]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Cleanning up Sprite class. More can be done, but it's already prettier.
[lugaru.git] / Source / GameDraw.cpp
index ba527aaa8098bf72bceb93b5158197d909375a4a..fd2337d5f759d0027d8b2d74e9dba833756b2163 100644 (file)
@@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "Game.h"
 #include "openal_wrapper.h"
+#include "Input.h"
 
 using namespace std;
 
@@ -29,7 +30,7 @@ extern int environment;
 extern float texscale;
 extern Light light;
 extern Terrain terrain;
-extern Sprites sprites;
+//extern Sprites sprites;
 extern float multiplier;
 extern float sps;
 extern float viewdistance;
@@ -72,7 +73,6 @@ extern bool midweird;
 extern bool proportionweird;
 extern bool vertexweird[6];
 extern bool velocityblur;
-extern bool buttons[3];
 extern bool debugmode;
 extern int mainmenu;
 extern int oldmainmenu;
@@ -107,17 +107,7 @@ extern XYZ hotspot[40];
 extern int hotspottype[40];
 extern float hotspotsize[40];
 extern char hotspottext[40][256];
-extern int currenthotspot;
-
-extern int numaccounts;
-extern int accountactive;
-extern int accountdifficulty[10];
-extern int accountprogress[10];
-extern float accountpoints[10];
-extern float accounthighscore[10][50];
-extern float accountfasttime[10][50];
-extern bool accountunlocked[10][60];
-extern char accountname[10][256];
+extern int currenthotspot;;
 
 extern int numfalls;
 extern int numflipfail;
@@ -165,22 +155,23 @@ extern int directing;
 extern float dialoguetime;
 extern int dialoguegonethrough[20];
 
-extern int accountcampaignchoicesmade[10];
-extern int accountcampaignchoices[10][5000];
-
-extern float accountcampaignhighscore[10];
-extern float accountcampaignfasttime[10];
-extern float accountcampaignscore[10];
-extern float accountcampaigntime[10];
-
 extern bool gamestarted;
 
+extern bool showdamagebar;
+
 extern OPENAL_SAMPLE   *samp[100];
 extern int channels[100];
 extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
 
+void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
+       flashr=1;
+       flashg=0;
+       flashb=0;
+       flashamount=1;
+       flashdelay=1;
+}
 /*********************> DrawGLScene() <*****/
-long long Game::MD5_string (char *string){
+long long Game::MD5_string (charstring){
        char temp[256]="";
        char temp2[256]="";
        long long num=90814;
@@ -232,18 +223,14 @@ int Game::DrawGLScene(StereoSide side)
 
        if ( stereomode == stereoAnaglyph ) {
                switch(side) {
-                       case stereoLeft: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
-                       case stereoRight: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+                       case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+                       case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
                }
        } else {
                glColorMask( 1.0, 1.0, 1.0, 1.0 );
                
                if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
-                       if (!stereoreverse) {
-                               glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
-                       } else {
-                               glStencilFunc(side == stereoLeft ? GL_EQUAL : GL_NOTEQUAL, 0x01, 0x01);
-                       }
+                       glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
                }
        }
 
@@ -362,7 +349,9 @@ int Game::DrawGLScene(StereoSide side)
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glLoadIdentity ();
                
-               glTranslatef((stereoseparation/2) * side, 0, 0);
+               // Move the camera for the current eye's point of view.
+               // Reverse the movement if we're reversing stereo
+               glTranslatef((stereoseparation/2) * side * (stereoreverse  ? -1 : 1), 0, 0);
                
                if(!cameramode&&!freeze&&!winfreeze){
                        glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
@@ -567,29 +556,6 @@ int Game::DrawGLScene(StereoSide side)
                }
                glPopMatrix();
 
