]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Move stats vars and award computation to Awards.cpp
[lugaru.git] / Source / GameDraw.cpp
index ea75d51b0eed5a8e5d972dd6fbe3a01ff4dcae03..79625b1795d23be8a81f5bf5f5b539c95cfc098d 100644 (file)
@@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "Game.h"
 #include "openal_wrapper.h"
+#include "Input.h"
+#include "Awards.h"
 
 using namespace std;
 
@@ -29,7 +31,7 @@ extern int environment;
 extern float texscale;
 extern Light light;
 extern Terrain terrain;
-extern Sprites sprites;
+//extern Sprites sprites;
 extern float multiplier;
 extern float sps;
 extern float viewdistance;
@@ -43,8 +45,6 @@ extern int detail;
 extern float usermousesensitivity;
 extern bool osx;
 extern float camerashake;
-extern Weapons weapons;
-extern Person player[maxplayers];
 extern int slomo;
 extern float slomodelay;
 extern bool ismotionblur;
@@ -52,7 +52,6 @@ extern float woozy;
 extern float blackout;
 extern bool damageeffects;
 extern float volume;
-extern int numplayers;
 extern bool texttoggle;
 extern float blurness;
 extern float targetblurness;
@@ -72,7 +71,6 @@ extern bool midweird;
 extern bool proportionweird;
 extern bool vertexweird[6];
 extern bool velocityblur;
-extern bool buttons[3];
 extern bool debugmode;
 extern int mainmenu;
 extern int oldmainmenu;
@@ -97,7 +95,6 @@ extern float tutorialmaxtime;
 extern int tutorialstage;
 extern bool againbonus;
 extern float damagedealt;
-extern float damagetaken;
 extern bool invertmouse;
 
 extern int numhotspots;
@@ -107,34 +104,7 @@ extern XYZ hotspot[40];
 extern int hotspottype[40];
 extern float hotspotsize[40];
 extern char hotspottext[40][256];
-extern int currenthotspot;
-
-extern int numaccounts;
-extern int accountactive;
-extern int accountdifficulty[10];
-extern int accountprogress[10];
-extern float accountpoints[10];
-extern float accounthighscore[10][50];
-extern float accountfasttime[10][50];
-extern bool accountunlocked[10][60];
-extern char accountname[10][256];
-
-extern int numfalls;
-extern int numflipfail;
-extern int numseen;
-extern int numstaffattack;
-extern int numswordattack;
-extern int numknifeattack;
-extern int numunarmedattack;
-extern int numescaped;
-extern int numflipped;
-extern int numwallflipped;
-extern int numthrowkill;
-extern int numafterkill;
-extern int numreversals;
-extern int numattacks;
-extern int maxalarmed;
-extern int numresponded;
+extern int currenthotspot;;
 
 extern bool campaign;
 extern bool winfreeze;
@@ -165,53 +135,22 @@ extern int directing;
 extern float dialoguetime;
 extern int dialoguegonethrough[20];
 
-extern int accountcampaignchoicesmade[10];
-extern int accountcampaignchoices[10][5000];
-
-extern float accountcampaignhighscore[10];
-extern float accountcampaignfasttime[10];
-extern float accountcampaignscore[10];
-extern float accountcampaigntime[10];
-
 extern bool gamestarted;
 
-extern OPENAL_SAMPLE   *samp[100];
+extern bool showdamagebar;
+
 extern int channels[100];
 extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
 
-/*********************> DrawGLScene() <*****/
-long long Game::MD5_string (char *string){
-       char temp[256]="";
-       char temp2[256]="";
-       long long num=90814;
-
-       sprintf (temp, "%s",string);
-
-       int i=0;
-       while (i<256&&temp[i]!='\0'){
-               if(temp[i]%3==0)num+=temp[i]*124;
-               else if(temp[i]%3==1)num-=temp[i]*temp[i];
-               else num*=temp[i];
-               i++;
-       }
-
-       num=longlongabs(num);
-       if(num==0)num+=1452;
-
-       while(num<LONGLONGCONST(5000000000000000)){
-               num*=1.85421521;
-       }
-
-       while(num>LONGLONGCONST(9900000000000000)){
-               num/=1.235421521;
-       }
-
-       return num;
-
-       //return 1111111111111111;
+void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
+       flashr=1;
+       flashg=0;
+       flashb=0;
+       flashamount=1;
+       flashdelay=1;
 }
-
-int Game::DrawGLScene(void)
+/*********************> DrawGLScene() <*****/
+int Game::DrawGLScene(StereoSide side)
 {      
        static float texcoordwidth,texcoordheight;
        static float texviewwidth, texviewheight;
@@ -230,8 +169,18 @@ int Game::DrawGLScene(void)
 
        lastcheck+=multiplier;
 
-       glColorMask( 1.0, 1.0, 1.0, 1.0 );
-
+       if ( stereomode == stereoAnaglyph ) {
+               switch(side) {
+                       case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+                       case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
+               }
+       } else {
+               glColorMask( 1.0, 1.0, 1.0, 1.0 );
+               
+               if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+                       glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
+               }
+       }
 
        if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
                tempmult=multiplier;
@@ -292,16 +241,15 @@ int Game::DrawGLScene(void)
 
                if(winfreeze||mainmenu)drawmode=normalmode;
 
-               //drawmode=glowmode;
+#if PLATFORM_MACOSX
                if(drawmode==glowmode){
                        RGBColor color2;
                        color2.red=0;
                        color2.green=0;
                        color2.blue=0;
-#if PLATFORM_MACOSX
                        DSpContext_FadeGamma(NULL,200,&color2);
-#endif
                }
+#endif
 
                if(drawtoggle!=2)drawtoggle=1-drawtoggle;
 
@@ -321,20 +269,18 @@ int Game::DrawGLScene(void)
                glDrawBuffer(GL_BACK);
                glReadBuffer(GL_BACK);
 
-               /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 );
-               else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
-               */
                if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
                        blurness=targetblurness;
                        targetblurness=(float)(abs(Random()%100))/40;
                }
-               if(blurness<targetblurness)blurness+=multiplier*5;
-               if(blurness>targetblurness)blurness-=multiplier*5;
+               if(blurness<targetblurness) 
+                       blurness+=multiplier*5;
+               else
+                       blurness-=multiplier*5;
 
                //glFinish();
                static XYZ terrainlight;
                static float distance;
-               //if(drawmode==normalmode)ReSizeGLScene(90,.1);
                if(drawmode==normalmode)ReSizeGLScene(90,.1f);
                if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);     
                glDepthFunc(GL_LEQUAL);
@@ -347,13 +293,17 @@ int Game::DrawGLScene(void)
                glMatrixMode (GL_MODELVIEW);
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glLoadIdentity ();
+               
+               // Move the camera for the current eye's point of view.
+               // Reverse the movement if we're reversing stereo
+               glTranslatef((stereoseparation/2) * side * (stereoreverse  ? -1 : 1), 0, 0);
+               
                if(!cameramode&&!freeze&&!winfreeze){
                        glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
                        glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
                        glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
                }
                if(cameramode||freeze||winfreeze){
-                       //glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
                        glRotatef(rotation2,1,0,0);
                        glRotatef(rotation,0,1,0);
                }
@@ -361,8 +311,6 @@ int Game::DrawGLScene(void)
                if(environment==desertenvironment){
                        glRotatef((float)(abs(Random()%100))/3000-1,1,0,0);
                        glRotatef((float)(abs(Random()%100))/3000-1,0,1,0);
-                       //glRotatef(blurness/40-1,1,0,0);
-                       //glRotatef(blurness/40-1,0,1,0);
                }
                SetUpLight(&light,0);
                glPushMatrix();
@@ -393,19 +341,18 @@ int Game::DrawGLScene(void)
                                                                opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
                                                        }
                                                        terrain.MakeDecal(shadowdecal,point,size,opacity,rotation);
-                                                       if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
-                                                               for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                       j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                       if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
-                                                                               point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
-                                                                               size=.4f;
-                                                                               opacity=.4f;
-                                                                               if(k!=0&&tutoriallevel==1){
-                                                                                       opacity=.2+.2*sin(smoketex*6+i);
-                                                                               }
-                                                                               objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                                                               j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                                                               if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
+                                                                       point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
+                                                                       size=.4f;
+                                                                       opacity=.4f;
+                                                                       if(k!=0&&tutoriallevel==1){
+                                                                               opacity=.2+.2*sin(smoketex*6+i);
                                                                        }
+                                                                       objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
                                                                }
+                                                       }
                                                }
                                        }
                                        if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
@@ -420,20 +367,19 @@ int Game::DrawGLScene(void)
                                                                                opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
                                                                        }
                                                                        terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
-                                                                       if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
-                                                                               for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                                       j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                                       if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
-                                                                                               if(player[k].skeleton.free)point=DoRotation(player[k].skeleton.joints[i].position*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
-                                                                                               else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
-                                                                                               size=.4f;
-                                                                                               opacity=.4f;
-                                                                                               if(k!=0&&tutoriallevel==1){
-                                                                                                       opacity=.2+.2*sin(smoketex*6+i);
-                                                                                               }
-                                                                                               objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                                                                               j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                                                                               if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
+                                                                                       if(player[k].skeleton.free)point=DoRotation(player[k].skeleton.joints[i].position*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
+                                                                                       else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
+                                                                                       size=.4f;
+                                                                                       opacity=.4f;
+                                                                                       if(k!=0&&tutoriallevel==1){
+                                                                                               opacity=.2+.2*sin(smoketex*6+i);
                                                                                        }
+                                                                                       objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
                                                                                }
+                                                                       }
                                                                }
                                                        }
 
@@ -444,14 +390,13 @@ int Game::DrawGLScene(void)
                                                                        size=.7;
                                                                        opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
                                                                        terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
-                                                                       if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
-                                                                               for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                                       j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                                       point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
-                                                                                       size=.7;
-                                                                                       opacity=.4f;
-                                                                                       objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
-                                                                               }
+                                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                                                                               j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                                                                               point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
+                                                                               size=.7;
+                                                                               opacity=.4f;
+                                                                               objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                                                                       }
                                                                }
                }
 
@@ -550,29 +495,6 @@ int Game::DrawGLScene(void)
                }
                glPopMatrix();
 
-               //if(cellophane){
-               /*glEnable(GL_CULL_FACE);
-               glCullFace(GL_FRONT);
-               glDepthMask(1);
-               for(k=0;k<numplayers;k++){
-               glEnable(GL_BLEND);
-               glEnable(GL_LIGHTING);
-               terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
-               distance=findDistancefast(&viewer,&player[k].coords);
-               distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
-               glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
-               if(distance>=1)glDisable(GL_BLEND);
-               if(distance>0){
-               checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
-               checkpoint.y+=1;
-               if(checkcollide(viewer,checkpoint)){
-               player[k].occluded+=1;
-               }
-               else player[k].occluded=0;
-               if(player[k].occluded<25)player[k].DrawSkeleton();
-               }
-               }*/
-
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glEnable(GL_CULL_FACE);
                glCullFace(GL_FRONT);
@@ -600,7 +522,6 @@ int Game::DrawGLScene(void)
                                }
                        }
                }
-               //}
 
                glPushMatrix();
                glEnable(GL_TEXTURE_2D);
@@ -615,7 +536,7 @@ int Game::DrawGLScene(void)
 
                glDepthMask(0);
 
