]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
renames for readability
[lugaru.git] / Source / GameDraw.cpp
index a278a2eac2ccb2b3273083c0af9696af846dedf0..a6ab119d200f9277b7db76344693dfaa5e94d679 100644 (file)
@@ -23,8 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "openal_wrapper.h"
 #include "Input.h"
 #include "Awards.h"
-
-using namespace std;
+#include "Menu.h"
 
 extern XYZ viewer;
 extern int environment;
@@ -73,7 +72,6 @@ extern bool vertexweird[6];
 extern bool velocityblur;
 extern bool debugmode;
 extern int mainmenu;
-extern int oldmainmenu;
 extern int bloodtoggle;
 extern int difficulty;
 extern bool decals;
@@ -91,7 +89,6 @@ extern float damagedealt;
 extern bool invertmouse;
 
 extern int numhotspots;
-extern int winhotspot;
 extern int killhotspot;
 extern XYZ hotspot[40];
 extern int hotspottype[40];
@@ -110,6 +107,15 @@ extern bool gamestarted;
 
 extern bool showdamagebar;
 
+
+
+int drawtoggle = 0;
+int numboundaries = 0;
+XYZ boundary[360];
+int change = 0;
+
+
+
 enum drawmodes {
   normalmode, motionblurmode, radialzoommode,
   realmotionblurmode, doublevisionmode, glowmode,
@@ -122,21 +128,23 @@ void Game::flash() { // shouldn't be that way, these should be attributes and Pe
        flashamount=1;
        flashdelay=1;
 }
+
+void DrawMenu();
+
 /*********************> DrawGLScene() <*****/
 int Game::DrawGLScene(StereoSide side)
-{      
+{
        static float texcoordwidth,texcoordheight;
        static float texviewwidth, texviewheight;
        static int i,j,k,l;
        static GLubyte color;
-       static float newbrightness;
-       static float changespeed;
        static XYZ checkpoint;
        static float tempmult;
        float tutorialopac;
        static char string[256]="";
        static char string2[256]="";
        static char string3[256]="";
+    static int drawmode = 0;
 
        if ( stereomode == stereoAnaglyph ) {
                switch(side) {
@@ -172,7 +180,7 @@ int Game::DrawGLScene(StereoSide side)
                static int changed;
                changed=0;
 
-               olddrawmode=drawmode;
+               int olddrawmode=drawmode;
                if(ismotionblur&&!loading){
                        if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
                                drawmode=motionblurmode;
@@ -190,23 +198,29 @@ int Game::DrawGLScene(StereoSide side)
                                drawmode=motionblurmode;
                        motionbluramount=.2;
                        slomodelay-=multiplier;
-                       if(slomodelay<0)slomo=0;
+                       if(slomodelay<0)
+                slomo=0;
                        camerashake=0;
                        changed=1;
                }
                if((!changed&&!slomo)||loading){
                        drawmode=normalmode;
                        if(ismotionblur&&(/*fps>100||*/alwaysblur)){
-                               if(olddrawmode!=realmotionblurmode)change=1;
-                               else change=0;
+                               if(olddrawmode!=realmotionblurmode)
+                    change=1;
+                               else
+                    change=0;
                                drawmode=realmotionblurmode;
-                       }
-                       else if(olddrawmode==realmotionblurmode)change=2;
-                       else change=0;
+                       }else if(olddrawmode==realmotionblurmode)
+                change=2;
+                       else
+                change=0;
                }
 
-               if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
-               if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
+               if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))
+            drawmode=normalmode;
+               if((freeze||winfreeze)&&ismotionblur&&!mainmenu)
+            drawmode=radialzoommode;
 
                if(winfreeze||mainmenu)drawmode=normalmode;
 
@@ -220,38 +234,35 @@ int Game::DrawGLScene(StereoSide side)
                }
 #endif
 
-               if(drawtoggle!=2)drawtoggle=1-drawtoggle;
+               if(drawtoggle!=2)
+            drawtoggle=1-drawtoggle;
 
                if(!texcoordwidth){
-
                        texviewwidth=kTextureSize;
-                       if(texviewwidth>screenwidth)texviewwidth=screenwidth;
+                       if(texviewwidth>screenwidth)
+                texviewwidth=screenwidth;
                        texviewheight=kTextureSize;
-                       if(texviewheight>screenheight)texviewheight=screenheight;
+                       if(texviewheight>screenheight)
+                texviewheight=screenheight;
 
                        texcoordwidth=screenwidth/kTextureSize;
                        texcoordheight=screenheight/kTextureSize;
-                       if(texcoordwidth>1)texcoordwidth=1;
-                       if(texcoordheight>1)texcoordheight=1;
+                       if(texcoordwidth>1)
+                texcoordwidth=1;
+                       if(texcoordheight>1)
+                texcoordheight=1;
                }
 
                glDrawBuffer(GL_BACK);
                glReadBuffer(GL_BACK);
 
-               if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
-                       blurness=targetblurness;
-                       targetblurness=(float)(abs(Random()%100))/40;
-               }
-               if(blurness<targetblurness) 
-                       blurness+=multiplier*5;
-               else
-                       blurness-=multiplier*5;
-
                //glFinish();
                static XYZ terrainlight;
                static float distance;
-               if(drawmode==normalmode)ReSizeGLScene(90,.1f);
-               if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);     
+               if(drawmode==normalmode)
+            Game::ReSizeGLScene(90,.1f);
+               if(drawmode!=normalmode)
+            glViewport(0,0,texviewwidth,texviewheight);        
                glDepthFunc(GL_LEQUAL);
                glDepthMask(1);
                glAlphaFunc(GL_GREATER, 0.0001f);
@@ -267,14 +278,17 @@ int Game::DrawGLScene(StereoSide side)
                // Reverse the movement if we're reversing stereo
                glTranslatef((stereoseparation/2) * side * (stereoreverse  ? -1 : 1), 0, 0);
                
+        //camera effects
                if(!cameramode&&!freeze&&!winfreeze){
+            //shake
                        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);
+            //sway
+                       glRotatef(pitch+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
+                       glRotatef(yaw+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
                }
                if(cameramode||freeze||winfreeze){
-                       glRotatef(rotation2,1,0,0);
-                       glRotatef(rotation,0,1,0);
+                       glRotatef(pitch,1,0,0);
+                       glRotatef(yaw,0,1,0);
                }
 
                if(environment==desertenvironment){
@@ -283,18 +297,30 @@ int Game::DrawGLScene(StereoSide side)
                }
                SetUpLight(&light,0);
                glPushMatrix();
-               if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
+
+        //heat blur effect in desert
+               if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
+                       blurness=targetblurness;
+                       targetblurness=(float)(abs(Random()%100))/40;
+               }
+               if(blurness<targetblurness) 
+                       blurness+=multiplier*5;
+               else
+                       blurness-=multiplier*5;
+
+               if(environment==desertenvironment&&detail==2)
+            glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
                if(environment==desertenvironment){
                        glRotatef((float)(abs(Random()%100))/1000,1,0,0);
                        glRotatef((float)(abs(Random()%100))/1000,0,1,0);
                }       
-               skybox.draw();
+               skybox->draw();
                glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
                glPopMatrix();
                glTranslatef(-viewer.x,-viewer.y,-viewer.z);
                frustum.GetFrustum();
 