-               //if(cellophane){
-               /*glEnable(GL_CULL_FACE);
-               glCullFace(GL_FRONT);
-               glDepthMask(1);
-               for(k=0;k<numplayers;k++){
-               glEnable(GL_BLEND);
-               glEnable(GL_LIGHTING);
-               terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
-               distance=findDistancefast(&viewer,&player[k].coords);
-               distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
-               glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
-               if(distance>=1)glDisable(GL_BLEND);
-               if(distance>0){
-               checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
-               checkpoint.y+=1;
-               if(checkcollide(viewer,checkpoint)){
-               player[k].occluded+=1;
-               }
-               else player[k].occluded=0;
-               if(player[k].occluded<25)player[k].DrawSkeleton();
-               }
-               }*/
-
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glEnable(GL_CULL_FACE);
                glCullFace(GL_FRONT);
@@ -632,7 +598,7 @@ int Game::DrawGLScene(StereoSide side)
 
                glDepthMask(0);
 
-               sprites.Draw();
+               Sprite::Draw();
 
                if(editorenabled){
                        glEnable(GL_BLEND);
@@ -752,22 +718,22 @@ int Game::DrawGLScene(StereoSide side)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==4){
-                                               sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey));
+                                               sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey));
                                                sprintf (string2, "All movement is relative to the camera.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==5){
-                                               sprintf (string, "Please press %s to jump.",KeyToChar(jumpkey));
+                                               sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
                                                sprintf (string2, "You can hold it longer to jump higher.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==6){
-                                               sprintf (string, "You can press %s to crouch.",KeyToChar(crouchkey));
+                                               sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
                                                sprintf (string2, "You can jump higher from a crouching position.");
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==7){
-                                               sprintf (string, "While running, you can press %s to roll.",KeyToChar(crouchkey));
+                                               sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
                                                sprintf (string2, " ");
                                                sprintf (string3, " ");
                                        }
@@ -787,12 +753,12 @@ int Game::DrawGLScene(StereoSide side)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==11){
-                                               sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey));
+                                               sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
                                                sprintf (string2, "during impact to perform a walljump.");
                                                sprintf (string3, "Be sure to use the movement keys to press against the wall");
                                        }
                                        if(tutorialstage==12){
-                                               sprintf (string, "While in the air, you can press crouch to flip.",KeyToChar(jumpkey));
+                                               sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
                                                sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
                                                sprintf (string3, " ");
                                        }
@@ -807,8 +773,8 @@ int Game::DrawGLScene(StereoSide side)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==15){
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
-                                               else sprintf (string, "Press %s to attack when you are near an enemy.",KeyToChar(attackkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
+                                               else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
                                                sprintf (string2, "You can punch by standing still near an enemy and attacking.");
                                                sprintf (string3, " ");
                                        }
@@ -834,9 +800,9 @@ int Game::DrawGLScene(StereoSide side)
                                        }
                                        if(tutorialstage==20){
                                                sprintf (string, "Your most powerful individual attack is the rabbit kick.");
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
-                                               else sprintf (string2, "Run at the enemy while holding %s, and press", KeyToChar(attackkey));
-                                               sprintf (string3, "the jump key (%s) to attack.",KeyToChar(jumpkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
+                                               else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
+                                               sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
                                        }
                                        if(tutorialstage==21){
                                                sprintf (string, "This attack is devastating if timed correctly.");
@@ -856,8 +822,8 @@ int Game::DrawGLScene(StereoSide side)
                                        }
                                        if(tutorialstage==24){
                                                sprintf (string, "You can tackle enemies by running at them animal-style");
-                                               if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey));
-                                               else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),KeyToChar(attackkey));
+                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
+                                               else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
                                                sprintf (string3, "This is especially useful when they are running away.");
                                        }
                                        if(tutorialstage==25){
@@ -878,7 +844,7 @@ int Game::DrawGLScene(StereoSide side)
                                        if(tutorialstage==28){
                                                sprintf (string, "If you attack, you will notice that the enemy now sometimes");
                                                sprintf (string2, "catches your attack and uses it against you. Hold");
-                                               sprintf (string3, "crouch (%s) after attacking to escape from reversals.",KeyToChar(crouchkey));
+                                               sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
                                        }
                                        if(tutorialstage==29){
                                                sprintf (string, "Try escaping from two more reversals in a row.");
@@ -891,7 +857,7 @@ int Game::DrawGLScene(StereoSide side)
                                                sprintf (string3, " ");
                                        }
                                        if(tutorialstage==31){
-                                               sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey));
+                                               sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
                                                sprintf (string2, "enemy's attack. You must also be close to the enemy;");
                                                sprintf (string3, "this is especially important against armed opponents.");
                                        }
@@ -937,11 +903,11 @@ int Game::DrawGLScene(StereoSide side)
                                        }
                                        if(tutorialstage==40){
                                                sprintf (string, "Stand, roll or handspring over the knife");
-                                               sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey));
+                                               sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
                                                sprintf (string3, "You can crouch and press the same key to drop it again.");
                                        }
                                        if(tutorialstage==41){
-                                               sprintf (string, "You can equip and unequip weapons using the %s key.",KeyToChar(drawkey));
+                                               sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
                                                sprintf (string2, "Sometimes it is best to keep them unequipped to");
                                                sprintf (string3, "prevent enemies from taking them. ");
                                        }
@@ -981,7 +947,7 @@ int Game::DrawGLScene(StereoSide side)
                                                sprintf (string3, "spin smash is slower and more powerful.");
                                        }
                                        if(tutorialstage==49){
-                                               sprintf (string, "When facing an enemy, you can throw the knife with %s.",KeyToChar(throwkey));
+                                               sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
                                                sprintf (string2, "It is possible to throw the knife while flipping,");
                                                sprintf (string3, "but it is very inaccurate.");
                                        }
@@ -1005,7 +971,7 @@ int Game::DrawGLScene(StereoSide side)
                                        text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight);
                                        text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight);
 