-               sprites.Draw();
+               Sprite::Draw();
 
                if(editorenabled){
                        glEnable(GL_BLEND);
@@ -735,22 +656,22 @@ int Game::DrawGLScene(void)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==4){
-                                               sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey));
+                                               sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey));
                                                sprintf (string2, "All movement is relative to the camera.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==5){
-                                               sprintf (string, "Please press %s to jump.",KeyToChar(jumpkey));
+                                               sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
                                                sprintf (string2, "You can hold it longer to jump higher.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==6){
-                                               sprintf (string, "You can press %s to crouch.",KeyToChar(crouchkey));
+                                               sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
                                                sprintf (string2, "You can jump higher from a crouching position.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==7){
-                                               sprintf (string, "While running, you can press %s to roll.",KeyToChar(crouchkey));
+                                               sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
                                                sprintf (string2, " ");
                                                sprintf (string3, " ");
                                        }
@@ -770,12 +691,12 @@ int Game::DrawGLScene(void)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==11){
-                                               sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey));
+                                               sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
                                                sprintf (string2, "during impact to perform a walljump.");
                                                sprintf (string3, "Be sure to use the movement keys to press against the wall");
                                        }
                                        if(tutorialstage==12){
-                                               sprintf (string, "While in the air, you can press crouch to flip.",KeyToChar(jumpkey));
+                                               sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
                                                sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
                                                sprintf (string3, " ");
                                        }
@@ -790,8 +711,8 @@ int Game::DrawGLScene(void)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==15){
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
-                                               else sprintf (string, "Press %s to attack when you are near an enemy.",KeyToChar(attackkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
+                                               else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
                                                sprintf (string2, "You can punch by standing still near an enemy and attacking.");
                                                sprintf (string3, " ");
                                        }
@@ -817,9 +738,9 @@ int Game::DrawGLScene(void)
                                        }
                                        if(tutorialstage==20){
                                                sprintf (string, "Your most powerful individual attack is the rabbit kick.");
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
-                                               else sprintf (string2, "Run at the enemy while holding %s, and press", KeyToChar(attackkey));
-                                               sprintf (string3, "the jump key (%s) to attack.",KeyToChar(jumpkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
+                                               else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
+                                               sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
                                        }
                                        if(tutorialstage==21){
                                                sprintf (string, "This attack is devastating if timed correctly.");
@@ -839,8 +760,8 @@ int Game::DrawGLScene(void)
                                        }
                                        if(tutorialstage==24){
                                                sprintf (string, "You can tackle enemies by running at them animal-style");
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey));
-                                               else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),KeyToChar(attackkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
+                                               else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
                                                sprintf (string3, "This is especially useful when they are running away.");
                                        }
                                        if(tutorialstage==25){
@@ -861,7 +782,7 @@ int Game::DrawGLScene(void)
                                        if(tutorialstage==28){
                                                sprintf (string, "If you attack, you will notice that the enemy now sometimes");
                                                sprintf (string2, "catches your attack and uses it against you. Hold");
-                                               sprintf (string3, "crouch (%s) after attacking to escape from reversals.",KeyToChar(crouchkey));
+                                               sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
                                        }
                                        if(tutorialstage==29){
                                                sprintf (string, "Try escaping from two more reversals in a row.");
@@ -874,7 +795,7 @@ int Game::DrawGLScene(void)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==31){
-                                               sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey));
+                                               sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
                                                sprintf (string2, "enemy's attack. You must also be close to the enemy;");
                                                sprintf (string3, "this is especially important against armed opponents.");
                                        }
@@ -920,11 +841,11 @@ int Game::DrawGLScene(void)
                                        }
                                        if(tutorialstage==40){
                                                sprintf (string, "Stand, roll or handspring over the knife");
-                                               sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey));
+                                               sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
                                                sprintf (string3, "You can crouch and press the same key to drop it again.");
                                        }
                                        if(tutorialstage==41){
-                                               sprintf (string, "You can equip and unequip weapons using the %s key.",KeyToChar(drawkey));
+                                               sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
                                                sprintf (string2, "Sometimes it is best to keep them unequipped to");
                                                sprintf (string3, "prevent enemies from taking them. ");
                                        }
@@ -964,7 +885,7 @@ int Game::DrawGLScene(void)
                                                sprintf (string3, "spin smash is slower and more powerful.");
                                        }
                                        if(tutorialstage==49){
-                                               sprintf (string, "When facing an enemy, you can throw the knife with %s.",KeyToChar(throwkey));
+                                               sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
                                                sprintf (string2, "It is possible to throw the knife while flipping,");
                                                sprintf (string3, "but it is very inaccurate.");
                                        }
@@ -988,7 +909,7 @@ int Game::DrawGLScene(void)
                                        text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight);
                                        text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight);
 
-                                       sprintf (string, "Press 'tab' to skip to the next item.",KeyToChar(jumpkey));
+                                       sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
                                        sprintf (string2, "Press escape at any time to");
                                        sprintf (string3, "pause or exit the tutorial.");
 
@@ -1030,10 +951,9 @@ int Game::DrawGLScene(void)
 
                                                        sprintf (string, "%s", hotspottext[closest]);
 
-                                                       int lastline;
-                                                       int line=0;
-                                                       bool done=0;
-                                                       lastline=0;
+                                                       int lastline = 0;
+                                                       int line = 0;
+                                                       bool done = false;
                                                        i=0;
                                                        while(!done){
                                                                if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
@@ -1145,11 +1065,9 @@ int Game::DrawGLScene(void)
                                        if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
                                        if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
 
-//                                     char tempname[64];
                                        char tempname[264];
                                        bool goodchar;
                                        int tempnum=0;
-//                                     for(i=0;i<64;i++){
                                        for(i=0;i<264;i++){
                                                tempname[i]='\0';
                                        }
@@ -1158,10 +1076,10 @@ int Game::DrawGLScene(void)
                                                tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
                                                goodchar=1;
                                                if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
-                                               //if(tempnum>2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0;
-                                               //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')goodchar=0;
-                                               if(goodchar)tempnum++;
-                                               else tempname[tempnum]='\0';
+                                               if(goodchar)
+                                                       tempnum++;
+                                               else
+                                                       tempname[tempnum]='\0';
                                        }
 
                                        sprintf (string, "%s: ", tempname);
@@ -1176,7 +1094,6 @@ int Game::DrawGLScene(void)
                                        {
                                                glColor4f(0,0,0,tutorialopac);
                                                text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-
                                        }
 
                                        tempnum=0;
@@ -1185,14 +1102,11 @@ int Game::DrawGLScene(void)
                                                if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
                                        }
 
-
                                        sprintf (string, "%s", tempname);
 
-
-                                       int lastline;
-                                       int line=0;
-                                       bool done=0;
-                                       lastline=0;
+                                       int lastline = 0;
+                                       int line = 0;
+                                       bool done = false;
                                        i=0;
                                        while(!done){
                                                if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
@@ -1218,14 +1132,100 @@ int Game::DrawGLScene(void)
 
                                if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
                                        if(campaign){
-                                               if(!scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal);
-                                               if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(int)bonustotal);
+                                               if(scoreadded)
+                                                       sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
+                                               else
+                                                       sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
                                        }
                                        if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
                                        glColor4f(0,0,0,1);
                                        text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
                                        glColor4f(1,0,0,1);
                                        text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
+                                       if(showdamagebar) {
+                                               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
+                                               glDisable(GL_CULL_FACE);
+                                               glDisable(GL_LIGHTING);
+                                               glDisable(GL_TEXTURE_2D);
+                                               glDepthMask(0);
+                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                               glPushMatrix();                                                                         // Store The Projection Matrix
+                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
+                                               glOrtho(0,screenwidth,0,screenheight,-100,100);         // Set Up An Ortho Screen
+                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                               glPushMatrix();                                                                         // Store The Modelview Matrix
+                                               glLoadIdentity();                                                                       // Reset The Modelview Matrix
+                                               glTranslatef(15,screenheight*17.5/20,0);
+                                               glScalef(screenwidth/3+20,screenheight/20,1);
+                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                               glEnable(GL_BLEND);
+                                               glColor4f(0.0,0.4,0.0,0.7);
+                                               float bar=((float)player[0].damage)/player[0].damagetolerance;
+                                               glBegin(GL_QUADS);
+                                               glVertex3f((bar<1?bar:1),0,0.0f);
+                                               glVertex3f(1,0,0.0f);
+                                               glVertex3f(1,1,0.0f);
+                                               glVertex3f((bar<1?bar:1),1,0.0f);
+                                               glEnd();
+                                               glColor4f(0.1,0.0,0.0,1);
+                                               bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
+                                               glBegin(GL_QUADS);
+                                               glVertex3f(0,0,0.0f);
+                                               glVertex3f((bar<1?bar:1),0,0.0f);
+                                               glVertex3f((bar<1?bar:1),1,0.0f);
+                                               glVertex3f(0,1,0.0f);
+                                               glEnd();
+                                               glColor4f(0.4,0.0,0.0,0.7);
+                                               bar = ((float)player[0].damage)/player[0].damagetolerance;
+                                               glBegin(GL_QUADS);
+                                               glVertex3f(0,0,0.0f);
+                                               glVertex3f((bar<1?bar:1),0,0.0f);
+                                               glVertex3f((bar<1?bar:1),1,0.0f);
+                                               glVertex3f(0,1,0.0f);
+                                               glEnd();
+                                               glColor4f(0.4,0.0,0.0,0.7);
+                                               bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
+                                               glBegin(GL_QUADS);
+                                               glVertex3f(0,0,0.0f);
+                                               glVertex3f((bar<1?bar:1),0,0.0f);
+                                               glVertex3f((bar<1?bar:1),1,0.0f);
+                                               glVertex3f(0,1,0.0f);
+                                               glEnd();
+                                               glColor4f(0.4,0.0,0.0,0.7);
+                                               bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
+                                               glBegin(GL_QUADS);
+                                               glVertex3f(0,0,0.0f);
+                                               glVertex3f((bar<1?bar:1),0,0.0f);
+                                               glVertex3f((bar<1?bar:1),1,0.0f);
+                                               glVertex3f(0,1,0.0f);
+                                               glEnd();
+                                               glColor4f(0.0,0.0,0.0,0.7);
+                                               glLineWidth(2.0);
+                                               glBegin(GL_LINE_STRIP);
+                                               glVertex3f(0,0,0.0f);
+                                               glVertex3f(1,0,0.0f);
+                                               glVertex3f(1,1,0.0f);
+                                               glVertex3f(0,1,0.0f);
+                                               glVertex3f(0,0,0.0f);
+                                               glEnd();
+                                               
+                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
+                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
+                                               glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
+                                               glEnable(GL_CULL_FACE);
+                                               glDisable(GL_BLEND);
+                                               glDepthMask(1);
+                                               glEnable(GL_TEXTURE_2D);
+                                               
+                                               // writing the numbers : 
+                                               sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
+                                               glColor4f(0,0,0,1);
+                                               text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
+                                               glColor4f(1,0,0,1);
+                                               text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
+                                       }
                                }
 
                                glColor4f(.5,.5,.5,1);
@@ -1239,8 +1239,10 @@ int Game::DrawGLScene(void)
                                        text.glPrint(10,260,string,0,.8,1024,768);
 
