DPMI Memory report:
  Largest Block Avail:	25067520
  Max Unlocked Pages:	6120
  Max Lockable Pages:	6120
  Linear Addr Pages:	6842
  Num Unlocked Pages:	6120
  Num Free Pages:	6126
  Total Physical Pages:	6842
  Free Linear Pages:	6126
  Page File Pages:	-1
QHeap: attempting allocation of 24480K
QHeap: allocated 24472K
Reading external resource file: FOG.FLU
Reading external resource file: CANFIRE.QAV
Reading external resource file: BLOOD.PAL
Reading external resource file: FIRE.PAL
Reading external resource file: RFIRE.CLU
Reading external resource file: PALETTE.DAT
Reading external resource file: VGA.CFG
kmalloc(2400) = 01F14AD1
kmalloc(2400) = 01F14161
kmalloc(64000) = 01F04751
14 tile files opened
Preload weapon QAV tiles
USRHOOKS_GetMem allocated 32 bytes at 01e48e91
USRHOOKS_GetMem allocated 32 bytes at 01e48e61
USRHOOKS_GetMem allocated 5248 bytes at 01e479d1
Reading external resource file: MAP32.MAP
Preload dude sequence tiles
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
NULL sequence, dudeType = 208, seqId = 0
evInit()
trInit()
Trigger start broadcast
Coop start broadcast
Preload floor and ceiling tiles
Preload wall tiles
Preload sprite tiles
Initializing player 0
Resetting player 0
0 mirrors initialized
WeaponRaise:  weapon = 1, mode = 0
Cultist 82 lost sight of target 119
TriggerSector: nSector=60, command=35
evSend(60, SS_SECTOR, 100, 1)
Cultist 82 lost sight of target 119
TriggerSprite: nSprite=21, type= 114 command=18
evSend(21, SS_SPRITE, 110, 1)
Respawn statnum: 3
Cultist 84 lost sight of target 119
TriggerSector: nSector=60, command=35
Cultist 84 lost sight of target 119
Key 0 required
TriggerSector: nSector=108, command=16
Dispatching callback event to sprite 120
Dispatching callback event to sprite 121
Recoiling dude
Recoiling dude
TriggerSprite: nSprite=84, type= 202 command=0
spawning sprite 84 death sequence 2d2
Recoiling dude
TriggerSprite: nSprite=83, type= 202 command=0
spawning sprite 83 death sequence 2d2
Cultist 82 lost sight of target 119
Dispatching callback event to sector 108
Cultist 82 lost sight of target 119
Cultist 82 lost sight of target 119
Dispatching callback event to sprite 191
Cultist 82 lost sight of target 119
TriggerSprite: nSprite=106, type= 202 command=0
spawning sprite 106 death sequence 2d1
Cultist 82 lost sight of target 119
Gargoyle 16 lost sight of target 118
TriggerSprite: nSprite=105, type= 202 command=0
spawning sprite 105 death sequence 2d1
Gargoyle 16 lost sight of target 118
Gargoyle 16 lost sight of target 118
Cultist 82 lost sight of target 119
Cultist 82 lost sight of target 119
TriggerSprite: nSprite=118, type= 202 command=0
spawning sprite 118 death sequence 2d1
TriggerSprite: nSprite=16, type= 206 command=0
spawning sprite 16 death sequence 131
Cultist 82 lost sight of target 119
Cultist 82 lost sight of target 119
TriggerSector: nSector=69, command=34
evSend(69, SS_SECTOR, 140, 1)
evSend(28, SS_SPRITE, 149, 2)
evSend(27, SS_SPRITE, 140, 1)
evSend(24, SS_SPRITE, 140, 1)
evSend(25, SS_SPRITE, 140, 1)
evSend(26, SS_SPRITE, 140, 1)
evSend(67, SS_SECTOR, 141, 2)
Cultist 82 lost sight of target 119
Cultist 82 lost sight of target 119
evSend(66, SS_SECTOR, 142, 2)
Rat 66 lost sight of target 119
Dispatching callback event to sprite 21
TriggerSector: nSector=60, command=35
evSend(64, SS_SECTOR, 143, 2)
TriggerSector: nSector=60, command=35
TriggerSprite: nSprite=82, type= 202 command=0
spawning sprite 82 death sequence 2d1
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
TriggerSector: nSector=60, command=35
TriggerSector: nSector=60, command=35
Rat 66 lost sight of target 119
TriggerSprite: nSprite=21, type= 114 command=18
Respawn statnum: 3
Dispatching callback event to sector 67
evSend(67, SS_SECTOR, 141, 2)
TriggerSector: nSector=60, command=35
evSend(66, SS_SECTOR, 142, 2)
Key 0 required
TriggerSector: nSector=108, command=16
Rat 66 lost sight of target 119
evSend(64, SS_SECTOR, 143, 2)
Rat 66 lost sight of target 119