-                                       sprintf (string, "Press 'tab' to skip to the next item.",KeyToChar(jumpkey));
+                                       sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
                                        sprintf (string2, "Press escape at any time to");
                                        sprintf (string3, "pause or exit the tutorial.");
 
@@ -1235,14 +1201,98 @@ int Game::DrawGLScene(StereoSide side)
 
                                if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
                                        if(campaign){
-                                               if(!scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal);
-                                               if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(int)bonustotal);
+                                               if(!scoreadded)sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);//(int)bonustotal);
+                                               if(scoreadded)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);
@@ -1524,17 +1574,6 @@ int Game::DrawGLScene(StereoSide side)
                        glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
                        glPushMatrix();
                        glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
-                       /*float startx,starty,endx,endy;
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glRotatef(player[0].lookrotation*-1+180,0,0,1);
                        glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
@@ -1628,27 +1667,9 @@ int Game::DrawGLScene(StereoSide side)
                                        glTexCoord2f(0,1);
                                        glVertex3f(-1,  1, 0.0f);
                                        glEnd();
-                                       /*glBegin(GL_TRIANGLES);
-                                       glTexCoord2f(0,0);
-                                       glVertex3f(-1,          -1,      0.0f);
-                                       glTexCoord2f(1,0);
-                                       glVertex3f(1,   -1,      0.0f);
-                                       glTexCoord2f(1,1);
-                                       glVertex3f(0,   1, 0.0f);
-                                       glEnd();*/
                                        glPopMatrix();
                                }
                        }
-                       /*glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glDisable(GL_TEXTURE_2D);
                        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
@@ -1661,12 +1682,6 @@ int Game::DrawGLScene(StereoSide side)
                        glDepthMask(1);
                }
 
-               /*if(loading){
-               loading=2;
-               drawmode=normalmode;
-               }*/
-
-
                if(loading&&!stealthloading&&(!campaign||player[0].dead)){
                        glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
                        glDisable(GL_CULL_FACE);
@@ -1704,47 +1719,6 @@ int Game::DrawGLScene(StereoSide side)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                       glScalef((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
 
                        //Minimap
 
@@ -1796,47 +1770,6 @@ int Game::DrawGLScene(StereoSide side)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                       glScalef((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
 