 
-                                       if(editorenabled)sprintf (string, "Map editor enabled.");
-                                       if(!editorenabled)sprintf (string, "Map editor Disabled.");
+                                       if(editorenabled)
+                                               sprintf (string, "Map editor enabled.");
+                                       else
+                                               sprintf (string, "Map editor disabled.");
                                        text.glPrint(10,60,string,0,.8,1024,768);
                                        if(editorenabled){
                                                sprintf (string, "Object size: %f",editorsize);
@@ -1253,18 +1255,44 @@ int Game::DrawGLScene(void)
                                                text.glPrint(10,105,string,0,.8,1024,768);
                                                sprintf (string, "Object type: %d",editortype);
                                                text.glPrint(10,120,string,0,.8,1024,768);
-                                               if(editortype==boxtype)sprintf (string, "(box)");
-                                               if(editortype==treetrunktype)sprintf (string, "(tree)");
-                                               if(editortype==walltype)sprintf (string, "(wall)");
-                                               if(editortype==weirdtype)sprintf (string, "(weird)");
-                                               if(editortype==spiketype)sprintf (string, "(spike)");
-                                               if(editortype==rocktype)sprintf (string, "(rock)");
-                                               if(editortype==bushtype)sprintf (string, "(bush)");
-                                               if(editortype==tunneltype)sprintf (string, "(tunnel)");
-                                               if(editortype==chimneytype)sprintf (string, "(chimney)");
-                                               if(editortype==platformtype)sprintf (string, "(platform)");
-                                               if(editortype==cooltype)sprintf (string, "(cool)");
-                                               if(editortype==firetype)sprintf (string, "(fire)");
+                                               switch(editortype) {
+                                                       case boxtype: 
+                                                               sprintf (string, "(box)");
+                                                               break;
+                                                       case treetrunktype: 
+                                                               sprintf (string, "(tree)");
+                                                               break;
+                                                       case walltype: 
+                                                               sprintf (string, "(wall)");
+                                                               break;
+                                                       case weirdtype: 
+                                                               sprintf (string, "(weird)");
+                                                               break;
+                                                       case spiketype: 
+                                                               sprintf (string, "(spike)");
+                                                               break;
+                                                       case rocktype: 
+                                                               sprintf (string, "(rock)");
+                                                               break;
+                                                       case bushtype: 
+                                                               sprintf (string, "(bush)");
+                                                               break;
+                                                       case tunneltype: 
+                                                               sprintf (string, "(tunnel)");
+                                                               break;
+                                                       case chimneytype: 
+                                                               sprintf (string, "(chimney)");
+                                                               break;
+                                                       case platformtype: 
+                                                               sprintf (string, "(platform)");
+                                                               break;
+                                                       case cooltype: 
+                                                               sprintf (string, "(cool)");
+                                                               break;
+                                                       case firetype: 
+                                                               sprintf (string, "(fire)");
+                                                               break;
+                                               }
                                                text.glPrint(130,120,string,0,.8,1024,768);
 
                                                sprintf (string, "Numplayers: %d",numplayers);
@@ -1272,17 +1300,8 @@ int Game::DrawGLScene(void)
                                                sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
                                                text.glPrint(10,140,string,0,.8,1024,768);
                                        }
-                                       /*sprintf (string, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z);
-                                       text.glPrint(10,200,string,0,.8,1024,768);*/
                                        sprintf (string, "Difficulty: %d",difficulty);
                                        text.glPrint(10,240,string,0,.8,1024,768);
-                                       /*
-                                       sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]);
-                                       text.glPrint(10,240,string,0,.8,1024,768);
-                                       sprintf (string, "killhotspot: %d",killhotspot);
-                                       text.glPrint(10,220,string,0,.8,1024,768);
-                                       sprintf (string, "winhotspot: %d",winhotspot);
-                                       text.glPrint(10,200,string,0,.8,1024,768);*/
 
                                }
                }
@@ -1428,8 +1447,7 @@ int Game::DrawGLScene(void)
                }
 
                if(minimap&&indialogue==-1){
-                       float mapviewdist;
-                       mapviewdist=20000;
+                       float mapviewdist = 20000;
 
                        glDisable(GL_DEPTH_TEST);
                        glColor3f (1.0, 1.0, 1.0); // no coloring
@@ -1454,19 +1472,17 @@ int Game::DrawGLScene(void)
                        glEnable(GL_BLEND);
                        glColor4f(1,1,1,1);
                        glPushMatrix();
-                       float opac;
-                       opac=.7;
+                       float opac = .7;
                        XYZ center;
                        float radius;
                        float distcheck;
-                       center=0;
                        int numliveplayers=0;
+                       center = 0;
                        for(i=0;i<numplayers;i++){
-                               if(!player[i].dead)numliveplayers++;
+                               if(!player[i].dead) numliveplayers++;
                        }
 
-                       int numadd;
-                       numadd=0;
+                       int numadd = 0;
 
                        for(i=0;i<objects.numobjects;i++){
                                if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
@@ -1507,17 +1523,6 @@ int Game::DrawGLScene(void)
                        glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
                        glPushMatrix();
                        glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
-                       /*float startx,starty,endx,endy;
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glRotatef(player[0].lookrotation*-1+180,0,0,1);
                        glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
@@ -1611,27 +1616,9 @@ int Game::DrawGLScene(void)
                                        glTexCoord2f(0,1);
                                        glVertex3f(-1,  1, 0.0f);
                                        glEnd();
-                                       /*glBegin(GL_TRIANGLES);
-                                       glTexCoord2f(0,0);
-                                       glVertex3f(-1,          -1,      0.0f);
-                                       glTexCoord2f(1,0);
-                                       glVertex3f(1,   -1,      0.0f);
-                                       glTexCoord2f(1,1);
-                                       glVertex3f(0,   1, 0.0f);
-                                       glEnd();*/
                                        glPopMatrix();
                                }
                        }
-                       /*glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glDisable(GL_TEXTURE_2D);
                        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
@@ -1644,12 +1631,6 @@ int Game::DrawGLScene(void)
                        glDepthMask(1);
                }
 
-               /*if(loading){
-               loading=2;
-               drawmode=normalmode;
-               }*/
-
-
                if(loading&&!stealthloading&&(!campaign||player[0].dead)){
                        glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
                        glDisable(GL_CULL_FACE);
@@ -1687,47 +1668,6 @@ int Game::DrawGLScene(void)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                       glScalef((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
 
                        //Minimap
 
@@ -1779,183 +1719,39 @@ int Game::DrawGLScene(void)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                       glScalef((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
+
+                       //Win Screen Won Victory
+
+                       glEnable(GL_TEXTURE_2D);
                        glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
+                       sprintf (string, "Level Cleared!");
+                       text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
 
-                       //Awards
-                       int numawards;
-                       int awards[30];
-                       numawards=0;
+                       sprintf (string, "Score:     %d",(int)(bonustotal-startbonustotal));
+                       text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
 
-                       if(damagetaken==0&&player[0].bloodloss==0){
-                               awards[numawards]=awardflawless;
-                               numawards++;
-                       }
-                       bool alldead;
-                       alldead=1;
-                       if(numplayers>1)
-                               for(i=1;i<numplayers;i++){              
-                                       if(player[i].dead!=2)alldead=0;
-                               }
-                               if(alldead){
-                                       awards[numawards]=awardalldead;
-                                       numawards++;
-                               }
-                               alldead=1;
-                               if(numplayers>1)
-                                       for(i=1;i<numplayers;i++){              
-                                               if(player[i].dead!=1)alldead=0;
-                                       }
-                                       if(alldead){
-                                               awards[numawards]=awardnodead;
-                                               numawards++;
-                                       }
-                                       if(numresponded==0&&!numthrowkill){
-                                               awards[numawards]=awardstealth;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numstaffattack&&numattacks>0){
-                                               awards[numawards]=awardbojutsu;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numswordattack&&numattacks>0){
-                                               awards[numawards]=awardswordsman;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numknifeattack&&numattacks>0){
-                                               awards[numawards]=awardknifefighter;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
-                                               awards[numawards]=awardkungfu;
-                                               numawards++;
-                                       }
-                                       if(numescaped>0){
-                                               awards[numawards]=awardevasion;
-                                               numawards++;
-                                       }
-                                       if(numflipfail==0&&numflipped+numwallflipped*2>20){
-                                               awards[numawards]=awardacrobat;
-                                               numawards++;
-                                       }
-                                       if(numthrowkill==numplayers-1){
-                                               awards[numawards]=awardlongrange;
-                                               numawards++;
-                                       }
-                                       alldead=1;
-                                       if(numplayers>1)
-                                               for(i=1;i<numplayers;i++){              
-                                                       if(player[i].dead!=2)alldead=0;
-                                               }
-                                               if(numafterkill>0&&alldead){
-                                                       awards[numawards]=awardbrutal;
-                                                       numawards++;
-                                               }
-                                               if(numreversals>((float)numattacks)*.8&&numreversals>3){
-                                                       awards[numawards]=awardaikido;
-                                                       numawards++;
-                                               }
-                                               if(maxalarmed==1&&numplayers>2){
-                                                       awards[numawards]=awardstrategy;
-                                                       numawards++;
-                                               }
-                                               if(numflipfail>3){
-                                                       awards[numawards]=awardklutz;
-                                                       numawards++;
-                                               }
+                       if(campaign)
+                               sprintf (string, "Press Escape or Space to continue");
+                       else
+                               sprintf (string, "Press Escape to return to menu or Space to continue");
+                       text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
 
+                       char temp[255];
 
-                                               //Win Screen Won Victory
+                       for(i=0;i<255;i++)string[i]='\0';
+                       sprintf (temp, "Time:      %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
+                       strcat(string,temp);
+                       if((int)(leveltime)%60<10)strcat(string,"0");
+                       sprintf (temp, "%d",(int)(leveltime)%60);
+                       strcat(string,temp);
+                       text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
 
-                                               glEnable(GL_TEXTURE_2D);
-                                               glColor4f(1,1,1,1);
-                                               sprintf (string, "Level Cleared!");
-                                               text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
-
-                                               sprintf (string, "Score:     %d",(int)(bonustotal-startbonustotal));
-                                               text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
-
-                                               if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue");
-                                               if(campaign)sprintf (string, "Press Escape or Space to continue");
-                                               text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
-
-                                               char temp[255];
-
-                                               for(i=0;i<255;i++)string[i]='\0';
-                                               sprintf (temp, "Time:      %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
-                                               strcat(string,temp);
-                                               if((int)(leveltime)%60<10)strcat(string,"0");
-                                               sprintf (temp, "%d",(int)(leveltime)%60);
-                                               strcat(string,temp);
-                                               text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
-
-                                               for(i=0;i<numawards;i++){
-                                                       if(i<6){
-                                                               if(awards[i]==awardklutz)sprintf (string, "Suicidal");
-                                                               if(awards[i]==awardflawless)sprintf (string, "Flawless!");
-                                                               if(awards[i]==awardalldead)sprintf (string, "Take no prisoners");
-                                                               if(awards[i]==awardnodead)sprintf (string, "Merciful");
-                                                               if(awards[i]==awardstealth)sprintf (string, "One with the shadows!");
-                                                               if(awards[i]==awardswordsman)sprintf (string, "Swordsman");
-                                                               if(awards[i]==awardkungfu)sprintf (string, "Unarmed!");
-                                                               if(awards[i]==awardknifefighter)sprintf (string, "Knife fighter");
-                                                               if(awards[i]==awardcoward)sprintf (string, "Coward");
-                                                               if(awards[i]==awardevasion)sprintf (string, "Escape artist");
-                                                               if(awards[i]==awardacrobat)sprintf (string, "Gymnast");
-                                                               if(awards[i]==awardlongrange)sprintf (string, "Blade slinger");
-                                                               if(awards[i]==awardbrutal)sprintf (string, "Brutal");
-                                                               if(awards[i]==awardhyper)sprintf (string, "Hyper");
-                                                               if(awards[i]==awardaikido)sprintf (string, "Aikido master!");
-                                                               if(awards[i]==awardrambo)sprintf (string, "Rambo");
-                                                               if(awards[i]==awardfast)sprintf (string, "Fast");
-                                                               if(awards[i]==awardrealfast)sprintf (string, "Real fast");
-                                                               if(awards[i]==awarddamnfast)sprintf (string, "Damn fast");
-                                                               if(awards[i]==awardstrategy)sprintf (string, "Divide and conquer");
-                                                               if(awards[i]==awardbojutsu)sprintf (string, "Bojutsu");
-                                                               text.glPrintOutlined(1024/30,768*6/8-90-40*i,string,1,2,1024,768);
-                                                       }
-                                               }
+                       //Awards
+                       int awards[award_count];
+                       int numawards = award_awards(awards);
 