-               //Make Shadow
+               //make shadow decals on terrain and objects
                static XYZ point;
                static float size,opacity,rotation;
                rotation=0;
@@ -303,7 +329,7 @@ int Game::DrawGLScene(StereoSide side)
                                if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y+player[k].scale*3,player[k].coords.z,player[k].scale*7)&&player[k].occluded<25)
                                        for(i=0;i<player[k].skeleton.num_joints;i++){
                                                if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
-                                                       point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
+                                                       point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
                                                        size=.4f;
                                                        opacity=.4-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;
                                                        if(k!=0&&tutoriallevel==1){
@@ -313,7 +339,7 @@ int Game::DrawGLScene(StereoSide side)
                                                        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);
+                                                                       point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.yaw[j],0);
                                                                        size=.4f;
                                                                        opacity=.4f;
                                                                        if(k!=0&&tutoriallevel==1){
@@ -324,49 +350,50 @@ int Game::DrawGLScene(StereoSide side)
                                                        }
                                                }
                                        }
-                                       if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
-                                               if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
-                                                       for(i=0;i<player[k].skeleton.num_joints;i++){
-                                                               if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin||player[k].skeleton.joints[i].label==leftelbow||player[k].skeleton.joints[i].label==rightelbow||player[k].skeleton.joints[i].label==neck){
-                                                                       if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
-                                                                       else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
-                                                                       size=.4f;
-                                                                       opacity=.4-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))/5;
-                                                                       if(k!=0&&tutoriallevel==1){
-                                                                               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);
-                                                                       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);
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-
-                                                       if(!player[k].playerdetail)
-                                                               if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
-                                                               {
-                                                                       point=player[k].coords;
-                                                                       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);
-                                                                       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);
-                                                                       }
-                                                               }
+            if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
+                if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
+                    for(i=0;i<player[k].skeleton.num_joints;i++){
+                        if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin||player[k].skeleton.joints[i].label==leftelbow||player[k].skeleton.joints[i].label==rightelbow||player[k].skeleton.joints[i].label==neck){
+                            if(player[k].skeleton.free)
+                                point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
+                            else
+                                point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
+                            size=.4f;
+                            opacity=.4-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))/5;
+                            if(k!=0&&tutoriallevel==1){
+                                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);
+                            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.yaw[j],0);
+                                    else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.yaw[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].playerdetail)
+                if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)){
+                    point=player[k].coords;
+                    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);
+                    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.yaw[j],0);
+                        size=.7;
+                        opacity=.4f;
+                        objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                    }
+                }
                }
 
                //Terrain
@@ -377,9 +404,9 @@ int Game::DrawGLScene(StereoSide side)
                glDisable(GL_BLEND);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
-               glBindTexture( GL_TEXTURE_2D, terraintexture);
+               terraintexture.bind();
                terrain.draw(0);
-               glBindTexture( GL_TEXTURE_2D, terraintexture2);
+               terraintexture2.bind();
                terrain.draw(1);
                //glBindTexture( GL_TEXTURE_2D, terraintexture3);
                //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
@@ -418,34 +445,41 @@ int Game::DrawGLScene(StereoSide side)
                                        glEnable(GL_BLEND);
                                        glEnable(GL_LIGHTING);
                                        terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
-                                       distance=findDistancefast(&viewer,&player[k].coords);
+                                       distance=distsq(&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>=1)
+                        glDisable(GL_BLEND);
                                        if(distance>=.5){
-                                               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=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
                                                checkpoint.y+=1;
-                                               if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
-                                               if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+                                               if(!player[k].occluded==0)
+                            i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+                                               if(i==-1||player[k].occluded==0)
+                            i=checkcollide(viewer,checkpoint);
                                                if(i!=-1){
                                                        player[k].occluded+=1;
                                                        player[k].lastoccluded=i;
-                                               }
-                                               else player[k].occluded=0;
-                                               if(player[k].occluded<25)player[k].DrawSkeleton();
+                                               }else
+                            player[k].occluded=0;
+                                               if(player[k].occluded<25)
+                            player[k].DrawSkeleton();
                                        }
                                }
                        }
                }
 
-               if(!cameramode&&musictype==stream_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer);
-               else playerdist=-100;
+               if(!cameramode&&musictype==stream_fighttheme)
+            playerdist=distsqflat(&player[0].coords,&viewer);
+               else
+            playerdist=-100;
                glPushMatrix();
                glCullFace(GL_BACK);
                glEnable(GL_TEXTURE_2D);
                objects.Draw();
                glPopMatrix();
 
+        //draw hawk
                glPushMatrix();
                if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){   
                        glAlphaFunc(GL_GREATER, 0.0001f);
@@ -454,11 +488,12 @@ int Game::DrawGLScene(StereoSide side)
                        glDisable(GL_LIGHTING);
                        glEnable(GL_BLEND);
                        glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
-                       glRotatef(hawkrotation,0,1,0);
+                       glRotatef(hawkyaw,0,1,0);
                        glTranslatef(25,0,0);
-                       distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
+                       distance=distsq(&viewer,&realhawkcoords)*1.2;
                        glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
-                       if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
+                       if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)
+                glColor4f(light.color[0],light.color[1],light.color[2],1);
                        if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
                                hawk.drawdifftex(hawktexture);
                }
@@ -473,21 +508,25 @@ int Game::DrawGLScene(StereoSide side)
                                glEnable(GL_BLEND);
                                glEnable(GL_LIGHTING);
                                terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
-                               distance=findDistancefast(&viewer,&player[k].coords);
+                               distance=distsq(&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>=1)
+                    glDisable(GL_BLEND);
                                if(distance>=.5){
-                                       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=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
                                        checkpoint.y+=1;
-                                       if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
-                                       if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+                                       if(!player[k].occluded==0)
+                        i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+                                       if(i==-1||player[k].occluded==0)
+                        i=checkcollide(viewer,checkpoint);
                                        if(i!=-1){
                                                player[k].occluded+=1;
                                                player[k].lastoccluded=i;
-                                       }
-                                       else player[k].occluded=0;
-                                       if(player[k].occluded<25)player[k].DrawSkeleton();
+                                       }else
+                        player[k].occluded=0;
+                                       if(player[k].occluded<25)
+                        player[k].DrawSkeleton();
                                }
                        }
                }
@@ -507,6 +546,7 @@ int Game::DrawGLScene(StereoSide side)
 
                Sprite::Draw();
 
+        //waypoints, pathpoints in editor
                if(editorenabled){
                        glEnable(GL_BLEND);
                        glDisable(GL_LIGHTING);
@@ -549,9 +589,9 @@ int Game::DrawGLScene(StereoSide side)
 
                glEnable(GL_TEXTURE_2D);
                glColor4f(.5,.5,.5,1);
-               if(!console){
+               if(!console) {
                        sprintf (string, " ",(int)(fps));
-                       text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
+                       text->glPrint(10,30,string,0,.8,screenwidth,screenheight);
 
                        if(!tutoriallevel)
                                if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
@@ -562,684 +602,681 @@ int Game::DrawGLScene(StereoSide side)
                                          bonus_name = "Excellent!"; // When does this happen?
 
                                        glColor4f(0,0,0,1-bonustime);
-                                       text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
+                                       text->glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
                                        glColor4f(1,0,0,1-bonustime);
-                                       text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
+                                       text->glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
 
                                        sprintf (string, "%d",(int)bonusvalue);
                                        glColor4f(0,0,0,1-bonustime);
-                                       text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
+                                       text->glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
                                        glColor4f(1,0,0,1-bonustime);
-                                       text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
+                                       text->glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
                                        glColor4f(.5,.5,.5,1);
                                }
 