                        //Awards
                        int numawards;
@@ -1849,76 +1782,73 @@ int Game::DrawGLScene(StereoSide side)
                        }
                        bool alldead;
                        alldead=1;
-                       if(numplayers>1)
-                               for(i=1;i<numplayers;i++){              
-                                       if(player[i].dead!=2)alldead=0;
-                               }
-                               if(alldead){
-                                       awards[numawards]=awardalldead;
-                                       numawards++;
-                               }
-                               alldead=1;
-                               if(numplayers>1)
-                                       for(i=1;i<numplayers;i++){              
-                                               if(player[i].dead!=1)alldead=0;
-                                       }
-                                       if(alldead){
-                                               awards[numawards]=awardnodead;
-                                               numawards++;
-                                       }
-                                       if(numresponded==0&&!numthrowkill){
-                                               awards[numawards]=awardstealth;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numstaffattack&&numattacks>0){
-                                               awards[numawards]=awardbojutsu;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numswordattack&&numattacks>0){
-                                               awards[numawards]=awardswordsman;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numknifeattack&&numattacks>0){
-                                               awards[numawards]=awardknifefighter;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
-                                               awards[numawards]=awardkungfu;
-                                               numawards++;
-                                       }
-                                       if(numescaped>0){
-                                               awards[numawards]=awardevasion;
-                                               numawards++;
-                                       }
-                                       if(numflipfail==0&&numflipped+numwallflipped*2>20){
-                                               awards[numawards]=awardacrobat;
-                                               numawards++;
-                                       }
-                                       if(numthrowkill==numplayers-1){
-                                               awards[numawards]=awardlongrange;
-                                               numawards++;
-                                       }
-                                       alldead=1;
-                                       if(numplayers>1)
-                                               for(i=1;i<numplayers;i++){              
-                                                       if(player[i].dead!=2)alldead=0;
-                                               }
-                                               if(numafterkill>0&&alldead){
-                                                       awards[numawards]=awardbrutal;
-                                                       numawards++;
-                                               }
-                                               if(numreversals>((float)numattacks)*.8&&numreversals>3){
-                                                       awards[numawards]=awardaikido;
-                                                       numawards++;
-                                               }
-                                               if(maxalarmed==1&&numplayers>2){
-                                                       awards[numawards]=awardstrategy;
-                                                       numawards++;
-                                               }
-                                               if(numflipfail>3){
-                                                       awards[numawards]=awardklutz;
-                                                       numawards++;
-                                               }
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=2)alldead=0;
+                       }
+                       if(alldead){
+                               awards[numawards]=awardalldead;
+                               numawards++;
+                       }
+                       alldead=1;
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=1)alldead=0;
+                       }
+                       if(alldead){
+                               awards[numawards]=awardnodead;
+                               numawards++;
+                       }
+                       if(numresponded==0&&!numthrowkill){
+                               awards[numawards]=awardstealth;
+                               numawards++;
+                       }
+                       if(numattacks==numstaffattack&&numattacks>0){
+                               awards[numawards]=awardbojutsu;
+                               numawards++;
+                       }
+                       if(numattacks==numswordattack&&numattacks>0){
+                               awards[numawards]=awardswordsman;
+                               numawards++;
+                       }
+                       if(numattacks==numknifeattack&&numattacks>0){
+                               awards[numawards]=awardknifefighter;
+                               numawards++;
+                       }
+                       if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
+                               awards[numawards]=awardkungfu;
+                               numawards++;
+                       }
+                       if(numescaped>0){
+                               awards[numawards]=awardevasion;
+                               numawards++;
+                       }
+                       if(numflipfail==0&&numflipped+numwallflipped*2>20){
+                               awards[numawards]=awardacrobat;
+                               numawards++;
+                       }
+                       if(numthrowkill==numplayers-1){
+                               awards[numawards]=awardlongrange;
+                               numawards++;
+                       }
+                       alldead=1;
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=2)alldead=0;
+                       }
+                       if(numafterkill>0&&alldead){
+                               awards[numawards]=awardbrutal;
+                               numawards++;
+                       }
+                       if(numreversals>((float)numattacks)*.8&&numreversals>3){
+                               awards[numawards]=awardaikido;
+                               numawards++;
+                       }
+                       if(maxalarmed==1&&numplayers>2){
+                               awards[numawards]=awardstrategy;
+                               numawards++;
+                       }
+                       if(numflipfail>3){
+                               awards[numawards]=awardklutz;
+                               numawards++;
+                       }
 