-                                               //drawmode=normalmode;
+                       for (i = 0; i < numawards && i < 6; i++)
+                         text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
                }
 
                if(drawmode!=normalmode){
@@ -2007,8 +1803,6 @@ int Game::DrawGLScene(void)
                        if(drawmode==motionblurmode){
                                glDrawBuffer(GL_FRONT);
                                glReadBuffer(GL_BACK);
-                               //myassert(glGetError() == GL_NO_ERROR);
-                               //glFlush();
                        }
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
@@ -2211,23 +2005,21 @@ int Game::DrawGLScene(void)
                if(console){
                        glEnable(GL_TEXTURE_2D);
                        glColor4f(1,1,1,1);
-                       if(console){
-                               int offset;
-                               offset=0;
-                               if(consoleselected>=60)offset=consoleselected-60;
-                               sprintf (string, " ]");
-                               text.glPrint(10,30,string,0,1,1024,768);
-                               if(consoleblink){
-                                       sprintf (string, "_");
-                                       text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
-                               }
-                               for(i=0;i<15;i++){
-                                       for(j=0;j<consolechars[i];j++){
-                                               glColor4f(1,1,1,1-(float)(i)/16);
-                                               if(j<consolechars[i]){
-                                                       sprintf (string, "%c",consoletext[i][j]);
-                                                       text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
-                                               }
+                       int offset = 0;
+                       if(consoleselected>=60)
+                               offset=consoleselected-60;
+                       sprintf (string, " ]");
+                       text.glPrint(10,30,string,0,1,1024,768);
+                       if(consoleblink){
+                               sprintf (string, "_");
+                               text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
+                       }
+                       for(i=0;i<15;i++){
+                               for(j=0;j<consolechars[i];j++){
+                                       glColor4f(1,1,1,1-(float)(i)/16);
+                                       if(j<consolechars[i]){
+                                               sprintf (string, "%c",consoletext[i][j]);
+                                               text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
                                        }
                                }
                        }
@@ -2255,29 +2047,15 @@ int Game::DrawGLScene(void)
                        if(mainmenu==1){
                                LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==1||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                        if(mainmenu==2){
                                LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==2||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                }
                if(lastcheck>.5||oldmainmenu!=mainmenu){
                        if(mainmenu==5){
                                ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
-                               //campaignnumlevels=0;
-                               //accountcampaignchoicesmade[accountactive]=0;
                                ipstream.ignore(256,':');
                                ipstream >> campaignnumlevels;
                                for(i=0;i<campaignnumlevels;i++){
@@ -2294,18 +2072,15 @@ int Game::DrawGLScene(void)
                                        ipstream >> campaignchoosenext[i];
                                        ipstream.ignore(256,':');
                                        ipstream >> campaignnumnext[i];
-                                       if(campaignnumnext[i])
-                                               for(j=0;j<campaignnumnext[i];j++){
-                                                       ipstream.ignore(256,':');
-                                                       ipstream >> campaignnextlevel[i][j];
-                                                       campaignnextlevel[i][j]-=1;
-                                               }
+                                       for(j=0;j<campaignnumnext[i];j++){
                                                ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationx[i];
-                                               //campaignlocationx[i]-=30;
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationy[i];
-                                               //campaignlocationy[i]+=30;
+                                               ipstream >> campaignnextlevel[i][j];
+                                               campaignnextlevel[i][j]-=1;
+                                       }
+                                       ipstream.ignore(256,':');
+                                       ipstream >> campaignlocationx[i];
+                                       ipstream.ignore(256,':');
+                                       ipstream >> campaignlocationy[i];
                                }
                                ipstream.close();
 
@@ -2316,37 +2091,26 @@ int Game::DrawGLScene(void)
 
                                levelorder[0]=0;
                                levelvisible[0]=1;
-                               if(accountcampaignchoicesmade[accountactive])
-                                       for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
-                                               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountcampaignchoices[accountactive][i]];
-                                               levelvisible[levelorder[i+1]]=1;
-                                       }
-                                       int whichlevelstart;
-                                       whichlevelstart=accountcampaignchoicesmade[accountactive]-1;
-                                       if(whichlevelstart<0){
-                                               accountcampaignscore[accountactive]=0;
-                                               accountcampaignfasttime[accountactive]=0;
-                                               campaignchoicenum=1;
-                                               campaignchoicewhich[0]=0;
-                                       }
-                                       else
-                                       {
-                                               campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
-                                               if(campaignchoicenum==0){
-                                                       if(accountcampaignscore[accountactive]>accountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive];
-                                                       if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive]<accountcampaignfasttime[accountactive])accountcampaignfasttime[accountactive]=accountcampaigntime[accountactive];              
-                                               }
-                                               if(campaignchoicenum)
-                                                       for(i=0;i<campaignchoicenum;i++){
-                                                               campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
-                                                               levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                                               levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                                       }
+                               for(i=0;i<accountactive->getCampaignChoicesMade();i++){
+                                       levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
+                                       levelvisible[levelorder[i+1]]=1;
+                               }
+                               int whichlevelstart = accountactive->getCampaignChoicesMade()-1;
+                               if(whichlevelstart<0){
+                                       accountactive->setCampaignScore(0);
+                                       accountactive->resetFasttime();
+                                       campaignchoicenum=1;
+                                       campaignchoicewhich[0]=0;
+                               }
+                               else
+                               {
+                                       campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
+                                       for(i=0;i<campaignchoicenum;i++){
+                                               campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
+                                               levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
+                                               levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
                                        }
-                                       /*levelorder[0]=0;
-                                       levelorder[1]=1;
-                                       levelorder[2]=2;
-                                       levelorder[3]=3;*/
+                               }
                        }
                }
                if(mainmenu==5){
@@ -2355,9 +2119,9 @@ int Game::DrawGLScene(void)
 
                texdetail=temptexdetail;
 
-               /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
+               oldmainmenu=mainmenu;
 
-               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){
+               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==18){
                        glClear(GL_DEPTH_BUFFER_BIT);
                        glEnable(GL_ALPHA_TEST);
                        glAlphaFunc(GL_GREATER, 0.001f);
@@ -2421,7 +2185,7 @@ int Game::DrawGLScene(void)
                        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
                        if(mainmenu==3){                        
-                               nummenuitems=12;
+                               nummenuitems=14;
                                if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
                                else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
                                startx[0]=10+20;
@@ -2507,20 +2271,36 @@ int Game::DrawGLScene(void)
                                
                                sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
                                startx[11]=10+60;
-                               starty[11]=155;
+                               starty[11]=160;
                                endx[11]=startx[11]+strlen(menustring[11])*10;
                                endy[11]=starty[11]+20;
                                movex[11]=0;
                                movey[11]=0;
                                
+                               sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
+                               startx[13]=30;
+                               starty[13]=125;
+                               endx[13]=startx[13]+strlen(menustring[13])*10;
+                               endy[13]=starty[13]+20;
+                               movex[13]=0;
+                               movey[13]=0;
+                               
                                sprintf (menustring[7], "-Configure Controls-");
                                startx[7]=10+15;
-                               starty[7]=100;
+                               starty[7]=90;
                                endx[7]=startx[7]+strlen(menustring[7])*10;
                                endy[7]=starty[7]+20;
                                movex[7]=0;
                                movey[7]=0;
 
+                               sprintf (menustring[12], "-Configure Stereo -");
+                               startx[12]=10+15;
+                               starty[12]=55;
+                               endx[12]=startx[12]+strlen(menustring[7])*10;
+                               endy[12]=starty[12]+20;
+                               movex[12]=0;
+                               movey[12]=0;
+                               
                                if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
                                else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
                                startx[8]=10;
@@ -2533,7 +2313,7 @@ int Game::DrawGLScene(void)
 
                        if(mainmenu==4){                        
                                nummenuitems=10;
-                               if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey));
+                               if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
                                else sprintf (menustring[0], "Forwards: _");
                                startx[0]=10;
                                starty[0]=400;
@@ -2542,7 +2322,7 @@ int Game::DrawGLScene(void)
                                movex[0]=0;
                                movey[0]=0;
 
-                               if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey));
+                               if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
                                else sprintf (menustring[1], "Back: _");
                                startx[1]=10+40;
                                starty[1]=360;
@@ -2551,7 +2331,7 @@ int Game::DrawGLScene(void)
                                movex[1]=0;
                                movey[1]=0;
 
-                               if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey));
+                               if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
                                else sprintf (menustring[2], "Left: _");
                                startx[2]=10+40;
                                starty[2]=320;
@@ -2560,7 +2340,7 @@ int Game::DrawGLScene(void)
                                movex[2]=0;
                                movey[2]=0;
 
-                               if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey));
+                               if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
                                else sprintf (menustring[3], "Right: _");
                                startx[3]=10+30;
                                starty[3]=280;
@@ -2569,7 +2349,7 @@ int Game::DrawGLScene(void)
                                movex[3]=0;
                                movey[3]=0;
 
-                               if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey));
+                               if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
                                else sprintf (menustring[4], "Crouch: _");
                                startx[4]=10+20;
                                starty[4]=240;
@@ -2578,7 +2358,7 @@ int Game::DrawGLScene(void)
                                movex[4]=0;
                                movey[4]=0;
 
-                               if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey));
+                               if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
                                else sprintf (menustring[5], "Jump: _");
                                startx[5]=10+40;
                                starty[5]=200;
@@ -2587,7 +2367,7 @@ int Game::DrawGLScene(void)
                                movex[5]=0;
                                movey[5]=0;
 
-                               if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey));
+                               if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
                                else sprintf (menustring[6], "Draw: _");
                                startx[6]=10+40;
                                starty[6]=160;
@@ -2596,7 +2376,7 @@ int Game::DrawGLScene(void)
                                movex[6]=0;
                                movey[6]=0;
 
-                               if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey));
+                               if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
                                else sprintf (menustring[7], "Throw: _");
                                startx[7]=10+30;
                                starty[7]=120;
@@ -2605,7 +2385,7 @@ int Game::DrawGLScene(void)
                                movex[7]=0;
                                movey[7]=0;
 
-                               if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey));
+                               if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
                                else sprintf (menustring[8], "Attack: _");
                                startx[8]=10+20;
                                starty[8]=80;
@@ -2625,9 +2405,9 @@ int Game::DrawGLScene(void)
                                movey[9]=0;
                        }
                        if(mainmenu==5){                        
-                               nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum;
+                               nummenuitems=7+accountactive->getCampaignChoicesMade()+campaignchoicenum;
 
-                               sprintf (menustring[0], "%s",accountname[accountactive]);
+                               sprintf (menustring[0], "%s",accountactive->getName());
                                startx[0]=5;
                                starty[0]=400;
                                endx[0]=startx[0]+strlen(menustring[0])*10;
@@ -2685,8 +2465,8 @@ int Game::DrawGLScene(void)
                                movex[6]=0;
                                movey[6]=0;
 
-                               if(accountcampaignchoicesmade[accountactive])
-                                       for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
+                               if(accountactive->getCampaignChoicesMade())
+                                       for(i=0;i<accountactive->getCampaignChoicesMade();i++){
                                                sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
                                                startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
                                                starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
@@ -2697,10 +2477,10 @@ int Game::DrawGLScene(void)
                                        }
 