evSend(62, SS_SECTOR, 140, 0)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
Dispatching callback event to sector 108
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
Recoiling dude
TriggerSprite: nSprite=97, type= 211 command=0
spawning sprite 97 death sequence 161
Recoiling dude
TriggerSprite: nSprite=96, type= 211 command=0
spawning sprite 96 death sequence 161
Dispatching callback event to sector 67
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
evSend(62, SS_SECTOR, 140, 0)
TriggerSector: nSector=69, command=34
Rat 66 lost sight of target 119
Dispatching callback event to sprite 21
Rat 66 lost sight of target 119
TriggerSector: nSector=60, command=35
TriggerSprite: nSprite=21, type= 114 command=18
evSend(21, SS_SPRITE, 110, 1)
Respawn statnum: 3
TriggerSector: nSector=60, command=35
Key 0 required
TriggerSector: nSector=108, command=16
Rat 66 lost sight of target 119
Dispatching callback event to sector 108
TriggerSector: nSector=69, command=34
evSend(69, SS_SECTOR, 140, 1)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
Rat 66 lost sight of target 119
TriggerSprite: nSprite=62, type= 202 command=0
spawning sprite 62 death sequence 2d1
evSend(64, SS_SECTOR, 143, 2)
TriggerSprite: nSprite=61, type= 202 command=0
spawning sprite 61 death sequence 2d1
Rat 66 lost sight of target 119
Rat 63 lost sight of target 119
Rat 67 lost sight of target 119
Rat 90 lost sight of target 119
TriggerSprite: nSprite=92, type= 220 command=0
spawning sprite 92 death sequence 1f1
Rat 90 lost sight of target 119
TriggerSprite: nSprite=63, type= 220 command=0
spawning sprite 63 death sequence 1f1
TriggerSprite: nSprite=67, type= 220 command=0
spawning sprite 67 death sequence 1f1
TriggerSprite: nSprite=90, type= 220 command=0
spawning sprite 90 death sequence 1f1
Rat 93 lost sight of target 119
Dispatching callback event to sector 67
Rat 91 lost sight of target 119
Rat 66 lost sight of target 119
evSend(67, SS_SECTOR, 141, 2)
Health=200
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
Dispatching callback event to sprite 21
evSend(62, SS_SECTOR, 140, 0)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
Rat 89 lost sight of target 119
Rat 87 lost sight of target 119
Dispatching callback event to sector 67
Rat 89 lost sight of target 119
Rat 85 lost sight of target 119
Rat 66 lost sight of target 119
Rat 65 lost sight of target 119
Rat 88 lost sight of target 119
evSend(67, SS_SECTOR, 141, 2)
Rat 87 lost sight of target 119
Rat 64 lost sight of target 119
Rat 89 lost sight of target 119
Rat 86 lost sight of target 119
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
evSend(62, SS_SECTOR, 140, 0)
TriggerSector: nSector=69, command=34
Rat 66 lost sight of target 119
TriggerSector: nSector=69, command=34
evSend(69, SS_SECTOR, 140, 1)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
Rat 66 lost sight of target 119
evSend(64, SS_SECTOR, 143, 2)
TriggerSprite: nSprite=87, type= 220 command=0
spawning sprite 87 death sequence 1f1
TriggerSprite: nSprite=86, type= 220 command=0
spawning sprite 86 death sequence 1f1
TriggerSprite: nSprite=64, type= 220 command=0
spawning sprite 64 death sequence 1f1
Rat 89 lost sight of target 119
Rat 66 lost sight of target 119
Rat 88 lost sight of target 119
Rat 85 lost sight of target 119
TriggerSprite: nSprite=65, type= 220 command=0
spawning sprite 65 death sequence 1f1
Dispatching callback event to sector 67
Rat 89 lost sight of target 119
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
Rat 66 lost sight of target 119
Rat 89 lost sight of target 119
evSend(64, SS_SECTOR, 143, 2)
TriggerSprite: nSprite=89, type= 220 command=0
spawning sprite 89 death sequence 1f1
evSend(62, SS_SECTOR, 140, 0)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
Rat 88 lost sight of target 119
TriggerSector: nSector=69, command=34
evSend(66, SS_SECTOR, 142, 2)
TriggerSprite: nSprite=66, type= 220 command=0
spawning sprite 66 death sequence 1f1
evSend(64, SS_SECTOR, 143, 2)
Rat 88 lost sight of target 119