 
                                                //Win Screen Won Victory
@@ -2272,29 +2202,17 @@ int Game::DrawGLScene(StereoSide side)
                        if(mainmenu==1){
                                LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==1||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                        if(mainmenu==2){
                                LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==2||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                }
                if(lastcheck>.5||oldmainmenu!=mainmenu){
                        if(mainmenu==5){
                                ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
                                //campaignnumlevels=0;
-                               //accountcampaignchoicesmade[accountactive]=0;
+                               //accountactive->getCampaignChoicesMade()=0;
                                ipstream.ignore(256,':');
                                ipstream >> campaignnumlevels;
                                for(i=0;i<campaignnumlevels;i++){
@@ -2333,16 +2251,16 @@ int Game::DrawGLScene(StereoSide side)
 
                                levelorder[0]=0;
                                levelvisible[0]=1;
-                               if(accountcampaignchoicesmade[accountactive])
-                                       for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
-                                               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountcampaignchoices[accountactive][i]];
+                               if(accountactive->getCampaignChoicesMade())
+                                       for(i=0;i<accountactive->getCampaignChoicesMade();i++){
+                                               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
                                                levelvisible[levelorder[i+1]]=1;
                                        }
                                        int whichlevelstart;
-                                       whichlevelstart=accountcampaignchoicesmade[accountactive]-1;
+                                       whichlevelstart=accountactive->getCampaignChoicesMade()-1;
                                        if(whichlevelstart<0){
-                                               accountcampaignscore[accountactive]=0;
-                                               accountcampaignfasttime[accountactive]=0;
+                                               accountactive->setCampaignScore(0);
+                                               accountactive->resetFasttime();
                                                campaignchoicenum=1;
                                                campaignchoicewhich[0]=0;
                                        }
@@ -2350,8 +2268,7 @@ int Game::DrawGLScene(StereoSide side)
                                        {
                                                campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
                                                if(campaignchoicenum==0){
-                                                       if(accountcampaignscore[accountactive]>accountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive];
-                                                       if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive]<accountcampaignfasttime[accountactive])accountcampaignfasttime[accountactive]=accountcampaigntime[accountactive];              
+                                                       //if(accountactive->getCampaignFasttime()==0||accountcampaigntime[accountactive]<accountactive->getCampaignFasttime())accountactive->getCampaignFasttime()=accountcampaigntime[accountactive];          
                                                }
                                                if(campaignchoicenum)
                                                        for(i=0;i<campaignchoicenum;i++){
@@ -2374,7 +2291,7 @@ int Game::DrawGLScene(StereoSide side)
 
                /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
 
-               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){
+               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17||mainmenu==18){
                        glClear(GL_DEPTH_BUFFER_BIT);
                        glEnable(GL_ALPHA_TEST);
                        glAlphaFunc(GL_GREATER, 0.001f);
@@ -2438,7 +2355,7 @@ int Game::DrawGLScene(StereoSide side)
                        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
                        if(mainmenu==3){                        
-                               nummenuitems=12;
+                               nummenuitems=14;
                                if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
                                else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
                                startx[0]=10+20;
@@ -2524,20 +2441,36 @@ int Game::DrawGLScene(StereoSide side)
                                
                                sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
                                startx[11]=10+60;
-                               starty[11]=155;
+                               starty[11]=160;
                                endx[11]=startx[11]+strlen(menustring[11])*10;
                                endy[11]=starty[11]+20;
                                movex[11]=0;
                                movey[11]=0;
                                
+                               sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
+                               startx[13]=30;
+                               starty[13]=125;
+                               endx[13]=startx[13]+strlen(menustring[13])*10;
+                               endy[13]=starty[13]+20;
+                               movex[13]=0;
+                               movey[13]=0;
+                               
                                sprintf (menustring[7], "-Configure Controls-");
                                startx[7]=10+15;
-                               starty[7]=100;
+                               starty[7]=90;
                                endx[7]=startx[7]+strlen(menustring[7])*10;
                                endy[7]=starty[7]+20;
                                movex[7]=0;
                                movey[7]=0;
 