                                        if(campaignchoicenum>0)
-                                               for(i=accountcampaignchoicesmade[accountactive];i<accountcampaignchoicesmade[accountactive]+campaignchoicenum;i++){
+                                               for(i=accountactive->getCampaignChoicesMade();i<accountactive->getCampaignChoicesMade()+campaignchoicenum;i++){
                                                        sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
-                                                       startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]]*400/512;
-                                                       starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]])*400/512;
+                                                       startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]]*400/512;
+                                                       starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]])*400/512;
                                                        endx[7+i]=startx[7+i]+10;
                                                        endy[7+i]=starty[7+i]+10;
                                                        movex[7+i]=0;
@@ -2800,12 +2580,12 @@ int Game::DrawGLScene(void)
                                movey[5]=0;
                        }
 
-                       if(mainmenu==7){                        
-                               nummenuitems=numaccounts+2;
+                       if(mainmenu==7){        
+                               nummenuitems=Account::getNbAccounts()+2;
 
                                int num;
 
-                               if(numaccounts<8)
+                               if(Account::getNbAccounts()<8)
                                        sprintf (menustring[0], "New User");
                                else
                                        sprintf (menustring[0], "No More Users");
@@ -2816,30 +2596,30 @@ int Game::DrawGLScene(void)
                                movex[0]=0;
                                movey[0]=0;
 
-                               if(entername)startx[0]+=10;
+                               if(entername)
+                                       startx[0]+=10;
 
 
                                num=1;
-                               if(numaccounts)
-                                       for(i=0;i<numaccounts;i++){
-                                               sprintf (menustring[num], "%s",accountname[i]);
-                                               startx[num]=10;
-                                               starty[num]=360-20-20*num;
-                                               endx[num]=startx[num]+strlen(menustring[num])*10;
-                                               endy[num]=starty[num]+20;
-                                               movex[num]=0;
-                                               movey[num]=0;
-
-                                               num++;
-                                       }
-
-                                       sprintf (menustring[num], "Back");
+                               for(i=0;i<Account::getNbAccounts();i++){
+                                       sprintf (menustring[num], "%s",Account::get(i)->getName());
                                        startx[num]=10;
+                                       starty[num]=360-20-20*num;
                                        endx[num]=startx[num]+strlen(menustring[num])*10;
-                                       starty[num]=10;
                                        endy[num]=starty[num]+20;
                                        movex[num]=0;
                                        movey[num]=0;
+
+                                       num++;
+                               }
+
+                               sprintf (menustring[num], "Back");
+                               startx[num]=10;
+                               endx[num]=startx[num]+strlen(menustring[num])*10;
+                               starty[num]=10;
+                               endy[num]=starty[num]+20;
+                               movex[num]=0;
+                               movey[num]=0;
                        }
                        if(mainmenu==8){                        
                                nummenuitems=3;
@@ -2881,14 +2661,14 @@ int Game::DrawGLScene(void)
                                        strcpy(menustring[j],temp);
                                        for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][17]='\0';
-                                       sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
+                                       sprintf (temp, "%d",(int)accountactive->getHighScore(j));
                                        strcat(menustring[j],temp);
                                        for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][32]='\0';
-                                       sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
+                                       sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
                                        strcat(menustring[j],temp);
-                                       if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
-                                       sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
+                                       if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
+                                       sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
                                        strcat(menustring[j],temp);
 
                                        startx[j]=10;
@@ -2917,51 +2697,6 @@ int Game::DrawGLScene(void)
 
                                //numchallengelevels=tempncl;
 
-                       }
-                       if(mainmenu==11){                       
-                               nummenuitems=2+numchallengelevels;
-                               char temp[255];
-
-                               for(j=0;j<numchallengelevels;j++){
-                                       for(i=0;i<255;i++)menustring[j][i]='\0';
-                                       sprintf (temp, "Level %d",j+1);
-                                       strcpy(menustring[j],temp);
-                                       for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
-                                       menustring[j][17]='\0';
-                                       sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
-                                       strcat(menustring[j],temp);
-                                       for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
-                                       menustring[j][32]='\0';
-                                       sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
-                                       strcat(menustring[j],temp);
-                                       if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
-                                       sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
-                                       strcat(menustring[j],temp);
-
-                                       startx[j]=10;
-                                       starty[j]=360-j*40;
-                                       endx[j]=startx[j]+strlen(menustring[j])*10;
-                                       endy[j]=starty[j]+20;
-                                       movex[j]=0;
-                                       movey[j]=0;
-                               }
-
-                               sprintf (menustring[numchallengelevels], "Back");
-                               startx[numchallengelevels]=10;
-                               endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
-                               starty[numchallengelevels]=10;
-                               endy[numchallengelevels]=starty[numchallengelevels]+20;
-                               movex[numchallengelevels]=0;
-                               movey[numchallengelevels]=0;
-
-                               sprintf (menustring[numchallengelevels+1], "             High Score      Best Time");
-                               startx[numchallengelevels+1]=10;
-                               starty[numchallengelevels+1]=400;
-                               endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
-                               endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
-                               movex[numchallengelevels+1]=0;
-                               movey[numchallengelevels+1]=0;
-
                        }
                        if(mainmenu==10){                       
                                nummenuitems=6;
@@ -3004,7 +2739,7 @@ int Game::DrawGLScene(void)
                                strcpy(menustring[4],temp);
                                for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
                                menustring[4][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignscore[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignScore());
                                strcat(menustring[4],temp);
                                startx[4]=190;
                                endx[4]=startx[4]+strlen(menustring[4])*10;
@@ -3032,7 +2767,7 @@ int Game::DrawGLScene(void)
                                strcpy(menustring[5],temp);
                                for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
                                menustring[5][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignhighscore[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
                                strcat(menustring[5],temp);
                                startx[5]=190;
                                endx[5]=startx[5]+strlen(menustring[5])*10;
@@ -3046,7 +2781,7 @@ int Game::DrawGLScene(void)
                                strcpy(menustring[7],temp);
                                for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
                                menustring[7][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignfasttime[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignFasttime());
                                strcat(menustring[7],temp);
                                startx[7]=200;
                                endx[7]=startx[7]+strlen(menustring[7])*10;
@@ -3055,28 +2790,42 @@ int Game::DrawGLScene(void)
                                movex[7]=0;
                                movey[7]=0;*/
                        }
-               }
-
-               if(mainmenu==13){       
-                       nummenuitems=2;
-                       char temp[255];
-
-                       sprintf (menustring[0], "Please enter your name:");
-                       startx[0]=50;
-                       starty[0]=250;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-                       movex[0]=0;
-                       movey[0]=0;
+                       if (mainmenu==18) {
+                               nummenuitems=4;
+                               sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
+                               startx[0]=70;
+                               starty[0]=400;
+                               endx[0]=startx[0]+strlen(menustring[0])*10;
+                               endy[0]=starty[0]+20;
+                               movex[0]=0;
+                               movey[0]=0;
+                               
+                               sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
+                               startx[1]=10;
+                               starty[1]=360;
+                               endx[1]=startx[1]+strlen(menustring[1])*10;
+                               endy[1]=starty[1]+20;
+                               movex[1]=0;
+                               movey[1]=0;
 
-                       sprintf (menustring[1], "Please enter your name:");
-                       startx[1]=290;
-                       starty[1]=250;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-                       movex[1]=0;
-                       movey[1]=0;
+                               sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+                               startx[2]=40;
+                               starty[2]=320;
+                               endx[2]=startx[2]+strlen(menustring[2])*10;
+                               endy[2]=starty[2]+20;
+                               movex[2]=0;
+                               movey[2]=0;
+                               
+                               sprintf (menustring[3], "Back");
+                               startx[3]=10;
+                               endx[3]=startx[3]+strlen(menustring[3])*10;
+                               starty[3]=10;
+                               endy[3]=starty[3]+20;
+                               movex[3]=0;
+                               movey[3]=0;                             
+                       }
                }
+
                if(mainmenu==1||mainmenu==2){
                        nummenuitems=7;
                        startx[0]=150;
@@ -3244,173 +2993,329 @@ int Game::DrawGLScene(void)
                                }
                        }
 
-                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
-                               for(i=0;i<nummenuitems;i++){
-                                       if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
-                                               if(mainmenu!=5)selected=i;
-                                               if(mainmenu==5&&(i!=0&&i!=6))selected=i;
-                                               if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
-                                               if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
-                                       }
+               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
+                       for(i=0;i<nummenuitems;i++){
+                               if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
+                                       if(mainmenu!=5)selected=i;
+                                       if(mainmenu==5&&(i!=0&&i!=6))selected=i;
+                                       if(mainmenu==9&&(i!=numchallengelevels+1))selected=i; // seem useless, if mainmenu==9 then mainmenu!=5, so selected==i.
                                }
+                       }
 
-                               if(nummenuitems>0)
-                                       for(i=0;i<nummenuitems;i++){
-                                               if(selected==i)selectedlong[i]+=multiplier*5;
-                                               if(selectedlong[i]>1)selectedlong[i]=1;
-                                               if(selected!=i)selectedlong[i]-=multiplier*5;
-                                               if(selectedlong[i]<0)selectedlong[i]=0; 
-                                               //if(i>=4)selectedlong[i]=.3;           
-                                               if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0;  
-                                       }
-
-                                       if(nummenuitems>0)
-                                               for(i=0;i<nummenuitems;i++){
-                                                       offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
-                                                       offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
-                                                       offsetx[i]*=.06f;
-                                                       offsety[i]*=.06f;
-                                                       offsetx[i]=0;
-                                                       offsety[i]=0;
-                                                       if(i>=4&&(mainmenu==1||mainmenu==2)){
-                                                               offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
-                                                               offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
-                                                               offsetx[i]*=.06f;
-                                                               offsety[i]*=.06f;
-                                                       }
-                                               }
+               for(i=0;i<nummenuitems;i++){
+                       if(selected==i) {
+                               selectedlong[i]+=multiplier*5;
+                               if(selectedlong[i]>1) selectedlong[i]=1;
+                       } else {
+                               selectedlong[i]-=multiplier*5;
+                               if(selectedlong[i]<0) selectedlong[i]=0;        
+                       }
+                       offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
+                       offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
+                       offsetx[i]*=.06f;
+                       offsety[i]*=.06f;
+                       offsetx[i]=0;
+                       offsety[i]=0;
+                       if(i>=4&&(mainmenu==1||mainmenu==2)){
+                               selectedlong[i]=0;
+                               offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
+                               offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
+                               offsetx[i]*=.06f;
+                               offsety[i]*=.06f;
+                       }
+               }
 
