-//define PARANOID // speed sapping error checking
-
-#define GAMENAME "id1"
-
-#include <math.h>
-#include <string.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <setjmp.h>
-
-#define id386 0
-
-
-#if defined(_WIN32) && !defined(WINDED)
-
-//#if defined(_M_IX86)
-//#define __i386__ 1
-//#endif
-
-void VID_LockBuffer (void);
-void VID_UnlockBuffer (void);
-
-#else
-
-#define VID_LockBuffer()
-#define VID_UnlockBuffer()
-
-#endif
-
-//#if defined __i386__ // && !defined __sun__
-//#define id386 1
-//#else
-//#define id386 0
-//#endif
-
-#if id386
-#define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
-#else
-#define UNALIGNED_OK 0
-#endif
-
-// !!! if this is changed, it must be changed in d_ifacea.h too !!!
-#define CACHE_SIZE 32 // used to align key data structures
-
-#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
-
-#define MINIMUM_MEMORY 0x550000
-#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
-
-#define MAX_NUM_ARGVS 50
-
-// up / down
-#define PITCH 0
-
-// left / right
-#define YAW 1
-
-// fall over
-#define ROLL 2
-
-
-#define MAX_QPATH 64 // max length of a quake game pathname
-#define MAX_OSPATH 128 // max length of a filesystem pathname
-
-#define ON_EPSILON 0.1 // point on plane side epsilon
-
-// LordHavoc: these were 8000 and 1024 respectively, now 64000 and 8000
-#define MAX_MSGLEN 64000 // max length of a reliable message
-#define MAX_DATAGRAM 8000 // max length of unreliable message
-
-//
-// per-level limits
-//
-// LordHavoc: increased entity limit to 2048 from 600
-#define MAX_EDICTS 2048 // FIXME: ouch! ouch! ouch!
-#define MAX_LIGHTSTYLES 64
-#define MAX_MODELS 256 // these are sent over the net as bytes
-#define MAX_SOUNDS 256 // so they cannot be blindly increased
-
-#define SAVEGAME_COMMENT_LENGTH 39
-
-#define MAX_STYLESTRING 64
-
-//
-// stats are integers communicated to the client by the server
-//
-#define MAX_CL_STATS 32
-#define STAT_HEALTH 0
-#define STAT_FRAGS 1
-#define STAT_WEAPON 2
-#define STAT_AMMO 3
-#define STAT_ARMOR 4
-#define STAT_WEAPONFRAME 5
-#define STAT_SHELLS 6
-#define STAT_NAILS 7
-#define STAT_ROCKETS 8
-#define STAT_CELLS 9
-#define STAT_ACTIVEWEAPON 10
-#define STAT_TOTALSECRETS 11
-#define STAT_TOTALMONSTERS 12
-#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
-#define STAT_MONSTERS 14 // bumped by svc_killedmonster