+                               sprintf (menustring[12], "-Configure Stereo -");
+                               startx[12]=10+15;
+                               starty[12]=55;
+                               endx[12]=startx[12]+strlen(menustring[7])*10;
+                               endy[12]=starty[12]+20;
+                               movex[12]=0;
+                               movey[12]=0;
+                               
                                if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
                                else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
                                startx[8]=10;
@@ -2550,7 +2483,7 @@ int Game::DrawGLScene(StereoSide side)
 
                        if(mainmenu==4){                        
                                nummenuitems=10;
-                               if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey));
+                               if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
                                else sprintf (menustring[0], "Forwards: _");
                                startx[0]=10;
                                starty[0]=400;
@@ -2559,7 +2492,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[0]=0;
                                movey[0]=0;
 
-                               if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey));
+                               if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
                                else sprintf (menustring[1], "Back: _");
                                startx[1]=10+40;
                                starty[1]=360;
@@ -2568,7 +2501,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[1]=0;
                                movey[1]=0;
 
-                               if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey));
+                               if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
                                else sprintf (menustring[2], "Left: _");
                                startx[2]=10+40;
                                starty[2]=320;
@@ -2577,7 +2510,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[2]=0;
                                movey[2]=0;
 
-                               if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey));
+                               if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
                                else sprintf (menustring[3], "Right: _");
                                startx[3]=10+30;
                                starty[3]=280;
@@ -2586,7 +2519,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[3]=0;
                                movey[3]=0;
 
-                               if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey));
+                               if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
                                else sprintf (menustring[4], "Crouch: _");
                                startx[4]=10+20;
                                starty[4]=240;
@@ -2595,7 +2528,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[4]=0;
                                movey[4]=0;
 
-                               if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey));
+                               if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
                                else sprintf (menustring[5], "Jump: _");
                                startx[5]=10+40;
                                starty[5]=200;
@@ -2604,7 +2537,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[5]=0;
                                movey[5]=0;
 
-                               if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey));
+                               if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
                                else sprintf (menustring[6], "Draw: _");
                                startx[6]=10+40;
                                starty[6]=160;
@@ -2613,7 +2546,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[6]=0;
                                movey[6]=0;
 
-                               if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey));
+                               if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
                                else sprintf (menustring[7], "Throw: _");
                                startx[7]=10+30;
                                starty[7]=120;
@@ -2622,7 +2555,7 @@ int Game::DrawGLScene(StereoSide side)
                                movex[7]=0;
                                movey[7]=0;
 
-                               if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey));
+                               if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
                                else sprintf (menustring[8], "Attack: _");
                                startx[8]=10+20;
                                starty[8]=80;
@@ -2642,9 +2575,9 @@ int Game::DrawGLScene(StereoSide side)
                                movey[9]=0;
                        }
                        if(mainmenu==5){                        
-                               nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum;
+                               nummenuitems=7+accountactive->getCampaignChoicesMade()+campaignchoicenum;
 
-                               sprintf (menustring[0], "%s",accountname[accountactive]);
+                               sprintf (menustring[0], "%s",accountactive->getName());
                                startx[0]=5;
                                starty[0]=400;
                                endx[0]=startx[0]+strlen(menustring[0])*10;
@@ -2702,8 +2635,8 @@ int Game::DrawGLScene(StereoSide side)
                                movex[6]=0;
                                movey[6]=0;
 
-                               if(accountcampaignchoicesmade[accountactive])
-                                       for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
+                               if(accountactive->getCampaignChoicesMade())
+                                       for(i=0;i<accountactive->getCampaignChoicesMade();i++){
                                                sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
                                                startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
                                                starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
@@ -2714,10 +2647,10 @@ int Game::DrawGLScene(StereoSide side)
                                        }
 