-                               if(tutoriallevel==1){
-                                       tutorialopac=tutorialmaxtime-tutorialstagetime;
-                                       if(tutorialopac>1)tutorialopac=1;
-                                       if(tutorialopac<0)tutorialopac=0;
-
-                                       sprintf (string, " ");
-                                       sprintf (string2, " ");
-                                       sprintf (string3, " ");
-                                       if(tutorialstage==0){
-                                               sprintf (string, " ");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==1){
-                                               sprintf (string, "Welcome to the Lugaru training level!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==2){
-                                               sprintf (string, "BASIC MOVEMENT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==3){
-                                               sprintf (string, "You can move the mouse to rotate the camera.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==4){
-                                               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.",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.",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.",Input::keyToChar(crouchkey));
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==8){
-                                               sprintf (string, "While crouching, you can sneak around silently");
-                                               sprintf (string2, "using the movement keys.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==9){
-                                               sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
-                                               sprintf (string2, "to run animal-style.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==10){
-                                               sprintf (string, "ADVANCED MOVEMENT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==11){
-                                               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.",Input::keyToChar(jumpkey));
-                                               sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==13){
-                                               sprintf (string, "BASIC COMBAT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==14){
-                                               sprintf (string, "There is now an imaginary enemy");
-                                               sprintf (string2, "in the middle of the training area.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==15){
-                                               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, " ");
-                                       }
-                                       if(tutorialstage==16){
-                                               sprintf (string, "If you are close, you will perform a weak punch.");
-                                               sprintf (string2, "The weak punch is excellent for starting attack combinations.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==17){
-                                               sprintf (string, "Attacking while running results in a spin kick.");
-                                               sprintf (string2, "This is one of your most powerful ground attacks.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==18){
-                                               sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
-                                               sprintf (string2, "This is a very fast attack, and easy to follow up.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==19){
-                                               sprintf (string, "When an enemy is on the ground, you can deal some extra");
-                                               sprintf (string2, "damage by running up and drop-kicking him.");
-                                               sprintf (string3, "(Try knocking them down with a sweep first)");
-                                       }
-                                       if(tutorialstage==20){
-                                               sprintf (string, "Your most powerful individual attack is the rabbit kick.");
-                                               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.");
-                                               sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
-                                               if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
-                                               else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
-                                       }
-                                       if(tutorialstage==22){
-                                               sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
-                                               sprintf (string2, "him instantly. Move close behind this enemy");
-                                               sprintf (string3, "and attack.");
-                                       }
-                                       if(tutorialstage==23){
-                                               sprintf (string, "Another important attack is the wall kick. When an enemy");
-                                               sprintf (string2, "is near a wall, perform a walljump nearby and hold");
-                                               sprintf (string3, "the attack key during impact with the wall.");
-                                       }
-                                       if(tutorialstage==24){
-                                               sprintf (string, "You can tackle enemies by running at them animal-style");
-                                               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){
-                                               sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
-                                               sprintf (string2, "against enemies with swords or other long weapons.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==26){
-                                               sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==27){
-                                               sprintf (string, "The enemy can now reverse your attacks.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       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.",Input::keyToChar(crouchkey));
-                                       }
-                                       if(tutorialstage==29){
-                                               sprintf (string, "Try escaping from two more reversals in a row.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==30){
-                                               sprintf (string, "Good!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==31){
-                                               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.");
-                                       }
-                                       if(tutorialstage==32){
-                                               sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
-                                               sprintf (string2, "This imaginary opponents attacks will be highlighted");
-                                               sprintf (string3, "to make this easier.");
-                                       }
-                                       if(tutorialstage==33){
-                                               sprintf (string, "Reverse three enemy attacks!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==34){
-                                               sprintf (string, "Reverse two more enemy attacks!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==35){
-                                               sprintf (string, "Reverse one more enemy attack!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==36){
-                                               sprintf (string, "Excellent!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==37){
-                                               sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
-                                               sprintf (string2, "Damage dealt: %d",(int)damagedealt);
-                                               sprintf (string3, "Damage taken: %d.",(int)damagetaken);
-                                       }
-                                       if(tutorialstage==38){
-                                               sprintf (string, "WEAPONS:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==39){
-                                               sprintf (string, "There is now an imaginary knife");
-                                               sprintf (string2, "in the center of the training area.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==40){
-                                               sprintf (string, "Stand, roll or handspring over the knife");
-                                               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.",Input::keyToChar(drawkey));
-                                               sprintf (string2, "Sometimes it is best to keep them unequipped to");
-                                               sprintf (string3, "prevent enemies from taking them. ");
-                                       }
-                                       if(tutorialstage==42){
-                                               sprintf (string, "The knife is the smallest weapon and the least encumbering.");
-                                               sprintf (string2, "You can equip or unequip it while standing, crouching,");
-                                               sprintf (string3, "running or flipping.");
-                                       }
-                                       if(tutorialstage==43){
-                                               sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
-                                               sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
-                                               sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
-                                       }
-                                       if(tutorialstage==44){
-                                               sprintf (string, "The enemy now has your knife!");
-                                               sprintf (string2, "Please reverse two of his knife attacks.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==45){
-                                               sprintf (string, "Please reverse one more of his knife attacks.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==46){
-                                               sprintf (string, "Now he has a sword!");
-                                               sprintf (string2, "The sword has longer reach than your arms, so you");
-                                               sprintf (string3, "must move close to reverse the sword slash.");
-                                       }
-                                       if(tutorialstage==47){
-                                               sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
-                                               sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
-                                               sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
-                                       }
-                                       if(tutorialstage==48){
-                                               sprintf (string, "The staff is like the sword, but has two main attacks.");
-                                               sprintf (string2, "The standing smash is fast and effective, and the running");
-                                               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.",Input::keyToChar(throwkey));
-                                               sprintf (string2, "It is possible to throw the knife while flipping,");
-                                               sprintf (string3, "but it is very inaccurate.");
-                                       }
-                                       if(tutorialstage==50){
-                                               sprintf (string, "You now know everything you can learn from training.");
-                                               sprintf (string2, "Everything else you must learn from experience!");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==51){
-                                               sprintf (string, "Walk out of the training area to return to the main menu.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-
-                                       glColor4f(0,0,0,tutorialopac);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-                                       glColor4f(1,1,1,tutorialopac);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
-                                       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.",Input::keyToChar(jumpkey));
-                                       sprintf (string2, "Press escape at any time to");
-                                       sprintf (string3, "pause or exit the tutorial.");
-
-                                       glColor4f(0,0,0,1);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
-                                       text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
-                                       glColor4f(0.5,0.5,0.5,1);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
-                               }
-                               //Hot spots     
-
-                               if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
-                                       int closest=-1;
-                                       float closestdist=-1;
-                                       float distance=0;
-                                       closest=currenthotspot;
-                                       for(i=0;i<numhotspots;i++){
-                                               distance=findDistancefast(&player[0].coords,&hotspot[i]);
-                                               if(closestdist==-1||distance<closestdist){
-                                                       if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
-                                                               closestdist=distance;
-                                                               closest=i;
-                                                       }
-                                               }
-                                       }
-                                       if(closest!=-1)
-                                               currenthotspot=closest;
-                                       if(currenthotspot!=-1){
-                                               if(hotspottype[closest]<=10){
-                                                       if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
-                                                               tutorialstagetime=0;
-                                                       tutorialmaxtime=1;
-                                                       tutorialopac=tutorialmaxtime-tutorialstagetime;
-                                                       if(tutorialopac>1)tutorialopac=1;
-                                                       if(tutorialopac<0)tutorialopac=0;
-
-                                                       sprintf (string, "%s", hotspottext[closest]);
-
-                                                       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'){
-                                                                       glColor4f(0,0,0,tutorialopac);
-                                                                       text.glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                                       glColor4f(1,1,1,tutorialopac);
-                                                                       text.glPrint(screenwidth/2-7.6*(i-lastline)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                                       lastline=i+1;
-                                                                       line++;
-                                                                       if(string[i]=='\0')done=1;
-                                                               }
-                                                               if(i>=255)done=1;
-                                                               i++;
-                                                       }
-                                               }
-                                               else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
-                                                       whichdialogue=hotspottype[closest]-20;
-                                                       for(j=0;j<numdialogueboxes[whichdialogue];j++){
-                                                               player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].velocity=0;
-                                                               player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
-                                                               player[participantfocus[whichdialogue][j]].targetframe=0;
-                                                       }
-                                                       directing=0;
-                                                       indialogue=0;
-                                                       dialoguegonethrough[whichdialogue]++;
-                                                       if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                               int whichsoundplay;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                               emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               if(indialogue!=-1&&!mainmenu){
-                                       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
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
-                                       glScalef(screenwidth,screenheight/4,1);
-                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                       glEnable(GL_BLEND);
-
-                                       glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
-                                       glBegin(GL_QUADS);
-                                       glVertex3f(0,           0,       0.0f);
-                                       glVertex3f(1,   0,       0.0f);
-                                       glVertex3f(1,   1, 0.0f);
-                                       glVertex3f(0,   1, 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);
-
-                                       tutorialopac=1;
-
-                                       float startx;
-                                       float starty;
-
-                                       startx=screenwidth*1/5;
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
-
-                                       char tempname[264];
-                                       bool goodchar;
-                                       int tempnum=0;
-                                       for(i=0;i<264;i++){
-                                               tempname[i]='\0';
-                                       }
-
-                                       for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
-                                               tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
-                                               goodchar=1;
-                                               if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
-                                               if(goodchar)
-                                                       tempnum++;
-                                               else
-                                                       tempname[tempnum]='\0';
-                                       }
-
-                                       sprintf (string, "%s: ", tempname);
-
-                                       if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
-                                               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);
-                                               glColor4f(0.7,0.7,0.7,tutorialopac);
-                                               text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
-                                       }
-                                       else
-                                       {
-                                               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;
-                                       for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
-                                               tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
-                                               if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
-                                       }
-
-                                       sprintf (string, "%s", tempname);
-
-                                       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'){
-                                                       if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
-                                                               glColor4f(0,0,0,tutorialopac);
-                                                               text.glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                               glColor4f(1,1,1,tutorialopac);