TriggerSprite: nSprite=88, type= 220 command=0
spawning sprite 88 death sequence 1f1
TriggerSector: nSector=69, command=34
evSend(69, SS_SECTOR, 140, 1)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
Key 0 required
TriggerSector: nSector=101, command=16
evSend(64, SS_SECTOR, 143, 2)
evSend(62, SS_SECTOR, 140, 0)
evSend(28, SS_SPRITE, 149, 2)
TriggerSector: nSector=60, command=35
evSend(67, SS_SECTOR, 141, 2)
TriggerSprite: nSprite=21, type= 114 command=18
Respawn statnum: 3
Dispatching callback event to sector 67
evSend(66, SS_SECTOR, 142, 2)
evSend(67, SS_SECTOR, 141, 2)
TriggerSector: nSector=60, command=35
evSend(64, SS_SECTOR, 143, 2)
Key 0 required
TriggerSector: nSector=108, command=16
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
evSend(62, SS_SECTOR, 140, 0)
Dispatching callback event to sector 108
TriggerSector: nSector=69, command=34
Dispatching callback event to sector 67
TriggerSprite: nSprite=100, type= 202 command=0
spawning sprite 100 death sequence 2d1
TriggerSector: nSector=69, command=34
evSend(69, SS_SECTOR, 140, 1)
evSend(28, SS_SPRITE, 149, 2)
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
Rat 91 lost sight of target 119
evSend(64, SS_SECTOR, 143, 2)
TriggerSprite: nSprite=93, type= 220 command=0
spawning sprite 93 death sequence 1f1
TriggerSprite: nSprite=91, type= 220 command=0
spawning sprite 91 death sequence 1f1
Dispatching callback event to sprite 21
Dispatching callback event to sector 67
evSend(67, SS_SECTOR, 141, 2)
TriggerSector: nSector=60, command=35
evSend(66, SS_SECTOR, 142, 2)
TriggerSprite: nSprite=21, type= 114 command=18
evSend(21, SS_SPRITE, 110, 1)
Respawn statnum: 3
evSend(64, SS_SECTOR, 143, 2)
WeaponLower()
TriggerSector: nSector=60, command=35
WeaponRaise:  weapon = 3, mode = 0
evSend(62, SS_SECTOR, 140, 0)
evSend(28, SS_SPRITE, 149, 2)
Key 0 required
TriggerSector: nSector=108, command=16
evSend(67, SS_SECTOR, 141, 2)
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
Dispatching callback event to sector 108
WeaponLower()
WeaponRaise:  weapon = 1, mode = 0
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
TriggerSprite: nSprite=22, type= 411 command=0
Dispatching callback event to sector 67
evSend(67, SS_SECTOR, 141, 2)
WeaponLower()
WeaponRaise:  weapon = 3, mode = 0
evSend(66, SS_SECTOR, 142, 2)
evSend(64, SS_SECTOR, 143, 2)
evSend(62, SS_SECTOR, 140, 0)
TriggerSprite: nSprite=1003, type= 413 command=0
Dispatching callback event to sprite 1004
TriggerSprite: nSprite=1005, type= 413 command=0
Hound 55 lost sight of target 119
Recoiling dude
TriggerSprite: nSprite=55, type= 211 command=0
spawning sprite 55 death sequence 162
Dispatching callback event to sprite 1005
Rat 85 lost sight of target 119
Dispatching callback event to sprite 21
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
TriggerSprite: nSprite=114, type= 411 command=0
WeaponLower()
WeaponRaise:  weapon = 3, mode = 0
Dispatching callback event to sprite 1024
TriggerSprite: nSprite=51, type= 211 command=0
spawning sprite 51 death sequence 162
Hound 50 lost sight of target 119
Hound 52 lost sight of target 119
TriggerSprite: nSprite=50, type= 211 command=0
spawning sprite 50 death sequence 162
Hound 52 lost sight of target 119
TriggerSprite: nSprite=52, type= 211 command=0
spawning sprite 52 death sequence 162
Dispatching callback event to sprite 1025
Dispatching callback event to sprite 1030
Rat 85 lost sight of target 119
Dispatching callback event to sprite 1031
TriggerSprite: nSprite=1032, type= 413 command=0
TriggerSprite: nSprite=1033, type= 413 command=0
Dispatching callback event to sprite 1032
Dispatching callback event to sprite 1033
TriggerSector: nSector=47, command=34
evSend(47, SS_SECTOR, 160, 1)
Hound 54 lost sight of target 119
Hound 53 lost sight of target 119
Hound 56 lost sight of target 119
Rat 85 lost sight of target 119
Dispatching callback event to sprite 1116
Rat 85 lost sight of target 119
TriggerSprite: nSprite=85, type= 220 command=0
spawning sprite 85 death sequence 1f2
