	   break;
	 case en_pinky:
	   SpawnNewObj (tilex,tiley,&s_pinkychase1);
	   break;
	 case en_inky:
	   SpawnNewObj (tilex,tiley,&s_inkychase1);
	   break;
	}

	new->obclass = ghostobj;
	new->speed = SPDDOG;

	new->dir = east;
	new->flags |= FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}



void	T_Gift (objtype *ob);
void	T_GiftThrow (objtype *ob);

void	T_Fat (objtype *ob);
void	T_FatThrow (objtype *ob);

//
// schabb
//
extern	statetype s_schabbstand;

extern	statetype s_schabbchase1;
extern	statetype s_schabbchase1s;
extern	statetype s_schabbchase2;
extern	statetype s_schabbchase3;
extern	statetype s_schabbchase3s;
extern	statetype s_schabbchase4;

extern	statetype s_schabbdie1;
extern	statetype s_schabbdie2;
extern	statetype s_schabbdie3;
extern	statetype s_schabbdie4;
extern	statetype s_schabbdie5;
extern	statetype s_schabbdie6;

extern	statetype s_schabbshoot1;
extern	statetype s_schabbshoot2;

extern	statetype s_needle1;
extern	statetype s_needle2;
extern	statetype s_needle3;
extern	statetype s_needle4;

extern	statetype s_schabbdeathcam;


statetype s_schabbstand	= {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};

statetype s_schabbchase1 	= {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};
statetype s_schabbchase1s	= {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};
statetype s_schabbchase2 	= {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};
statetype s_schabbchase3 	= {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};
statetype s_schabbchase3s	= {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};
statetype s_schabbchase4 	= {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};

statetype s_schabbdeathcam	= {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};

statetype s_schabbdie1	= {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};
statetype s_schabbdie2	= {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};
statetype s_schabbdie3	= {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};
statetype s_schabbdie4	= {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};
statetype s_schabbdie5	= {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};
statetype s_schabbdie6	= {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};

statetype s_schabbshoot1 	= {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};
statetype s_schabbshoot2 	= {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};

statetype s_needle1 	= {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};
statetype s_needle2 	= {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};
statetype s_needle3 	= {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};
statetype s_needle4 	= {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};


//
// gift
//
extern	statetype s_giftstand;

extern	statetype s_giftchase1;
extern	statetype s_giftchase1s;
extern	statetype s_giftchase2;
extern	statetype s_giftchase3;
extern	statetype s_giftchase3s;
extern	statetype s_giftchase4;

extern	statetype s_giftdie1;
extern	statetype s_giftdie2;
extern	statetype s_giftdie3;
extern	statetype s_giftdie4;
extern	statetype s_giftdie5;
extern	statetype s_giftdie6;

extern	statetype s_giftshoot1;
extern	statetype s_giftshoot2;

extern	statetype s_needle1;
extern	statetype s_needle2;
extern	statetype s_needle3;
extern	statetype s_needle4;

extern	statetype s_giftdeathcam;

extern	statetype s_boom1;
extern	statetype s_boom2;
extern	statetype s_boom3;


statetype s_giftstand	= {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};

statetype s_giftchase1 	= {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};
statetype s_giftchase1s	= {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};
statetype s_giftchase2 	= {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};
statetype s_giftchase3 	= {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};
statetype s_giftchase3s	= {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};
statetype s_giftchase4 	= {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};

statetype s_giftdeathcam	= {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};

statetype s_giftdie1	= {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};
statetype s_giftdie2	= {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};
statetype s_giftdie3	= {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};
statetype s_giftdie4	= {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};
statetype s_giftdie5	= {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};
statetype s_giftdie6	= {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};

statetype s_giftshoot1 	= {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};
statetype s_giftshoot2 	= {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};