-                                                               text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                       }
-                                                       else
-                                                       {
-                                                               glColor4f(0,0,0,tutorialopac);
-                                                               text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                       }
-                                                       lastline=i+1;
-                                                       line++;
-                                                       if(string[i]=='\0')done=1;
-                                               }
-                                               if(i>=255)done=1;
-                                               i++;
-                                       }
-                               }       
-
-                               if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
-                                       if(campaign){
-                                               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);
-
-
-                               if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
-                                       sprintf (string, "The framespersecond is %d.",(int)(fps));
-                                       text.glPrint(10,30,string,0,.8,1024,768);
-
-                                       sprintf (string, "Name: %s", registrationname);
-                                       text.glPrint(10,260,string,0,.8,1024,768);
-
-
-                                       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);
-                                               text.glPrint(10,75,string,0,.8,1024,768);
-                                               if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
-                                               else sprintf (string, "Object rotation: Random");
-                                               text.glPrint(10,90,string,0,.8,1024,768);
-                                               if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
-                                               else sprintf (string, "Object rotation2: Random");
-                                               text.glPrint(10,105,string,0,.8,1024,768);
-                                               sprintf (string, "Object type: %d",editortype);
-                                               text.glPrint(10,120,string,0,.8,1024,768);
-                                               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);
-                                               text.glPrint(10,155,string,0,.8,1024,768);
-                                               sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
-                                               text.glPrint(10,140,string,0,.8,1024,768);
-                                       }
-                                       sprintf (string, "Difficulty: %d",difficulty);
-                                       text.glPrint(10,240,string,0,.8,1024,768);
-
-                               }
+            if(tutoriallevel==1){
+                tutorialopac=tutorialmaxtime-tutorialstagetime;
+                if(tutorialopac>1)tutorialopac=1;
+                if(tutorialopac<0)tutorialopac=0;
+
+                sprintf (string, " ");
+                sprintf (string2, " ");
+                sprintf (string3, " ");
+                if(tutorialstage==0){
+                    sprintf (string, " ");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==1){
+                    sprintf (string, "Welcome to the Lugaru training level!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==2){
+                    sprintf (string, "BASIC MOVEMENT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==3){
+                    sprintf (string, "You can move the mouse to rotate the camera.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==4){
+                    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.",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.",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.",Input::keyToChar(crouchkey));
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==8){
+                    sprintf (string, "While crouching, you can sneak around silently");
+                    sprintf (string2, "using the movement keys.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==9){
+                    sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
+                    sprintf (string2, "to run animal-style.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==10){
+                    sprintf (string, "ADVANCED MOVEMENT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==11){
+                    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.",Input::keyToChar(jumpkey));
+                    sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==13){
+                    sprintf (string, "BASIC COMBAT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==14){
+                    sprintf (string, "There is now an imaginary enemy");
+                    sprintf (string2, "in the middle of the training area.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==15){
+                    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, " ");
+                }
+                if(tutorialstage==16){
+                    sprintf (string, "If you are close, you will perform a weak punch.");
+                    sprintf (string2, "The weak punch is excellent for starting attack combinations.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==17){
+                    sprintf (string, "Attacking while running results in a spin kick.");
+                    sprintf (string2, "This is one of your most powerful ground attacks.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==18){
+                    sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
+                    sprintf (string2, "This is a very fast attack, and easy to follow up.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==19){
+                    sprintf (string, "When an enemy is on the ground, you can deal some extra");
+                    sprintf (string2, "damage by running up and drop-kicking him.");
+                    sprintf (string3, "(Try knocking them down with a sweep first)");
+                }
+                if(tutorialstage==20){
+                    sprintf (string, "Your most powerful individual attack is the rabbit kick.");
+                    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.");
+                    sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
+                    if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
+                    else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
+                }
+                if(tutorialstage==22){
+                    sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
+                    sprintf (string2, "him instantly. Move close behind this enemy");
+                    sprintf (string3, "and attack.");
+                }
+                if(tutorialstage==23){
+                    sprintf (string, "Another important attack is the wall kick. When an enemy");
+                    sprintf (string2, "is near a wall, perform a walljump nearby and hold");
+                    sprintf (string3, "the attack key during impact with the wall.");
+                }
+                if(tutorialstage==24){
+                    sprintf (string, "You can tackle enemies by running at them animal-style");
+                    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){
+                    sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
+                    sprintf (string2, "against enemies with swords or other long weapons.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==26){
+                    sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==27){
+                    sprintf (string, "The enemy can now reverse your attacks.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                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.",Input::keyToChar(crouchkey));
+                }
+                if(tutorialstage==29){
+                    sprintf (string, "Try escaping from two more reversals in a row.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==30){
+                    sprintf (string, "Good!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==31){
+                    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.");
+                }
+                if(tutorialstage==32){
+                    sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+                    sprintf (string2, "This imaginary opponents attacks will be highlighted");
+                    sprintf (string3, "to make this easier.");
+                }
+                if(tutorialstage==33){
+                    sprintf (string, "Reverse three enemy attacks!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==34){
+                    sprintf (string, "Reverse two more enemy attacks!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==35){
+                    sprintf (string, "Reverse one more enemy attack!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==36){
+                    sprintf (string, "Excellent!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==37){
+                    sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+                    sprintf (string2, "Damage dealt: %d",(int)damagedealt);
+                    sprintf (string3, "Damage taken: %d.",(int)damagetaken);
+                }
+                if(tutorialstage==38){
+                    sprintf (string, "WEAPONS:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==39){
+                    sprintf (string, "There is now an imaginary knife");
+                    sprintf (string2, "in the center of the training area.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==40){
+                    sprintf (string, "Stand, roll or handspring over the knife");
+                    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.",Input::keyToChar(drawkey));
+                    sprintf (string2, "Sometimes it is best to keep them unequipped to");
+                    sprintf (string3, "prevent enemies from taking them. ");
+                }
+                if(tutorialstage==42){
+                    sprintf (string, "The knife is the smallest weapon and the least encumbering.");
+                    sprintf (string2, "You can equip or unequip it while standing, crouching,");
+                    sprintf (string3, "running or flipping.");
+                }
+                if(tutorialstage==43){
+                    sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
+                    sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
+                    sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
+                }
+                if(tutorialstage==44){
+                    sprintf (string, "The enemy now has your knife!");
+                    sprintf (string2, "Please reverse two of his knife attacks.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==45){
+                    sprintf (string, "Please reverse one more of his knife attacks.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==46){
+                    sprintf (string, "Now he has a sword!");
+                    sprintf (string2, "The sword has longer reach than your arms, so you");
+                    sprintf (string3, "must move close to reverse the sword slash.");
+                }
+                if(tutorialstage==47){
+                    sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
+                    sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
+                    sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
+                }
+                if(tutorialstage==48){
+                    sprintf (string, "The staff is like the sword, but has two main attacks.");
+                    sprintf (string2, "The standing smash is fast and effective, and the running");
+                    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.",Input::keyToChar(throwkey));
+                    sprintf (string2, "It is possible to throw the knife while flipping,");
+                    sprintf (string3, "but it is very inaccurate.");
+                }
+                if(tutorialstage==50){
+                    sprintf (string, "You now know everything you can learn from training.");
+                    sprintf (string2, "Everything else you must learn from experience!");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==51){
+                    sprintf (string, "Walk out of the training area to return to the main menu.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+
+                glColor4f(0,0,0,tutorialopac);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+                glColor4f(1,1,1,tutorialopac);
+                text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+                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.",Input::keyToChar(jumpkey));
+                sprintf (string2, "Press escape at any time to");
+                sprintf (string3, "pause or exit the tutorial.");
+
+                glColor4f(0,0,0,1);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
+                text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
+                glColor4f(0.5,0.5,0.5,1);
+                text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
+                text->glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
+                text->glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
+            }
+            //Hot spots        
+
+            if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
+                int closest=-1;
+                float closestdist=-1;
+                float distance=0;
+                closest=currenthotspot;
+                for(i=0;i<numhotspots;i++){
+                    distance=distsq(&player[0].coords,&hotspot[i]);
+                    if(closestdist==-1||distance<closestdist){
+                        if(distsq(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
+                            closestdist=distance;
+                            closest=i;
+                        }
+                    }
+                }
+                if(closest!=-1)
+                    currenthotspot=closest;
+                if(currenthotspot!=-1){
+                    if(hotspottype[closest]<=10){
+                        if(distsq(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
+                            tutorialstagetime=0;
+                        tutorialmaxtime=1;
+                        tutorialopac=tutorialmaxtime-tutorialstagetime;
+                        if(tutorialopac>1)tutorialopac=1;
+                        if(tutorialopac<0)tutorialopac=0;
+
+                        sprintf (string, "%s", hotspottext[closest]);
+
+                        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'){
+                                glColor4f(0,0,0,tutorialopac);
+                                text->glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                                glColor4f(1,1,1,tutorialopac);
+                                text->glPrint(screenwidth/2-7.6*(i-lastline)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                                lastline=i+1;
+                                line++;
+                                if(string[i]=='\0')done=1;
+                            }
+                            if(i>=255)done=1;
+                            i++;
+                        }
+                    } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
+                        whichdialogue=hotspottype[closest]-20;
+                        for(j=0;j<numdialogueboxes[whichdialogue];j++){
+                            player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].velocity=0;
+                            player[participantfocus[whichdialogue][j]].animTarget=player[participantfocus[whichdialogue][j]].getIdle();
+                            player[participantfocus[whichdialogue][j]].frameTarget=0;
+                        }
+                        directing=0;
+                        indialogue=0;
+                        dialoguegonethrough[whichdialogue]++;
+                        if(dialogueboxsound[whichdialogue][indialogue]!=0){
+                            int whichsoundplay;
+                            if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
+                            if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
+                            if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
+                            emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
+                        }
+                    }
+                }
+            }
+
+            if(indialogue!=-1&&!mainmenu){
+                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
+                if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
+                glScalef(screenwidth,screenheight/4,1);
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                glEnable(GL_BLEND);
+
+                glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
+                glBegin(GL_QUADS);
+                glVertex3f(0,          0,       0.0f);
+                glVertex3f(1,  0,       0.0f);
+                glVertex3f(1,  1, 0.0f);
+                glVertex3f(0,  1, 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);
+
+                tutorialopac=1;
+
+                float startx;
+                float starty;
+
+                startx=screenwidth*1/5;
+                if(dialogueboxlocation[whichdialogue][indialogue]==1)
+                    starty=screenheight/16+screenheight*4/5;
+                if(dialogueboxlocation[whichdialogue][indialogue]==2)
+                    starty=screenheight*1/5-screenheight/16;
+
+                char tempname[264];
+                bool goodchar;
+                int tempnum=0;
+                for(i=0;i<264;i++){
+                    tempname[i]='\0';
+                }
+
+                for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
+                    tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
+                    goodchar=1;
+                    if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
+                    if(goodchar)
+                        tempnum++;
+                    else
+                        tempname[tempnum]='\0';
+                }
+
+                sprintf (string, "%s: ", tempname);
+
+                if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+                    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);
+                    glColor4f(0.7,0.7,0.7,tutorialopac);
+                    text->glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+                }
+                else
+                {
+                    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;
+                for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
+                    tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
+                    if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
+                }
+
+                sprintf (string, "%s", tempname);
+
+                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'){
+                        if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+                            glColor4f(0,0,0,tutorialopac);
+                            text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                            glColor4f(1,1,1,tutorialopac);
+                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                        }
+                        else
+                        {
+                            glColor4f(0,0,0,tutorialopac);
+                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                        }
+                        lastline=i+1;
+                        line++;
+                        if(string[i]=='\0')done=1;
+                    }
+                    if(i>=255)done=1;
+                    i++;
+                }
+            }
+
+            if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
+                if(campaign){
+                    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);
+
+
+            if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
+                sprintf (string, "The framespersecond is %d.",(int)(fps));
+                text->glPrint(10,30,string,0,.8,1024,768);
+
+                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);
+                    text->glPrint(10,75,string,0,.8,1024,768);
+                    if(editoryaw>=0)sprintf (string, "Object yaw: %f",editoryaw);
+                    else sprintf (string, "Object yaw: Random");
+                    text->glPrint(10,90,string,0,.8,1024,768);
+                    if(editorpitch>=0)sprintf (string, "Object pitch: %f",editorpitch);
+                    else sprintf (string, "Object pitch: Random");
+                    text->glPrint(10,105,string,0,.8,1024,768);
+                    sprintf (string, "Object type: %d",editortype);
+                    text->glPrint(10,120,string,0,.8,1024,768);
+                    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);
+                    text->glPrint(10,155,string,0,.8,1024,768);
+                    sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
+                    text->glPrint(10,140,string,0,.8,1024,768);
+                }
+                sprintf (string, "Difficulty: %d",difficulty);
+                text->glPrint(10,240,string,0,.8,1024,768);
+
+            }
                }
 