-                                               if(mainmenu==1||mainmenu==2){
-                                                       glClear(GL_DEPTH_BUFFER_BIT);
-                                                       glEnable(GL_ALPHA_TEST);
-                                                       glAlphaFunc(GL_GREATER, 0.001f);
-                                                       glEnable(GL_TEXTURE_2D);
-                                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                                       glDisable(GL_CULL_FACE);
-                                                       glDisable(GL_LIGHTING);
-                                                       glDepthMask(0);
-                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                               glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                       glTranslatef(screenwidth/2,screenheight/2,0);
-                                                                       glPushMatrix();
-                                                                               glScalef((float)screenwidth/2,(float)screenheight/2,1);
-                                                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                               glDisable(GL_BLEND);
-                                                                               glColor4f(0,0,0,1.0);
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
-                                                                               glDisable(GL_TEXTURE_2D);
-                                                                               glPushMatrix();
-                                                                                       //glScalef(.25,.25,.25);
-                                                                                       glBegin(GL_QUADS);
-                                                                                       glTexCoord2f(0,0);
-                                                                                       glVertex3f(-1,          -1,      0.0f);
-                                                                                       glTexCoord2f(1,0);
-                                                                                       glVertex3f(1,   -1,      0.0f);
-                                                                                       glTexCoord2f(1,1);
-                                                                                       glVertex3f(1,   1, 0.0f);
-                                                                                       glTexCoord2f(0,1);
-                                                                                       glVertex3f(-1,  1, 0.0f);
-                                                                                       glEnd();
-                                                                               glPopMatrix();
-                                                                               glEnable(GL_BLEND);
-                                                                               glColor4f(0.4,0.4,0.4,1.0);
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
-                                                                               glEnable(GL_TEXTURE_2D);
-                                                                               glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
-                                                                               glPushMatrix();
-                                                                                       //glScalef(.25,.25,.25);
-                                                                                       glBegin(GL_QUADS);
-                                                                                       glTexCoord2f(0,0);
-                                                                                       glVertex3f(-1,          -1,      0.0f);
-                                                                                       glTexCoord2f(1,0);
-                                                                                       glVertex3f(1,   -1,      0.0f);
-                                                                                       glTexCoord2f(1,1);
-                                                                                       glVertex3f(1,   1, 0.0f);
-                                                                                       glTexCoord2f(0,1);
-                                                                                       glVertex3f(-1,  1, 0.0f);
-                                                                                       glEnd();
-                                                                               glPopMatrix();
-                                                                       glPopMatrix();
-                                                               glPopMatrix();
-                                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                       glPopMatrix();
+               if(mainmenu==1||mainmenu==2){
+                       glClear(GL_DEPTH_BUFFER_BIT);
+                       glEnable(GL_ALPHA_TEST);
+                       glAlphaFunc(GL_GREATER, 0.001f);
+                       glEnable(GL_TEXTURE_2D);
+                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
+                       glDisable(GL_CULL_FACE);
+                       glDisable(GL_LIGHTING);
+                       glDepthMask(0);
+                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPushMatrix();                                                                         // Store The Projection Matrix
+                               glLoadIdentity();                                                                       // Reset The Projection Matrix
+                               glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
+                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                               glPushMatrix();                                                                         // Store The Modelview Matrix
+                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                       glTranslatef(screenwidth/2,screenheight/2,0);
+                                       glPushMatrix();
+                                               glScalef((float)screenwidth/2,(float)screenheight/2,1);
+                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                               glDisable(GL_BLEND);
+                                               glColor4f(0,0,0,1.0);
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+                                               glDisable(GL_TEXTURE_2D);
+                                               glPushMatrix();
+                                                       //glScalef(.25,.25,.25);
+                                                       glBegin(GL_QUADS);
+                                                       glTexCoord2f(0,0);
+                                                       glVertex3f(-1,          -1,      0.0f);
+                                                       glTexCoord2f(1,0);
+                                                       glVertex3f(1,   -1,      0.0f);
+                                                       glTexCoord2f(1,1);
+                                                       glVertex3f(1,   1, 0.0f);
+                                                       glTexCoord2f(0,1);
+                                                       glVertex3f(-1,  1, 0.0f);
+                                                       glEnd();
+                                               glPopMatrix();
+                                               glEnable(GL_BLEND);
+                                               glColor4f(0.4,0.4,0.4,1.0);
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+                                               glEnable(GL_TEXTURE_2D);
+                                               glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
+                                               glPushMatrix();
+                                                       //glScalef(.25,.25,.25);
+                                                       glBegin(GL_QUADS);
+                                                       glTexCoord2f(0,0);
+                                                       glVertex3f(-1,          -1,      0.0f);
+                                                       glTexCoord2f(1,0);
+                                                       glVertex3f(1,   -1,      0.0f);
+                                                       glTexCoord2f(1,1);
+                                                       glVertex3f(1,   1, 0.0f);
+                                                       glTexCoord2f(0,1);
+                                                       glVertex3f(-1,  1, 0.0f);
+                                                       glEnd();
+                                               glPopMatrix();
+                                       glPopMatrix();
+                               glPopMatrix();
+                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPopMatrix();
 
-                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
-                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                       glPushMatrix();
-                                                                               glDisable(GL_TEXTURE_2D);
-                                                                               glColor4f(1,0,0,1);
-                                                                               /*glPushMatrix();
-                                                                               glBegin(GL_QUADS);
-                                                                               glTexCoord2f(0,0);
-                                                                               if(anim!=1)glVertex3f(190,      150,     0.0f);
-                                                                               if(anim==1)glVertex3f(190+movex[4]*transition,  150,     0.0f);
-                                                                               glTexCoord2f(1,0);
-                                                                               glVertex3f(640, 150,     0.0f);
-                                                                               glTexCoord2f(1,1);
-                                                                               glVertex3f(640, 336, 0.0f);
-                                                                               glTexCoord2f(0,1);
-                                                                               if(anim!=1)glVertex3f(190, 336, 0.0f);
-                                                                               if(anim==1)glVertex3f(190+movex[4]*transition, 336,      0.0f);
-                                                                               glEnd();
-                                                                               glPopMatrix();*/
-                                                                       glPopMatrix();
-                                                               glPopMatrix();
-                                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                       glPopMatrix();
-                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPushMatrix();                                                                         // Store The Projection Matrix
+                               glLoadIdentity();                                                                       // Reset The Projection Matrix
+                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
+                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                               glPushMatrix();                                                                         // Store The Modelview Matrix
+                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                       glPushMatrix();
+                                               glDisable(GL_TEXTURE_2D);
+                                               glColor4f(1,0,0,1);
+                                       glPopMatrix();
+                               glPopMatrix();
+                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPopMatrix();
+                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
-                                               }
+               }
 