//
// fat
//
extern	statetype s_fatstand;

extern	statetype s_fatchase1;
extern	statetype s_fatchase1s;
extern	statetype s_fatchase2;
extern	statetype s_fatchase3;
extern	statetype s_fatchase3s;
extern	statetype s_fatchase4;

extern	statetype s_fatdie1;
extern	statetype s_fatdie2;
extern	statetype s_fatdie3;
extern	statetype s_fatdie4;
extern	statetype s_fatdie5;
extern	statetype s_fatdie6;

extern	statetype s_fatshoot1;
extern	statetype s_fatshoot2;
extern	statetype s_fatshoot3;
extern	statetype s_fatshoot4;
extern	statetype s_fatshoot5;
extern	statetype s_fatshoot6;

extern	statetype s_needle1;
extern	statetype s_needle2;
extern	statetype s_needle3;
extern	statetype s_needle4;

extern	statetype s_fatdeathcam;


statetype s_fatstand	= {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};

statetype s_fatchase1 	= {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};
statetype s_fatchase1s	= {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};
statetype s_fatchase2 	= {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};
statetype s_fatchase3 	= {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};
statetype s_fatchase3s	= {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};
statetype s_fatchase4 	= {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};

statetype s_fatdeathcam	= {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};

statetype s_fatdie1	= {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};
statetype s_fatdie2	= {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};
statetype s_fatdie3	= {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};
statetype s_fatdie4	= {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};
statetype s_fatdie5	= {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};
statetype s_fatdie6	= {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};

statetype s_fatshoot1 	= {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};
statetype s_fatshoot2 	= {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};
statetype s_fatshoot3 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};
statetype s_fatshoot4 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};
statetype s_fatshoot5 	= {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};
statetype s_fatshoot6 	= {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};


/*
===============
=
= SpawnSchabbs
=
===============
*/

void SpawnSchabbs (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (DigiMode != sds_Off)
		s_schabbdie2.tictime = 140;
	else
		s_schabbdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_schabbstand);
	new->speed = SPDPATROL;

	new->obclass = schabbobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
	new->dir = south;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= SpawnGift
=
===============
*/

void SpawnGift (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (DigiMode != sds_Off)
	  s_giftdie2.tictime = 140;
	else
	  s_giftdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_giftstand);
	new->speed = SPDPATROL;

	new->obclass = giftobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
	new->dir = north;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= SpawnFat
=
===============
*/

void SpawnFat (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (DigiMode != sds_Off)
	  s_fatdie2.tictime = 140;
	else
	  s_fatdie2.tictime = 5;

	SpawnNewObj (tilex,tiley,&s_fatstand);
	new->speed = SPDPATROL;

	new->obclass = fatobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
	new->dir = south;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
=================
=
= T_SchabbThrow
=
=================
*/

void T_SchabbThrow (objtype *ob)
{
	long	deltax,deltay;
	float	angle;
	int		iangle;

	deltax = player->x - ob->x;
	deltay = ob->y - player->y;
	angle = atan2 (deltay,deltax);
	if (angle 0)
		angle = M_PI*2+angle;
	iangle = angle/(M_PI*2)*ANGLES;

	GetNewActor ();
	new->state = &s_needle1;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = needleobj;
	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;

	new->flags = FL_NONMARK;
	new->active = true;

	PlaySoundLocActor (SCHABBSTHROWSND,new);
}

/*
=================
=
= T_GiftThrow
=
=================
*/

void T_GiftThrow (objtype *ob)
{
	long	deltax,deltay;
	float	angle;
	int		iangle;

	deltax = player->x - ob->x;
	deltay = ob->y - player->y;
	angle = atan2 (deltay,deltax);
	if (angle 0)
		angle = M_PI*2+angle;
	iangle = angle/(M_PI*2)*ANGLES;

	GetNewActor ();
	new->state = &s_rocket;
	new->ticcount = 1;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = rocketobj;
	new->dir = nodir;
	new->angle = iangle;
	new->speed = 0x2000l;
	new->flags = FL_NONMARK;
	new->active = true;
 
	PlaySoundLocActor (MISSILEFIRESND,new);
}