                if(drawmode==glowmode){
@@ -1322,7 +1359,7 @@ int Game::DrawGLScene(StereoSide side)
                        glDepthMask(1);
                }
 
-               if(flashamount>0&&damageeffects){
+               if(flashamount>0&&damageeffects) {
                        if(flashamount>1)flashamount=1;
                        if(flashdelay<=0)flashamount-=multiplier;
                        flashdelay--;
@@ -1358,31 +1395,30 @@ int Game::DrawGLScene(StereoSide side)
                        glDepthMask(1);
                }       
 
-               if(!console){
+               if(!console) {
                        displaytime[0]=0;
                        glEnable(GL_TEXTURE_2D);
                        glColor4f(1,1,1,1);
                        if(chatting){
                                sprintf (string, " ]");
-                               text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
+                               text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
                                if(displayblink){
                                        sprintf (string, "_");
-                                       text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
+                                       text->glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
                                }
                        }
-                       for(i=0;i<15;i++){
+                       for(i=0;i<15;i++)
                                if((i!=0||chatting)&&displaytime[i]<4)
-                                       for(j=0;j<displaychars[i];j++){
+                                       for(j=0;j<displaychars[i];j++) {
                                                glColor4f(1,1,1,4-displaytime[i]);
-                                               if(j<displaychars[i]){
+                                               if(j<displaychars[i]) {
                                                        sprintf (string, "%c",displaytext[i][j]);
-                                                       text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
+                                                       text->glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
                                                }
                                        }
-                       }
                }
 
-               if(minimap&&indialogue==-1){
+               if(difficulty<2&&indialogue==-1){  // minimap
                        float mapviewdist = 20000;
 
                        glDisable(GL_DEPTH_TEST);
@@ -1435,19 +1471,19 @@ int Game::DrawGLScene(StereoSide side)
 
                        float maxdistance=0;
                        float tempdist;
-                       int whichclosest;
+                       //~ int whichclosest;
                        for(i=0;i<objects.numobjects;i++){
-                               tempdist=findDistancefast(&center,&objects.position[i]);
+                               tempdist=distsq(&center,&objects.position[i]);
                                if(tempdist>maxdistance){
-                                       whichclosest=i;
+                                       //~ whichclosest=i;
                                        maxdistance=tempdist;
                                }
                        }
                        for(i=0;i<numplayers;i++){
                                if(!player[i].dead){
-                                       tempdist=findDistancefast(&center,&player[i].coords);
+                                       tempdist=distsq(&center,&player[i].coords);
                                        if(tempdist>maxdistance){
-                                               whichclosest=i;
+                                               //~ whichclosest=i;
                                                maxdistance=tempdist;
                                        }
                                }
@@ -1460,17 +1496,17 @@ int Game::DrawGLScene(StereoSide side)
                        glPushMatrix();
                        glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
                        glPopMatrix();
-                       glRotatef(player[0].lookrotation*-1+180,0,0,1);
+                       glRotatef(player[0].lookyaw*-1+180,0,0,1);
                        glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
                        for(i=0;i<objects.numobjects;i++){
                                if(objects.type[i]==treetrunktype){
-                                       distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
+                                       distcheck=distsq(&player[0].coords,&objects.position[i]);
                                        if(distcheck<mapviewdist){
-                                               glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+                        Mapcircletexture.bind();
                                                glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
                                                glPushMatrix();
                                                glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
-                                               glRotatef(objects.rotation[i],0,0,1);
+                                               glRotatef(objects.yaw[i],0,0,1);
                                                glScalef(.003,.003,.003);
                                                glBegin(GL_QUADS);
                                                glTexCoord2f(0,0);
@@ -1486,13 +1522,13 @@ int Game::DrawGLScene(StereoSide side)
                                        }
                                }
                                if(objects.type[i]==boxtype){
-                                       distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
+                                       distcheck=distsq(&player[0].coords,&objects.position[i]);
                                        if(distcheck<mapviewdist){
-                                               glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
+                                               Mapboxtexture.bind();
                                                glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
                                                glPushMatrix();
                                                glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
-                                               glRotatef(objects.rotation[i],0,0,1);
+                                               glRotatef(objects.yaw[i],0,0,1);
                                                glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
                                                glBegin(GL_QUADS);
                                                glTexCoord2f(0,0);
@@ -1509,7 +1545,7 @@ int Game::DrawGLScene(StereoSide side)
                                }
                        }
                        if(editorenabled){
-                               glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+                               Mapcircletexture.bind();
                                for(i=0;i<numboundaries;i++){
                                        glColor4f(0,0,0,opac/3);
                                        glPushMatrix();
@@ -1529,10 +1565,10 @@ int Game::DrawGLScene(StereoSide side)
                                }
                        }
                        for(i=0;i<numplayers;i++){
-                               distcheck=findDistancefast(&player[0].coords,&player[i].coords);
+                               distcheck=distsq(&player[0].coords,&player[i].coords);
                                if(distcheck<mapviewdist){
                                        glPushMatrix();
-                                       glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
+                    Maparrowtexture.bind();
                                        if(i==0)glColor4f(1,1,1,opac);
                                        else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
                                        else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
@@ -1540,7 +1576,7 @@ int Game::DrawGLScene(StereoSide side)
                                        else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
                                        else glColor4f(1,1,0,1);
                                        glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
-                                       glRotatef(player[i].rotation+180,0,0,1);
+                                       glRotatef(player[i].yaw+180,0,0,1);
                                        glScalef(.005,.005,.005);
                                        glBegin(GL_QUADS);
                                        glTexCoord2f(0,0);
@@ -1611,7 +1647,7 @@ int Game::DrawGLScene(StereoSide side)
                                glEnable(GL_TEXTURE_2D);
                                glColor4f(1,1,1,1);
                                sprintf (string, "Loading...");
-                               text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
+                               text->glPrint(1024/2-90,768/2,string,1,2,1024,768);
                        }
                        loading=2;
                        //if(ismotionblur)drawmode=motionblurmode;
@@ -1661,16 +1697,16 @@ int Game::DrawGLScene(StereoSide side)
                        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);
+                       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);
+                       text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
 