-                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                               glPushMatrix();                                                                         // Store The Projection Matrix
-                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
+               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+               glPushMatrix();                                                                         // Store The Projection Matrix
+               glLoadIdentity();                                                                       // Reset The Projection Matrix
+               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
+               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+               glPushMatrix();                                                                         // Store The Modelview Matrix
+               glLoadIdentity();                                                               // Reset The Modelview Matrix
+               glEnable(GL_TEXTURE_2D);
+               for(j=0;j<nummenuitems;j++)
+               {
+                       if(j<=3||(mainmenu!=1&&mainmenu!=2))
+                       {
+                               //glDisable(GL_BLEND);
+                               glEnable(GL_ALPHA_TEST);
+                               glEnable(GL_BLEND);
+                               //glDisable(GL_ALPHA_TEST);
+                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                               if(mainmenu==1||mainmenu==2)
+                               {
+                                       glColor4f(1,1,1,1);
+                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+                                       glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
+                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                       glPushMatrix();
+                                               glBegin(GL_QUADS);
+                                               glTexCoord2f(0,0);
+                                               glVertex3f(startx[j]+movex[j]*transition,       starty[j]+movey[j]*transition,   0.0f);
+                                               glTexCoord2f(1,0);
+                                               glVertex3f(endx[j]+movex[j]*transition,         starty[j]+movey[j]*transition,   0.0f);
+                                               glTexCoord2f(1,1);
+                                               glVertex3f(endx[j]+movex[j]*transition,         endy[j]+movey[j]*transition, 0.0f);
+                                               glTexCoord2f(0,1);
+                                               glVertex3f(startx[j]+movex[j]*transition,       endy[j]+movey[j]*transition, 0.0f);
+                                               glEnd();
+                                       glPopMatrix();
+                                       glEnable(GL_BLEND);
+                                       //glDisable(GL_ALPHA_TEST);
+                                       if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+                                       for(i=0;i<10;i++)
+                                       {
+                                               if(1-((float)i)/10-(1-selectedlong[j])>0)
+                                               {
+                                                       glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                                       glPushMatrix();
+                                                               glBegin(GL_QUADS);
+                                                               glTexCoord2f(0,0);
+                                                               glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,        starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,    0.0f);
+                                                               glTexCoord2f(1,0);
+                                                               glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,  starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,    0.0f);
+                                                               glTexCoord2f(1,1);
+                                                               glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,  endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+                                                               glTexCoord2f(0,1);
+                                                               glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+                                                               glEnd();
+                                                       glPopMatrix();
+                                               }
+                                       }
+                               }
+                               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
+                               {
+                                       if(mainmenu!=5||j<6)
+                                       {
+                                               glColor4f(1,0,0,1);
+                                               if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
                                                glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                               glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                               glEnable(GL_TEXTURE_2D);
-                                               if(nummenuitems>0)
+                                               glPushMatrix();
+                                                       if(mainmenu!=7||j!=0||!entername)
+                                                               text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
+                                                       else
+                                                       {
+                                                               if(displayblink){
+                                                                       sprintf (string, "_");
+                                                                       text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
+                                                               }
+                                                               for(l=0;l<displaychars[0];l++){
+                                                                       sprintf (string, "%c",displaytext[0][l]);
+                                                                       text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
+                                                               }
+                                                       }
+                                               glPopMatrix();
+                                               glEnable(GL_BLEND);
+                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+                                               for(i=0;i<15;i++)
                                                {
-                                                       for(j=0;j<nummenuitems;j++)
+                                                       if(1-((float)i)/15-(1-selectedlong[j])>0)
                                                        {
-                                                               if(j<=3||(mainmenu!=1&&mainmenu!=2))
-                                                               {
-                                                                       //glDisable(GL_BLEND);
-                                                                       glEnable(GL_ALPHA_TEST);
-                                                                       glEnable(GL_BLEND);
-                                                                       //glDisable(GL_ALPHA_TEST);
-                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                       if(mainmenu==1||mainmenu==2)
+                                                               glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                               if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                               if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                               if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                               if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               glClear(GL_DEPTH_BUFFER_BIT);
+                                               glEnable(GL_ALPHA_TEST);
+                                               glAlphaFunc(GL_GREATER, 0.001f);
+                                               glEnable(GL_TEXTURE_2D);
+                                               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
+                                               glDisable(GL_CULL_FACE);
+                                               glDisable(GL_LIGHTING);
+                                               if(j==6)glColor4f(1,1,1,1);
+                                               else glColor4f(1,0,0,1);
+
+                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                               glPushMatrix();                                                                         // Store The Projection Matrix
+                                                       glLoadIdentity();                                                                       // Reset The Projection Matrix
+                                                       glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
+                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                                       glPushMatrix();                                                                         // Store The Modelview Matrix
+                                                               glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                                               glPushMatrix();
+
+                                                                       //Draw world, draw map
+                                                                       glTranslatef(2,-5,0);
+
+                                                                       if(j>6&&j<nummenuitems-1)
+                                                                       {
+                                                                               XYZ linestart,lineend,offset;
+                                                                               XYZ fac;
+                                                                               float startsize;
+                                                                               float endsize;
+                                                                               linestart=0;
+                                                                               lineend=0;
+                                                                               offset=0;
+                                                                               //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
+                                                                               linestart.x=(startx[j]+endx[j])/2;
+                                                                               linestart.y=(starty[j]+endy[j])/2;
+                                                                               if(j>=6+accountactive->getCampaignChoicesMade()){
+                                                                                       linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
+                                                                                       linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
+                                                                               }
+                                                                               lineend.x=(startx[j+1]+endx[j+1])/2;
+                                                                               lineend.y=(starty[j+1]+endy[j+1])/2;
+                                                                               offset=lineend-linestart;
+                                                                               fac=offset;
+                                                                               Normalise(&fac);
+                                                                               offset=DoRotation(offset,0,0,90);
+                                                                               Normalise(&offset);
+                                                                               glDisable(GL_TEXTURE_2D);                                                       
+
+                                                                               if(j<6+accountactive->getCampaignChoicesMade()){
+                                                                                       glColor4f(0.5,0,0,1);
+                                                                                       endsize=.5;
+                                                                               } else {
+                                                                                       glColor4f(1,0,0,1);
+                                                                                       endsize=1;
+                                                                               }
+                                                                               startsize=.5;
+
+                                                                               linestart+=fac*4*startsize;
+                                                                               lineend-=fac*4*endsize;
+
+                                                                               if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
+                                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                                                                       glPushMatrix();
+                                                                                               glBegin(GL_QUADS);
+                                                                                               glTexCoord2f(0,0);
+                                                                                               glVertex3f(linestart.x-offset.x*startsize,      linestart.y-offset.y*startsize,          0.0f);
+                                                                                               glTexCoord2f(1,0);
+                                                                                               glVertex3f(linestart.x+offset.x*startsize,      linestart.y+offset.y*startsize,          0.0f);
+                                                                                               glTexCoord2f(1,1);
+                                                                                               glVertex3f(lineend.x+offset.x*endsize,          lineend.y+offset.y*endsize, 0.0f);
+                                                                                               glTexCoord2f(0,1);
+                                                                                               glVertex3f(lineend.x-offset.x*endsize,          lineend.y-offset.y*endsize, 0.0f);
+                                                                                               glEnd();
+                                                                                       glPopMatrix();
+                                                                               }
+                                                                               glEnable(GL_TEXTURE_2D);
+                                                                       }
+
+
+                                                                       if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
+                                                                       else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+                                                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+                                                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+                                                                       if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
+                                                                       if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
+                                                                       if(j==6)glColor4f(1,1,1,1);
+                                                                       XYZ midpoint;
+                                                                       float itemsize;
+                                                                       itemsize=abs(startx[j]-endx[j])/2;
+                                                                       midpoint=0;
+                                                                       midpoint.x=(startx[j]+endx[j])/2;
+                                                                       midpoint.y=(starty[j]+endy[j])/2;
+                                                                       if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
+                                                                       if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
                                                                        {
-                                                                               glColor4f(1,1,1,1);
-                                                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                                                                               glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
                                                                                glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
                                                                                glPushMatrix();
                                                                                        glBegin(GL_QUADS);
                                                                                        glTexCoord2f(0,0);
-                                                                                       glVertex3f(startx[j]+movex[j]*transition,       starty[j]+movey[j]*transition,   0.0f);
+                                                                                       glVertex3f(midpoint.x-itemsize+movex[j]*transition,     midpoint.y-itemsize+movey[j]*transition,         0.0f);
                                                                                        glTexCoord2f(1,0);
-                                                                                       glVertex3f(endx[j]+movex[j]*transition,         starty[j]+movey[j]*transition,   0.0f);
+                                                                                       glVertex3f(midpoint.x+itemsize+movex[j]*transition,             midpoint.y-itemsize+movey[j]*transition,         0.0f);
                                                                                        glTexCoord2f(1,1);
-                                                                                       glVertex3f(endx[j]+movex[j]*transition,         endy[j]+movey[j]*transition, 0.0f);
+                                                                                       glVertex3f(midpoint.x+itemsize+movex[j]*transition,             midpoint.y+itemsize+movey[j]*transition, 0.0f);
                                                                                        glTexCoord2f(0,1);
-                                                                                       glVertex3f(startx[j]+movex[j]*transition,       endy[j]+movey[j]*transition, 0.0f);
+                                                                                       glVertex3f(midpoint.x-itemsize+movex[j]*transition,     midpoint.y+itemsize+movey[j]*transition, 0.0f);
                                                                                        glEnd();
                                                                                glPopMatrix();
                                                                                glEnable(GL_BLEND);
@@ -3420,370 +3325,154 @@ int Game::DrawGLScene(void)
                                                                                {
                                                                                        if(1-((float)i)/10-(1-selectedlong[j])>0)
                                                                                        {
-                                                                                               glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                                                               glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
                                                                                                glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
                                                                                                glPushMatrix();
                                                                                                        glBegin(GL_QUADS);
                                                                                                        glTexCoord2f(0,0);
-                                                                                                       glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,        starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,    0.0f);
+                                                                                                       glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,          0.0f);
                                                                                                        glTexCoord2f(1,0);
-                                                                                                       glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,  starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,    0.0f);
+                                                                                                       glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,          0.0f);
                                                                                                        glTexCoord2f(1,1);
-                                                                                                       glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,  endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+                                                                                                       glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
                                                                                                        glTexCoord2f(0,1);
-                                                                                                       glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+                                                                                                       glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
                                                                                                        glEnd();
                                                                                                glPopMatrix();
                                                                                        }
                                                                                }
                                                                        }
-                                                                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
-                                                                       {
-                                                                               if(mainmenu!=5||j<6)
-                                                                               {
-                                                                                       glColor4f(1,0,0,1);
-                                                                                       if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
-                                                                                       if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
-                                                                                       //if(1-((float)i)/10-(1-selectedlong[j])>0){
-                                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                                       glPushMatrix();
-                                                                                               if(mainmenu!=7||j!=0||!entername)text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
-                                                                                               else
-                                                                                               {
-                                                                                                       if(displayblink){
-                                                                                                               sprintf (string, "_");
-                                                                                                               text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
-                                                                                                       }
-                                                                                                       k=0;
-                                                                                                       for(l=0;l<displaychars[k];l++){
-                                                                                                               if(l<displaychars[k]){
-                                                                                                                       sprintf (string, "%c",displaytext[k][l]);
-                                                                                                                       text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-                                                                                       glPopMatrix();
-                                                                                       /*}
-                                                                                       else{
-                                                                                       glPushMatrix();
-                                                                                       sprintf (string, "Hooo!");
-                                                                                       text.glPrint(startx[0],starty[0],string,0,1,640,480);
-                                                                                       glPopMatrix();
-                                                                                       }*/
-                                                                                       glEnable(GL_BLEND);
-                                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                                                                                       for(i=0;i<15;i++)
-                                                                                       {
-                                                                                               if(1-((float)i)/15-(1-selectedlong[j])>0)
-                                                                                               {
-                                                                                                       glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                       if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                       if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                       if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==7&&(j!=0||!entername))text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       /*else{
-                                                                                                       if(displayblink){
-                                                                                                       sprintf (string, "_");
-                                                                                                       text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4+(float)(displayselected)*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
-                                                                                                       }
-                                                                                                       k=0;
-                                                                                                       for(l=0;l<displaychars[k];l++){
-                                                                                                       if(l<displaychars[k]){
-                                                                                                       sprintf (string, "%c",displaytext[k][l]);
-                                                                                                       text.glPrint(startx[j]-((float)k)+offsetx[j]*((float)k)/4+l*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
-                                                                                                       }
-                                                                                                       }
-                                                                                                       }*/
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                               else
-                                                                               {
-                                                                                       glClear(GL_DEPTH_BUFFER_BIT);
-                                                                                       glEnable(GL_ALPHA_TEST);
-                                                                                       glAlphaFunc(GL_GREATER, 0.001f);
-                                                                                       glEnable(GL_TEXTURE_2D);
-                                                                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                                                                       glDisable(GL_CULL_FACE);
-                                                                                       glDisable(GL_LIGHTING);
-                                                                                       if(j==6)glColor4f(1,1,1,1);
-                                                                                       else glColor4f(1,0,0,1);
-
-                                                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                                                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                                                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
-                                                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                                                       glPushMatrix();
-
-                                                                                                               //Draw world, draw map
-                                                                                                               glTranslatef(2,-5,0);
-
-                                                                                                               if(j>6&&j<nummenuitems-1)
-                                                                                                               {
-                                                                                                                       XYZ linestart,lineend,offset;
-                                                                                                                       XYZ fac;
-                                                                                                                       float startsize;
-                                                                                                                       float endsize;
-                                                                                                                       linestart=0;
-                                                                                                                       lineend=0;
-                                                                                                                       offset=0;
-                                                                                                                       //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
-                                                                                                                       linestart.x=(startx[j]+endx[j])/2;
-                                                                                                                       linestart.y=(starty[j]+endy[j])/2;
-                                                                                                                       if(j>=6+accountcampaignchoicesmade[accountactive]){
-                                                                                                                               linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2;
-                                                                                                                               linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/2;
-                                                                                                                       }
-                                                                                                                       lineend.x=(startx[j+1]+endx[j+1])/2;
-                                                                                                                       lineend.y=(starty[j+1]+endy[j+1])/2;
-                                                                                                                       offset=lineend-linestart;
-                                                                                                                       fac=offset;
-                                                                                                                       Normalise(&fac);
-                                                                                                                       offset=DoRotation(offset,0,0,90);
-                                                                                                                       Normalise(&offset);
-                                                                                                                       glDisable(GL_TEXTURE_2D);                                                       
-
-                                                                                                                       if(j<6+accountcampaignchoicesmade[accountactive]){
-                                                                                                                               glColor4f(0.5,0,0,1);
-                                                                                                                               startsize=.5;
-                                                                                                                               endsize=.5;
-                                                                                                                       }
-                                                                                                                       if(j>=6+accountcampaignchoicesmade[accountactive]){
-                                                                                                                               glColor4f(1,0,0,1);
-                                                                                                                               endsize=1;
-                                                                                                                               startsize=.5;
-                                                                                                                       }
-
-                                                                                                                       linestart+=fac*4*startsize;
-                                                                                                                       lineend-=fac*4*endsize;
-
-                                                                                                                       if(!(j>7+accountcampaignchoicesmade[accountactive]+campaignchoicenum)){
-                                                                                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                                                                               glPushMatrix();
-                                                                                                                                       glBegin(GL_QUADS);
-                                                                                                                                       glTexCoord2f(0,0);
-                                                                                                                                       glVertex3f(linestart.x-offset.x*startsize,      linestart.y-offset.y*startsize,          0.0f);
-                                                                                                                                       glTexCoord2f(1,0);
-                                                                                                                                       glVertex3f(linestart.x+offset.x*startsize,      linestart.y+offset.y*startsize,          0.0f);
-                                                                                                                                       glTexCoord2f(1,1);
-                                                                                                                                       glVertex3f(lineend.x+offset.x*endsize,          lineend.y+offset.y*endsize, 0.0f);
-                                                                                                                                       glTexCoord2f(0,1);
-                                                                                                                                       glVertex3f(lineend.x-offset.x*endsize,          lineend.y-offset.y*endsize, 0.0f);
-                                                                                                                                       glEnd();
-                                                                                                                               glPopMatrix();
-                                                                                                                       }
-                                                                                                                       glEnable(GL_TEXTURE_2D);
-                                                                                                               }
-
-
-                                                                                                               if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
-                                                                                                               else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
-                                                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                                                                                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                                                                                                               if(j-7<accountcampaignchoicesmade[accountactive])glColor4f(0.5,0,0,1);
-                                                                                                               if(j-7>=accountcampaignchoicesmade[accountactive])glColor4f(1,0,0,1);
-                                                                                                               if(j==6)glColor4f(1,1,1,1);
-                                                                                                               XYZ midpoint;
-                                                                                                               float itemsize;
-                                                                                                               itemsize=abs(startx[j]-endx[j])/2;
-                                                                                                               midpoint=0;
-                                                                                                               midpoint.x=(startx[j]+endx[j])/2;
-                                                                                                               midpoint.y=(starty[j]+endy[j])/2;
-                                                                                                               if(j>6&&(j-7<accountcampaignchoicesmade[accountactive]))itemsize*=.5;
-                                                                                                               if(!(j-7>accountcampaignchoicesmade[accountactive]+campaignchoicenum))
-                                                                                                               {
-                                                                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                                                                       glPushMatrix();
-                                                                                                                               glBegin(GL_QUADS);
-                                                                                                                               glTexCoord2f(0,0);
-                                                                                                                               glVertex3f(midpoint.x-itemsize+movex[j]*transition,     midpoint.y-itemsize+movey[j]*transition,         0.0f);
-                                                                                                                               glTexCoord2f(1,0);
-                                                                                                                               glVertex3f(midpoint.x+itemsize+movex[j]*transition,             midpoint.y-itemsize+movey[j]*transition,         0.0f);
-                                                                                                                               glTexCoord2f(1,1);
-                                                                                                                               glVertex3f(midpoint.x+itemsize+movex[j]*transition,             midpoint.y+itemsize+movey[j]*transition, 0.0f);
-                                                                                                                               glTexCoord2f(0,1);
-                                                                                                                               glVertex3f(midpoint.x-itemsize+movex[j]*transition,     midpoint.y+itemsize+movey[j]*transition, 0.0f);
-                                                                                                                               glEnd();
-                                                                                                                       glPopMatrix();
-                                                                                                                       glEnable(GL_BLEND);
-                                                                                                                       //glDisable(GL_ALPHA_TEST);
-                                                                                                                       if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                                                                                                                       for(i=0;i<10;i++)
-                                                                                                                       {
-                                                                                                                               if(1-((float)i)/10-(1-selectedlong[j])>0)
-                                                                                                                               {
-                                                                                                                                       glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                                                                                       glPushMatrix();
-                                                                                                                                               glBegin(GL_QUADS);
-                                                                                                                                               glTexCoord2f(0,0);
-                                                                                                                                               glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,          0.0f);
-                                                                                                                                               glTexCoord2f(1,0);
-                                                                                                                                               glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition,          0.0f);
-                                                                                                                                               glTexCoord2f(1,1);
-                                                                                                                                               glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition,      midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
-                                                                                                                                               glTexCoord2f(0,1);
-                                                                                                                                               glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
-                                                                                                                                               glEnd();
-                                                                                                                                       glPopMatrix();
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       glPopMatrix();
-                                                                                               glPopMatrix();
-                                                                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                                       glPopMatrix();
-                                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                                               glPopMatrix();
+                                                       glPopMatrix();
+                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                               glPopMatrix();
+                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
-                                                                                       if(j-7>=accountcampaignchoicesmade[accountactive]){
-                                                                                               //glColor4f(0,0,0,1);
-                                                                                               //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
-                                                                                               //glColor4f(1,0,0,1);
-                                                                                               //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
-                                                                                               text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
-                                                                                               glDisable(GL_DEPTH_TEST);
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
+                                               if(j-7>=accountactive->getCampaignChoicesMade()){
+                                                       text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
+                                                       glDisable(GL_DEPTH_TEST);
                                                }
-                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                               glPopMatrix();
+                                       }
+                               }
+                       }
+               }
+               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+               glPopMatrix();
+               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+               glPopMatrix();
+
+                       if(mainmenu==1||mainmenu==2)
+                               if(transition<.1||transition>.9){
+                                       glClear(GL_DEPTH_BUFFER_BIT);
+                                       glEnable(GL_ALPHA_TEST);
+                                       glAlphaFunc(GL_GREATER, 0.001f);
+                                       glEnable(GL_TEXTURE_2D);
+                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
+                                       glDisable(GL_CULL_FACE);
+                                       glDisable(GL_LIGHTING);
+                                       glDepthMask(0);
+                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                       glPushMatrix();                                                                         // Store The Projection Matrix
+                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
+                                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
                                                glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                               glPushMatrix();                                                                         // Store The Modelview Matrix
+                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                                       glPushMatrix();
+                                                               glDisable(GL_TEXTURE_2D);
+                                                               if(transition<.1)
+                                                                       glColor4f(1,0,0,1-(transition*10));
+                                                               if(transition>.9)
+                                                                       glColor4f(1,0,0,1-((1-transition)*10));
+                                                       glPopMatrix();
                                                glPopMatrix();
+                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                       glPopMatrix();
+                               }
 
