FIXME: Switching from enchanted weapon with sound to enchanted weapon with no sound means sound continues
FIXME: Enchanted weapon not showing proper animation sometimes (also makes enchanted axe slow)
FIXME: Check enchanted battle axe hum fading off before enchantment is gone
FIXME: Mouse sensitivity is different if the automap is raised
FIXME: Can sometimes walk through a monster (related also to missed hits??)
FIXME: Make SHOCKED status do something
FIXME?: No shield with fist (make optional fix)
FIXME?: Flames flattened on floor from enchanted short sword
FIXME: Enemies getting stuck in attack animation (Imp/Argothonian) This is an odd one, hard to repeat reliably.
FIXME: Argothonian with sword hit detection (Test map may be required -- on a hunch, is his attack frame ignored in checks?)
FIXME: Status bar in SVGA mode (Flickers when dead, when Scary appears, when map is up)
FIXME?: Autoaimed projectiles go over the head of short enemies

TODO: Go over the player input code and patch up anything further that should be fixed in it (i.e. movement from non-keyboard sources)
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
      - WHMENU.C > loadgame (for save games)              TODO
      - WHMENU.C > savedgamename (for save games)         TODO
      - Wherever .ART loading is done                     TODO
      - Wherever game behavior def loading is done        TODO
      - If sound/music modding becomes a thing, that too  TODO
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: Screenfx might be ditched for direct call to updatepalettefx? (Don't be sure... screenfx takes player pointer.  Backup code first)
TODO: Look into pref.dat and make a secondary egpref.dat for EGwhaven specific stuff (Saving mouse sensitivity, etc?)

CHECK: Loadpics function
CHECK: How does lava fiend get into the skull eye socket on level 1?
CHECK: Improving the "onsomething" determination in WHINP.C might make jumping more responsive?
CHECK: What determines end of level "rating"?
CHECK: Look into HEALTHWATER (healing pool?)
CHECK: Check if WEAPON1A exists in working state (placeable enchanted dagger)

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