Hound 53 lost sight of target 119
Hound 56 lost sight of target 119
Hound 53 lost sight of target 119
Hound 56 lost sight of target 119
Dispatching callback event to sprite 1179
Hound 53 lost sight of target 119
TriggerSprite: nSprite=53, type= 211 command=0
spawning sprite 53 death sequence 162
Hound 54 lost sight of target 119
Dispatching callback event to sprite 1182
TriggerSprite: nSprite=54, type= 211 command=0
spawning sprite 54 death sequence 162
Dispatching callback event to sprite 1188
Hound 56 lost sight of target 119
Dispatching callback event to sprite 1189
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
TriggerSector: nSector=47, command=34
TriggerSprite: nSprite=49, type= 211 command=0
spawning sprite 49 death sequence 161
Recoiling dude
TriggerSprite: nSprite=56, type= 211 command=0
spawning sprite 56 death sequence 161
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
WeaponLower()
WeaponRaise:  weapon = 3, mode = 0
Dispatching callback event to sprite 1252
Dispatching callback event to sprite 1253
TriggerSprite: nSprite=47, type= 211 command=0
spawning sprite 47 death sequence 162
Dispatching callback event to sprite 1257
Dispatching callback event to sprite 1258
Hound 58 lost sight of target 119
Recoiling dude
TriggerSprite: nSprite=58, type= 211 command=0
spawning sprite 58 death sequence 162
Hound 59 lost sight of target 119
TriggerSprite: nSprite=59, type= 211 command=0
spawning sprite 59 death sequence 162
Dispatching callback event to sprite 1259
Dispatching callback event to sprite 1264
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
Dispatching callback event to sprite 1265
TriggerSector: nSector=48, command=34
evSend(48, SS_SECTOR, 130, 1)
Recoiling dude
Hound 60 lost sight of target 119
Hound 60 lost sight of target 119
Hound 60 lost sight of target 119
TriggerSector: nSector=48, command=34
TriggerSprite: nSprite=57, type= 211 command=0
spawning sprite 57 death sequence 161
TriggerSprite: nSprite=60, type= 211 command=0
spawning sprite 60 death sequence 161
TriggerSector: nSector=48, command=34
WeaponLower()
WeaponRaise:  weapon = 3, mode = 0
Primary out of ammo: setting weapon state to kFindWeapon
Out of ammo: looking for a new weapon
WeaponFindLoaded
WeaponLower()
WeaponRaise:  weapon = 4, mode = 0
Recoiling dude
TriggerSector: nSector=48, command=34
TriggerSprite: nSprite=45, type= 211 command=0
spawning sprite 45 death sequence 161
Recoiling dude
TriggerSprite: nSprite=46, type= 211 command=0
spawning sprite 46 death sequence 161
Recoiling dude
TriggerSprite: nSprite=48, type= 211 command=0
spawning sprite 48 death sequence 161
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
Key 0 required
TriggerSprite: nSprite=30, type= 20 command=16
evSend(30, SS_SPRITE, 102, 1)
Key 0 required
TriggerSprite: nSprite=32, type= 20 command=16
evSend(32, SS_SPRITE, 101, 1)
Key 0 required
TriggerSprite: nSprite=34, type= 20 command=16
evSend(34, SS_SPRITE, 106, 1)
Key 0 required
TriggerSprite: nSprite=29, type= 20 command=16
evSend(29, SS_SPRITE, 105, 1)
Key 0 required
TriggerSprite: nSprite=33, type= 20 command=16
evSend(33, SS_SPRITE, 104, 1)
Key 0 required
TriggerSprite: nSprite=31, type= 20 command=16
evSend(31, SS_SPRITE, 103, 1)
Key 0 required
TriggerSprite: nSprite=30, type= 20 command=16
TriggerSector: nSector=48, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
Key 0 required
TriggerSprite: nSprite=34, type= 20 command=16
Key 0 required
TriggerSprite: nSprite=31, type= 20 command=16
Key 0 required
TriggerSprite: nSprite=30, type= 20 command=16
TriggerSector: nSector=47, command=34
Health=200
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=48, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
TriggerSector: nSector=47, command=34
WeaponLower()
WeaponRaise:  weapon = 6, mode = 0
MUSIC_Shutdown()
USRHOOKS_FreeMem at 01e479d1
Removing timer
USRHOOKS_FreeMem at 01e48e91
USRHOOKS_FreeMem at 01e48e61
uninitengine()
All subsystems shut down.  Processing exit functions