                        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);
+                       text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
 
                        char temp[255];
 
@@ -1680,14 +1716,14 @@ int Game::DrawGLScene(StereoSide side)
                        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);
+                       text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
 
                        //Awards
                        int awards[award_count];
                        int numawards = award_awards(awards);
 
                        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);
+                         text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
                }
 
                if(drawmode!=normalmode){
@@ -1731,7 +1767,7 @@ int Game::DrawGLScene(StereoSide side)
                }
 
                glClear(GL_DEPTH_BUFFER_BIT);
-               ReSizeGLScene(90,.1f);
+        Game::ReSizeGLScene(90,.1f);
                glViewport(0,0,screenwidth,screenheight);       
 
                if(drawmode!=normalmode){
@@ -1945,20 +1981,19 @@ int Game::DrawGLScene(StereoSide side)
                        if(consoleselected>=60)
                                offset=consoleselected-60;
                        sprintf (string, " ]");
-                       text.glPrint(10,30,string,0,1,1024,768);
+                       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);
+                               text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
                        }
-                       for(i=0;i<15;i++){
+                       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);
+                                               text->glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
                                        }
                                }
-                       }
                }
        }
 
@@ -1998,801 +2033,69 @@ int Game::DrawGLScene(StereoSide side)
        return 0;
 }
 
-void Game::LoadCampaign() {
-       ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
-       ipstream.ignore(256,':');
-       ipstream >> campaignnumlevels;
-       for(int i=0;i<campaignnumlevels;i++){
-               ipstream.ignore(256,':');
-               ipstream.ignore(256,':');
-               ipstream.ignore(256,' ');
-               ipstream >> campaignmapname[i];
-               ipstream.ignore(256,':');
-               ipstream >> campaigndescription[i];
-               for(int j=0;j<256;j++){
-                       if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
-               }
-               ipstream.ignore(256,':');
-               ipstream >> campaignchoosenext[i];
-               ipstream.ignore(256,':');
-               ipstream >> campaignnumnext[i];
-               for(int j=0;j<campaignnumnext[i];j++){
-                       ipstream.ignore(256,':');
-                       ipstream >> campaignnextlevel[i][j];
-                       campaignnextlevel[i][j]-=1;
-               }
-               ipstream.ignore(256,':');
-               ipstream >> campaignlocationx[i];
-               ipstream.ignore(256,':');
-               ipstream >> campaignlocationy[i];
-       }
-       ipstream.close();
-
-       for(int i=0;i<campaignnumlevels;i++){
-               levelvisible[i]=0;
-               levelhighlight[i]=0;
-       }
-
-       levelorder[0]=0;
-       levelvisible[0]=1;
-       for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
-               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
-               levelvisible[levelorder[i+1]]=1;
-       }
-       int whichlevelstart = (accountactive?accountactive->getCampaignChoicesMade():0)-1;
-       if(whichlevelstart<0){
-               if(accountactive) {
-                       accountactive->setCampaignScore(0);
-                       accountactive->resetFasttime();
-               }
-               campaignchoicenum=1;
-               campaignchoicewhich[0]=0;
-       }
-       else
-       {
-               campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
-               for(int i=0;i<campaignchoicenum;i++){
-                       campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
-                       levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                       levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-               }
-       }
-}
-
-void Game::DrawMenu()
-{
-       int i,j;
-       static float lastcheck;
-
-       lastcheck+=multiplier;
-       
+void DrawMenu() {
        // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
        SDL_Delay(15);
 
        glDrawBuffer(GL_BACK);
        glReadBuffer(GL_BACK);
        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-       ReSizeGLScene(90,.1f);
-
-       int temptexdetail;
-       temptexdetail=texdetail;
-       if(texdetail>2)texdetail=2;
-       if(mainmenu!=oldmainmenu&&oldmainmenu!=0){
-               if(mainmenu==1){
-                       LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
-                       LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-               }
-               if(mainmenu==2){
-                       LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
-                       LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
-               }
-       }
-       if(lastcheck>.5||oldmainmenu!=mainmenu){
-               if(mainmenu==5){
-                       LoadCampaign();
-               }
-       }
-       if(mainmenu==5){
-               lastcheck=0;
-       }
-
-       texdetail=temptexdetail;
+    Game::ReSizeGLScene(90,.1f);
 