-                                                       if(mainmenu==1||mainmenu==2)
-                                                               if(transition<.1||transition>.9){
-                                                                       glClear(GL_DEPTH_BUFFER_BIT);
-                                                                       glEnable(GL_ALPHA_TEST);
-                                                                       glAlphaFunc(GL_GREATER, 0.001f);
-                                                                       glEnable(GL_TEXTURE_2D);
-                                                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                                                       glDisable(GL_CULL_FACE);
-                                                                       glDisable(GL_LIGHTING);
-                                                                       glDepthMask(0);
-                                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                                               glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
-                                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                                       glPushMatrix();
-                                                                                               glDisable(GL_TEXTURE_2D);
-                                                                                               if(transition<.1)glColor4f(1,0,0,1-(transition*10));
-                                                                                               if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10));
-                                                                                               /*glPushMatrix();
-                                                                                               glBegin(GL_QUADS);
-                                                                                               glTexCoord2f(0,0);
-                                                                                               glVertex3f(190, 150,     0.0f);
-                                                                                               glTexCoord2f(1,0);
-                                                                                               glVertex3f(640, 150,     0.0f);
-                                                                                               glTexCoord2f(1,1);
-                                                                                               glVertex3f(640, 336, 0.0f);
-                                                                                               glTexCoord2f(0,1);
-                                                                                               glVertex3f(190, 336, 0.0f);
-                                                                                               glEnd();
-                                                                                               glPopMatrix();*/
-                                                                                       glPopMatrix();
-                                                                               glPopMatrix();
-                                                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                       glPopMatrix();
-                                                               }
-
-                                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                               glPushMatrix();                                                                         // Store The Projection Matrix
-                                                                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                               glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                               glTranslatef(screenwidth/2,screenheight/2,0);
-                                                                               glPushMatrix();
-                                                                                       glScalef((float)screenwidth/2,(float)screenheight/2,1);
-                                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                                       glEnable(GL_BLEND);
-                                                                                       glEnable(GL_TEXTURE_2D);
-                                                                                       glColor4f(1,1,1,1);
-                                                                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-                                                                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
-                                                                               glPopMatrix();
-                                                                               glPushMatrix();
-                                                                                       glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
-                                                                                       glScalef((float)screenwidth/64,(float)screenwidth/64,1);
-                                                                                       glTranslatef(1,-1,0);
-                                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                                       glColor4f(1,1,1,1);
-                                                                                       glBindTexture( GL_TEXTURE_2D, cursortexture);
-                                                                                       glPushMatrix();
-                                                                                               //glScalef(.25,.25,.25);
-                                                                                               glBegin(GL_QUADS);
-                                                                                               glTexCoord2f(0,0);
-                                                                                               glVertex3f(-1,          -1,      0.0f);
-                                                                                               glTexCoord2f(1,0);
-                                                                                               glVertex3f(1,   -1,      0.0f);
-                                                                                               glTexCoord2f(1,1);
-                                                                                               glVertex3f(1,   1, 0.0f);
-                                                                                               glTexCoord2f(0,1);
-                                                                                               glVertex3f(-1,  1, 0.0f);
-                                                                                               glEnd();
-                                                                                       glPopMatrix();
-                                                                               glPopMatrix();
-                                                                       glPopMatrix();
-                                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                               glPopMatrix();
+                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPushMatrix();                                                                         // Store The Projection Matrix
+                               glLoadIdentity();                                                                       // Reset The Projection Matrix
+                               glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
+                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                               glPushMatrix();                                                                         // Store The Modelview Matrix
+                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                       glTranslatef(screenwidth/2,screenheight/2,0);
+                                       glPushMatrix();
+                                               glScalef((float)screenwidth/2,(float)screenheight/2,1);
+                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                               glEnable(GL_BLEND);
+                                               glEnable(GL_TEXTURE_2D);
+                                               glColor4f(1,1,1,1);
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+                                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+                                       glPopMatrix();
+                                       if(!waiting) { // hide the cursor while waiting for a key
+                                               glPushMatrix();
+                                                       glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
+                                                       glScalef((float)screenwidth/64,(float)screenwidth/64,1);
+                                                       glTranslatef(1,-1,0);
+                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                                       glColor4f(1,1,1,1);
+                                                       glBindTexture( GL_TEXTURE_2D, cursortexture);
+                                                       glPushMatrix();
+                                                               //glScalef(.25,.25,.25);
+                                                               glBegin(GL_QUADS);
+                                                               glTexCoord2f(0,0);
+                                                               glVertex3f(-1,          -1,      0.0f);
+                                                               glTexCoord2f(1,0);
+                                                               glVertex3f(1,   -1,      0.0f);
+                                                               glTexCoord2f(1,1);
+                                                               glVertex3f(1,   1, 0.0f);
+                                                               glTexCoord2f(0,1);
+                                                               glVertex3f(-1,  1, 0.0f);
+                                                               glEnd();
+                                                       glPopMatrix();
+                                               glPopMatrix();
+                                       }
+                               glPopMatrix();
+                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                       glPopMatrix();
 
 
-                                                               if(flashamount>0)
-                                                               {
-                                                                       if(flashamount>1)flashamount=1;
-                                                                       if(flashdelay<=0)flashamount-=multiplier;
-                                                                       flashdelay--;
-                                                                       if(flashamount<0)flashamount=0;
-                                                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                                                       glDisable(GL_CULL_FACE);
-                                                                       glDisable(GL_LIGHTING);
-                                                                       glDisable(GL_TEXTURE_2D);
-                                                                       glDepthMask(0);
-                                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                                                               glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                                                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                                                                       glScalef(screenwidth,screenheight,1);
-                                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                                       glEnable(GL_BLEND);
-                                                                                       glColor4f(flashr,flashg,flashb,flashamount);
-                                                                                       glBegin(GL_QUADS);
-                                                                                       glVertex3f(0,           0,       0.0f);
-                                                                                       glVertex3f(256, 0,       0.0f);
-                                                                                       glVertex3f(256, 256, 0.0f);
-                                                                                       glVertex3f(0,   256, 0.0f);
-                                                                                       glEnd();
-                                                                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                                                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                                                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                                                                       glEnable(GL_CULL_FACE);
-                                                                       glDisable(GL_BLEND);
-                                                                       glDepthMask(1);
-                                                               }       
+                       if(flashamount>0)
+                       {
+                               //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
+                               if(flashamount>1)flashamount=1;
+                               if(flashdelay<=0)flashamount-=multiplier;
+                               flashdelay--;
+                               if(flashamount<0)flashamount=0;
+                               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
+                               glDisable(GL_CULL_FACE);
+                               glDisable(GL_LIGHTING);
+                               glDisable(GL_TEXTURE_2D);
+                               glDepthMask(0);
+                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                               glPushMatrix();                                                                         // Store The Projection Matrix
+                                       glLoadIdentity();                                                                       // Reset The Projection Matrix
+                                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
+                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                                       glPushMatrix();                                                                         // Store The Modelview Matrix
+                                               glLoadIdentity();                                                               // Reset The Modelview Matrix
+                                               glScalef(screenwidth,screenheight,1);
+                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                               glEnable(GL_BLEND);
+                                               glColor4f(flashr,flashg,flashb,flashamount);
+                                               glBegin(GL_QUADS);
+                                               glVertex3f(0,           0,       0.0f);
+                                               glVertex3f(256, 0,       0.0f);
+                                               glVertex3f(256, 256, 0.0f);
+                                               glVertex3f(0,   256, 0.0f);
+                                               glEnd();
+                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
+                                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
+                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
+                               glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
+                               glEnable(GL_CULL_FACE);
+                               glDisable(GL_BLEND);
+                               glDepthMask(1);
+                       }
        }
 
        if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
@@ -3791,12 +3480,12 @@ int Game::DrawGLScene(void)
                multiplier=0;
        }
 
-
        //glFlush();
-       if(drawmode!=motionblurmode||mainmenu){
-
-               swap_gl_buffers();
-  }
+       if ( side == stereoRight || side == stereoCenter ) {
+               if(drawmode!=motionblurmode||mainmenu){
+                       swap_gl_buffers();
+               }
+       }
 
        //myassert(glGetError() == GL_NO_ERROR);
        glDrawBuffer(GL_BACK);