TODO: Make sure FIX_FLAKY_RANDOMIZER is implemented everywhere relevant.
FIXME?: Archers not hitting player (only in The Horror Back?  Something with the maps?)
FIXME: Black screen after level exit when no SMK files (Perhaps good reason to add non-animated alt score screen?)
FIXME: Status bar in SVGA mode (Flickers when dead, when Scary appears, when map is up) - Potion display only?
FIXME: Check enchanted battle axe hum fading off before enchantment is gone (Another hard-to-pin one... sound priority
         maybe?)
FIXME?: hard to take leather armor in level 1

CONSIDER: Don't give XP when freezing monsters, give xp when breaking frozen monsters?

CHECK: Check if enchanted sound handle is getting mangled in sound priority code
CHECK: See if anything can be done about "die when hit wall" bug (probably not for now)

DON'T KNOW: Can sometimes walk through a monster (related also to missed hits??)
DON'T KNOW: Argothonian with sword hit detection (in a test map he's completely normal, in actual play it sometimes
                   seems like his hitbox is displaced vertically so you have to hit his face to hurt him... I also
                   didn't find anything different about how they're placed in maps where there can be issues).
                   Starting as KURTKNEE doesn't seem to have anything to do with it, either.
DON'T KNOW: Strange autoaim selection (aims to the sides) - based on cansee which seems to be a BUILD internal?
DON'T KNOW: The code that checks the Capslock key to toggle runlock seems to work only when it feels like it.


TODO: Compare the spike death sequence code with that from WH1 (seemed to be changed for the worse in WH2?)
TODO: Make a custom SETUP utility.  Unfortunately the code to the Witchaven II one wasn't released, but one does
         come with the original Witchaven code.
TODO: GAME parameter, things that need to be updated:
      - WHNET.C > MAXARGS (to make arg be found)          Done
      - WHNET.C > argparm (for parameter name)            Done
      - WHNET.C > netcheckargs (to handle parameter)      Done
      - WHMENU.C > startnewgame (for the .MAP files)      Done
      - WHPLR.C > loadnewlevel (for the .MAP files)       Done
      - WHAVEN.C > STUFF.DAT (for packed data)            Done
      - WHSNDMOD.C > JOESND, F_SONGS, W_SONGS (Audio)     Done
      - WHAVEN.C > LOOKUP.DAT                             Done (Might have problems as other .DATs are not done)
      - WHMENU.C > loadgame (for save games)              TODO
      - WHMENU.C > savedgamename (for save games)         TODO
      - WHAVEN.C > .ART files                             Problematic (Attempting this made game crash, pack
                                                             them in a STUFF.DAT instead)
      - Wherever game behavior def loading is done        TODO
      - PALETTE.DAT, etc.                                 SHOULD BE LOADING IN BUILD INTERNAL. SOMETHING IS EFFED UP.
TODO: Externalize map titles to a configurable file (Currently in WHSMK.C)
TODO: Game behavior mod patches.  Prioritize features that will allow Witchaven I to be loaded as a mod.
TODO: Make automatic health configurable according to skill level in mod configuration file
TODO: Possibly change the bugfix #defines into Boom-style "compatibility options" (Weigh in with me if you want this)

CHECK: Screenfx might be ditched for direct call to updatepalettefx? (Don't be sure... screenfx takes player pointer.  Backup code first)
CHECK: How does lava fiend get into the skull eye socket on level 1?

DOCS: Provide some documentation on what's in each source file and its functions

Fixed, may need tweak: Knockback from melee attacks can make the player spin like crazy (e.g. Argothonian sword)