-       oldmainmenu=mainmenu;
-
-       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);
-               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();
+    //draw menu background
+       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
-
-               if(mainmenu==3){
-                       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;
-                       starty[0]=440;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       if(newdetail==2)sprintf (menustring[1], "Detail: High");
-                       else if(newdetail==1)sprintf (menustring[1], "Detail: Medium");
-                       else sprintf (menustring[1], "Detail: Low");
-                       startx[1]=10+60;
-                       starty[1]=405;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)");
-                       if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail");
-                       if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off");
-                       startx[2]=10+70;
-                       starty[2]=370;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-
-                       if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane");
-                       if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult");
-                       if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier");
-                       startx[3]=10+20-1000;
-                       starty[3]=335-1000;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       endy[3]=starty[3]+20;
-
-                       if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
-                       if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
-                       startx[4]=10;
-                       starty[4]=335;
-                       endx[4]=startx[4]+strlen(menustring[4])*10;
-                       endy[4]=starty[4]+20;
-
-                       if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
-                       if(decals==0)sprintf (menustring[5], "Decals: Disabled");
-                       startx[5]=10+60;
-                       starty[5]=300;
-                       endx[5]=startx[5]+strlen(menustring[5])*10;
-                       endy[5]=starty[5]+20;
-
-                       if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
-                       if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
-                       startx[6]=10+70;
-                       starty[6]=265;
-                       endx[6]=startx[6]+strlen(menustring[6])*10;
-                       endy[6]=starty[6]+20;
-
-                       if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
-                       if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
-                       startx[9]=10;
-                       starty[9]=230;
-                       endx[9]=startx[9]+strlen(menustring[9])*10;
-                       endy[9]=starty[9]+20;
-
-                       sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
-                       startx[10]=20;
-                       starty[10]=195;
-                       endx[10]=startx[10]+strlen(menustring[10])*10;
-                       endy[10]=starty[10]+20;
-                       
-                       sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
-                       startx[11]=10+60;
-                       starty[11]=160;
-                       endx[11]=startx[11]+strlen(menustring[11])*10;
-                       endy[11]=starty[11]+20;
-                       
-                       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;
-                       
-                       sprintf (menustring[7], "-Configure Controls-");
-                       startx[7]=10+15;
-                       starty[7]=90;
-                       endx[7]=startx[7]+strlen(menustring[7])*10;
-                       endy[7]=starty[7]+20;
-
-                       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;
-                       
-                       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;
-                       endx[8]=startx[8]+strlen(menustring[8])*10;
-                       starty[8]=10;
-                       endy[8]=starty[8]+20;
-               }
-
-               if(mainmenu==4){                        
-                       nummenuitems=10;
-                       if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
-                       else sprintf (menustring[0], "Forwards: _");
-                       startx[0]=10;
-                       starty[0]=400;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
-                       else sprintf (menustring[1], "Back: _");
-                       startx[1]=10+40;
-                       starty[1]=360;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
-                       else sprintf (menustring[2], "Left: _");
-                       startx[2]=10+40;
-                       starty[2]=320;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-
-                       if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
-                       else sprintf (menustring[3], "Right: _");
-                       startx[3]=10+30;
-                       starty[3]=280;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       endy[3]=starty[3]+20;
-
-                       if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
-                       else sprintf (menustring[4], "Crouch: _");
-                       startx[4]=10+20;
-                       starty[4]=240;
-                       endx[4]=startx[4]+strlen(menustring[4])*10;
-                       endy[4]=starty[4]+20;
-
-                       if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
-                       else sprintf (menustring[5], "Jump: _");
-                       startx[5]=10+40;
-                       starty[5]=200;
-                       endx[5]=startx[5]+strlen(menustring[5])*10;
-                       endy[5]=starty[5]+20;
-
-                       if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
-                       else sprintf (menustring[6], "Draw: _");
-                       startx[6]=10+40;
-                       starty[6]=160;
-                       endx[6]=startx[6]+strlen(menustring[6])*10;
-                       endy[6]=starty[6]+20;
-
-                       if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
-                       else sprintf (menustring[7], "Throw: _");
-                       startx[7]=10+30;
-                       starty[7]=120;
-                       endx[7]=startx[7]+strlen(menustring[7])*10;
-                       endy[7]=starty[7]+20;
-
-                       if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
-                       else sprintf (menustring[8], "Attack: _");
-                       startx[8]=10+20;
-                       starty[8]=80;
-                       endx[8]=startx[8]+strlen(menustring[8])*10;
-                       endy[8]=starty[8]+20;
-
-
-
-                       sprintf (menustring[9], "Back");
-                       startx[9]=10;
-                       endx[9]=startx[9]+strlen(menustring[9])*10;
-                       starty[9]=10;
-                       endy[9]=starty[9]+20;
-               }
-               if(mainmenu==5){                        
-                       nummenuitems=7+(accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum;
-
-                       sprintf (menustring[0], "%s",accountactive->getName());
-                       startx[0]=5;
-                       starty[0]=400;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       sprintf (menustring[1], "Tutorial");
-                       startx[1]=5;
-                       starty[1]=300;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       sprintf (menustring[2], "Challenge");
-                       startx[2]=5;
-                       starty[2]=240;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-
-                       sprintf (menustring[3], "Delete User");
-                       startx[3]=400;
-                       starty[3]=10;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       endy[3]=starty[3]+20;
-
-                       sprintf (menustring[4], "Main Menu");
-                       startx[4]=5;
-                       starty[4]=10;
-                       endx[4]=startx[4]+strlen(menustring[4])*10;
-                       endy[4]=starty[4]+20;
-
-                       sprintf (menustring[5], "Change User");
-                       startx[5]=5;
-                       endx[5]=startx[5]+strlen(menustring[5])*10;
-                       starty[5]=180;
-                       endy[5]=starty[5]+20;
-
-                       //World
-
-                       sprintf (menustring[6], "World");
-                       startx[6]=30+120;
-                       starty[6]=30+480-400-50;
-                       endx[6]=startx[6]+400;
-                       endy[6]=30+480-50;
-
-                       if((accountactive?accountactive->getCampaignChoicesMade():0)) {
-                               for(i=0;i<(accountactive?accountactive->getCampaignChoicesMade():0);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;
-                                       endx[7+i]=startx[7+i]+10;
-                                       endy[7+i]=starty[7+i]+10;
-                               }
-                       }
-
-                       if(campaignchoicenum>0)
-                               for(i=(accountactive?accountactive->getCampaignChoicesMade():0);i<(accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum;i++){
-                                       sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
-                                       startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-((accountactive?accountactive->getCampaignChoicesMade():0))]]*400/512;
-                                       starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-((accountactive?accountactive->getCampaignChoicesMade():0))]])*400/512;
-                                       endx[7+i]=startx[7+i]+10;
-                                       endy[7+i]=starty[7+i]+10;
-                               }
-               }
-
-               if(mainmenu==6){                        
-                       nummenuitems=3;
-
-                       sprintf (menustring[0], "Are you sure you want to delete this user?");
-                       startx[0]=10;
-                       starty[0]=400;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       sprintf (menustring[1], "Yes");
-                       startx[1]=10;
-                       starty[1]=360;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       sprintf (menustring[2], "No");
-                       startx[2]=10;
-                       starty[2]=320;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-
-                       sprintf (menustring[3], "Extra 4");
-                       startx[3]=10;
-                       starty[3]=280;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       endy[3]=starty[3]+20;
-
-                       sprintf (menustring[4], "Extra 5");
-                       startx[4]=10;
-                       starty[4]=240;
-                       endx[4]=startx[4]+strlen(menustring[4])*10;
-                       endy[4]=starty[4]+20;
-
-                       sprintf (menustring[5], "Back");
-                       startx[5]=10;
-                       endx[5]=startx[5]+strlen(menustring[5])*10;
-                       starty[5]=10;
-                       endy[5]=starty[5]+20;
-               }
-
-               if(mainmenu==7){        
-                       nummenuitems=Account::getNbAccounts()+2;
-
-                       int num;
-
-                       if(Account::getNbAccounts()<8)
-                               sprintf (menustring[0], "New User");
-                       else
-                               sprintf (menustring[0], "No More Users");
-                       startx[0]=10;
-                       starty[0]=400;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       if(entername)
-                               startx[0]+=10;
-
-
-                       num=1;
-                       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;
-                               endy[num]=starty[num]+20;
-
-                               num++;
-                       }
-
-                       sprintf (menustring[num], "Back");
-                       startx[num]=10;
-                       endx[num]=startx[num]+strlen(menustring[num])*10;
-                       starty[num]=10;
-                       endy[num]=starty[num]+20;
-               }
-               if(mainmenu==8){                        
-                       nummenuitems=3;
-
-                       sprintf (menustring[0], "Easier");
-                       startx[0]=10;
-                       starty[0]=400;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       sprintf (menustring[1], "Difficult");
-                       startx[1]=10;
-                       starty[1]=360;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       sprintf (menustring[2], "Insane");
-                       startx[2]=10;
-                       starty[2]=320;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-               }
-               if(mainmenu==9){                        
-                       int tempncl;
-                       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)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)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
-                               strcat(menustring[j],temp);
-                               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;
-                               starty[j]=400-j*25;
-                               endx[j]=startx[j]+strlen(menustring[j])*10;
-                               endy[j]=starty[j]+20;
-                       }
-
-                       sprintf (menustring[numchallengelevels], "Back");
-                       startx[numchallengelevels]=10;
-                       endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
-                       starty[numchallengelevels]=10;
-                       endy[numchallengelevels]=starty[numchallengelevels]+20;
-
-                       sprintf (menustring[numchallengelevels+1], "             High Score      Best Time");
-                       startx[numchallengelevels+1]=10;
-                       starty[numchallengelevels+1]=440;
-                       endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
-                       endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
-
-                       //numchallengelevels=tempncl;
-
-               }
-               if(mainmenu==10){                       
-                       nummenuitems=6;
-                       char temp[255];
-
-                       sprintf (menustring[0], "Congratulations!");
-                       startx[0]=220;
-                       starty[0]=330;
-                       endx[0]=startx[0]+strlen(menustring[0])*10;
-                       endy[0]=starty[0]+20;
-
-                       sprintf (menustring[1], "You have avenged your family and");
-                       startx[1]=140;
-                       starty[1]=300;
-                       endx[1]=startx[1]+strlen(menustring[1])*10;
-                       endy[1]=starty[1]+20;
-
-                       sprintf (menustring[2], "restored peace to the island of Lugaru.");
-                       startx[2]=110;
-                       starty[2]=270;
-                       endx[2]=startx[2]+strlen(menustring[2])*10;
-                       endy[2]=starty[2]+20;
-
-                       sprintf (menustring[3], "Back");
-                       startx[3]=10;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       starty[3]=10;
-                       endy[3]=starty[3]+20;
-
-                       for(i=0;i<255;i++)menustring[4][i]='\0';
-                       sprintf (temp, "Your score:");
-                       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)accountactive->getCampaignScore());
-                       strcat(menustring[4],temp);
-                       startx[4]=190;
-                       endx[4]=startx[4]+strlen(menustring[4])*10;
-                       starty[4]=200;
-                       endy[4]=starty[4]+20;
-                       for(i=0;i<255;i++)menustring[5][i]='\0';
-                       sprintf (temp, "Highest score:");
-                       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)accountactive->getCampaignHighScore());
-                       strcat(menustring[5],temp);
-                       startx[5]=190;
-                       endx[5]=startx[5]+strlen(menustring[5])*10;
-                       starty[5]=180;
-                       endy[5]=starty[5]+20;
-               }
-               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;
-                       
-                       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;
-
-                       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;
-                       
-                       sprintf (menustring[3], "Back");
-                       startx[3]=10;
-                       endx[3]=startx[3]+strlen(menustring[3])*10;
-                       starty[3]=10;
-                       endy[3]=starty[3]+20;
-               }
-       }
-
-       if(mainmenu==1||mainmenu==2){
-               nummenuitems=7;
-               startx[0]=150;
-               starty[0]=480-128;
-               endx[0]=150+256;
-               endy[0]=480;
-
-               startx[1]=18;
-               starty[1]=480-152-32;
-               endx[1]=18+128;
-               endy[1]=480-152;
-
-               startx[2]=18;
-               starty[2]=480-228-32;
-               endx[2]=2+128;
-               endy[2]=480-228;
-
-               if(mainmenu==1){
-                       startx[3]=18;
-                       starty[3]=480-306-32;
-                       endx[3]=22+64;
-                       endy[3]=480-306;
-               }
-
-               if(mainmenu==2){
-                       startx[3]=18;
-                       starty[3]=480-306-32;
-                       endx[3]=22+128;
-                       endy[3]=480-306;
-               }
-
-               /*startx[4]=150;
-               starty[4]=480-256;
-               endx[4]=150+256;
-               endy[4]=480;
-               */
-               /*if(anim==0){
-                       startx[4]=380;
-                       starty[4]=480-140-256;
-                       endx[4]=380+256;
-                       endy[4]=480-140;
-
-                       startx[5]=145;
-                       starty[5]=480-138-256;
-                       endx[5]=145+256;
-                       endy[5]=480-138;
-
-                       startx[6]=254;
-                       starty[6]=480-144-256;
-                       endx[6]=254+256;
-                       endy[6]=480-144;
-               }*/
-       }
-
-       selected=-1;
-
-       if(mainmenu==1||mainmenu==2)
-               for(i=1;i<4;i++){
-                       if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
-                               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.
-                       }
-               }
-
-       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])/2-(640+190)/2;
-                       offsety[i]=(starty[i]+endy[i])/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();
+                       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);
+                                       glBegin(GL_QUADS);
+                                       glVertex3f(-1,-1,0);
+                                       glVertex3f(+1,-1,0);
+                                       glVertex3f(+1,+1,0);
+                                       glVertex3f(-1,+1,0);
+                                       glEnd();
+                               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);
+                               Game::Mainmenuitems[4].bind();
+                                       glBegin(GL_QUADS);
+                                       glTexCoord2f(0,0);
+                                       glVertex3f(-1,-1,0);
+                                       glTexCoord2f(1,0);
+                                       glVertex3f(+1,-1,0);
+                                       glTexCoord2f(1,1);
+                                       glVertex3f(+1,+1,0);
+                                       glTexCoord2f(0,1);
+                                       glVertex3f(-1,+1,0);
+                                       glEnd();
                        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);
-                               glPopMatrix();
-                       glPopMatrix();
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-               glPopMatrix();
-               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+
 
-       }
 
        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
        glPushMatrix();                                                                         // Store The Projection Matrix
@@ -2802,285 +2105,15 @@ void Game::DrawMenu()
        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))
-                       continue;
-               //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],   starty[j],       0.0f);
-                               glTexCoord2f(1,0);
-                               glVertex3f(endx[j],             starty[j],       0.0f);
-                               glTexCoord2f(1,1);
-                               glVertex3f(endx[j],             endy[j], 0.0f);
-                               glTexCoord2f(0,1);
-                               glVertex3f(startx[j],   endy[j], 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,    starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2,        0.0f);
-                                               glTexCoord2f(1,0);
-                                               glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2,      starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2,        0.0f);
-                                               glTexCoord2f(1,1);
-                                               glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2,      endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f);
-                                               glTexCoord2f(0,1);
-                                               glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2, 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();
-                                       if(mainmenu!=7||j!=0||!entername)
-                                               text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
-                                       else
-                                       {
-                                               char string[2]="_";
-                                               if(displayblink) {
-                                                       //~ sprintf (string, "_");
-                                                       text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
-                                               }
-                                               for(int 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++)
-                               {
-                                       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>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?accountactive->getCampaignChoicesMade():0)){
-                                                                       linestart.x=(startx[6+(accountactive?accountactive->getCampaignChoicesMade():0)]+endx[6+(accountactive?accountactive->getCampaignChoicesMade():0)])/2;
-                                                                       linestart.y=(starty[6+(accountactive?accountactive->getCampaignChoicesMade():0)]+endy[6+(accountactive?accountactive->getCampaignChoicesMade():0)])/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?accountactive->getCampaignChoicesMade():0)){
-                                                                       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?accountactive->getCampaignChoicesMade():0)+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?accountactive->getCampaignChoicesMade():0))glColor4f(0.5,0,0,1);
-                                                       if(j-7>=(accountactive?accountactive->getCampaignChoicesMade():0))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?accountactive->getCampaignChoicesMade():0)))itemsize*=.5;
-                                                       if(!(j-7>(accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum))
-                                                       {
-                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                               glPushMatrix();
-                                                                       glBegin(GL_QUADS);
-                                                                       glTexCoord2f(0,0);
-                                                                       glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize,     0.0f);
-                                                                       glTexCoord2f(1,0);
-                                                                       glVertex3f(midpoint.x+itemsize,         midpoint.y-itemsize,     0.0f);
-                                                                       glTexCoord2f(1,1);
-                                                                       glVertex3f(midpoint.x+itemsize,         midpoint.y+itemsize, 0.0f);
-                                                                       glTexCoord2f(0,1);
-                                                                       glVertex3f(midpoint.x-itemsize,         midpoint.y+itemsize, 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,  midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2,      0.0f);
-                                                                                       glTexCoord2f(1,0);
-                                                                                       glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2,  midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2,      0.0f);
-                                                                                       glTexCoord2f(1,1);
-                                                                                       glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2,  midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f);
-                                                                                       glTexCoord2f(0,1);
-                                                                                       glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f);
-                                                                                       glEnd();
-                                                                               glPopMatrix();
-                                                                       }
-                                                               }
-                                                       }
-                                               glPopMatrix();
-                                       glPopMatrix();
-                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                               glPopMatrix();
-                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+       
+    Menu::drawItems();
 
-                               if(j-7>=(accountactive?accountactive->getCampaignChoicesMade():0)){
-                                       text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
-                                       glDisable(GL_DEPTH_TEST);
-                               }
-                       }
-               }
-       }
+    //draw mouse cursor
        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));
-                            glColor4f(1,0,0,1);
-                                               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
@@ -3098,25 +2131,25 @@ void Game::DrawMenu()
                                        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
+                               if(!Game::waiting) { // hide the cursor while waiting for a key
                                        glPushMatrix();
-                                               glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
+                                               glTranslatef(Game::mousecoordh-screenwidth/2,Game::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);
+                        Game::cursortexture.bind();
                                                glPushMatrix();
                                                        //glScalef(.25,.25,.25);
                                                        glBegin(GL_QUADS);
                                                        glTexCoord2f(0,0);
-                                                       glVertex3f(-1,          -1,      0.0f);
+                                                       glVertex3f(-1, -1, 0.0f);
                                                        glTexCoord2f(1,0);
-                                                       glVertex3f(1,   -1,      0.0f);
+                                                       glVertex3f(1, -1, 0.0f);
                                                        glTexCoord2f(1,1);
-                                                       glVertex3f(1,   1, 0.0f);
+                                                       glVertex3f(1, 1, 0.0f);
                                                        glTexCoord2f(0,1);
-                                                       glVertex3f(-1,  1, 0.0f);
+                                                       glVertex3f(-1, 1, 0.0f);
                                                        glEnd();
                                                glPopMatrix();
                                        glPopMatrix();
@@ -3126,42 +2159,42 @@ void Game::DrawMenu()
                glPopMatrix();
 
 
-               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);
-               }
+    //draw screen flash
+    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);
+    }
 }