                                        if(campaignchoicenum>0)
-                                               for(i=accountcampaignchoicesmade[accountactive];i<accountcampaignchoicesmade[accountactive]+campaignchoicenum;i++){
+                                               for(i=accountactive->getCampaignChoicesMade();i<accountactive->getCampaignChoicesMade()+campaignchoicenum;i++){
                                                        sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
-                                                       startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]]*400/512;
-                                                       starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]])*400/512;
+                                                       startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]]*400/512;
+                                                       starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]])*400/512;
                                                        endx[7+i]=startx[7+i]+10;
                                                        endy[7+i]=starty[7+i]+10;
                                                        movex[7+i]=0;
@@ -2817,12 +2750,12 @@ int Game::DrawGLScene(StereoSide side)
                                movey[5]=0;
                        }
 
-                       if(mainmenu==7){                        
-                               nummenuitems=numaccounts+2;
+                       if(mainmenu==7){        
+                               nummenuitems=Account::getNbAccounts()+2;
 
                                int num;
 
-                               if(numaccounts<8)
+                               if(Account::getNbAccounts()<8)
                                        sprintf (menustring[0], "New User");
                                else
                                        sprintf (menustring[0], "No More Users");
@@ -2833,30 +2766,30 @@ int Game::DrawGLScene(StereoSide side)
                                movex[0]=0;
                                movey[0]=0;
 
-                               if(entername)startx[0]+=10;
+                               if(entername)
+                                       startx[0]+=10;
 
 
                                num=1;
-                               if(numaccounts)
-                                       for(i=0;i<numaccounts;i++){
-                                               sprintf (menustring[num], "%s",accountname[i]);
-                                               startx[num]=10;
-                                               starty[num]=360-20-20*num;
-                                               endx[num]=startx[num]+strlen(menustring[num])*10;
-                                               endy[num]=starty[num]+20;
-                                               movex[num]=0;
-                                               movey[num]=0;
-
-                                               num++;
-                                       }
-
-                                       sprintf (menustring[num], "Back");
+                               for(i=0;i<Account::getNbAccounts();i++){
+                                       sprintf (menustring[num], "%s",Account::get(i)->getName());
                                        startx[num]=10;
+                                       starty[num]=360-20-20*num;
                                        endx[num]=startx[num]+strlen(menustring[num])*10;
-                                       starty[num]=10;
                                        endy[num]=starty[num]+20;
                                        movex[num]=0;
                                        movey[num]=0;
+
+                                       num++;
+                               }
+
+                               sprintf (menustring[num], "Back");
+                               startx[num]=10;
+                               endx[num]=startx[num]+strlen(menustring[num])*10;
+                               starty[num]=10;
+                               endy[num]=starty[num]+20;
+                               movex[num]=0;
+                               movey[num]=0;
                        }
                        if(mainmenu==8){                        
                                nummenuitems=3;
@@ -2898,14 +2831,14 @@ int Game::DrawGLScene(StereoSide side)
                                        strcpy(menustring[j],temp);
                                        for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][17]='\0';
-                                       sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
+                                       sprintf (temp, "%d",(int)accountactive->getHighScore(j));
                                        strcat(menustring[j],temp);
                                        for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][32]='\0';
-                                       sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
+                                       sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
                                        strcat(menustring[j],temp);
-                                       if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
-                                       sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
+                                       if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
+                                       sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
                                        strcat(menustring[j],temp);
 
                                        startx[j]=10;
@@ -2945,14 +2878,14 @@ int Game::DrawGLScene(StereoSide side)
                                        strcpy(menustring[j],temp);
                                        for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][17]='\0';
-                                       sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
+                                       sprintf (temp, "%d",(int)accountactive->getHighScore(j));
                                        strcat(menustring[j],temp);
                                        for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
                                        menustring[j][32]='\0';
-                                       sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
+                                       sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
                                        strcat(menustring[j],temp);
-                                       if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
-                                       sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
+                                       if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
+                                       sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
                                        strcat(menustring[j],temp);
 
                                        startx[j]=10;
@@ -3021,7 +2954,7 @@ int Game::DrawGLScene(StereoSide side)
                                strcpy(menustring[4],temp);
                                for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
                                menustring[4][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignscore[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignScore());
                                strcat(menustring[4],temp);
                                startx[4]=190;
                                endx[4]=startx[4]+strlen(menustring[4])*10;
@@ -3049,7 +2982,7 @@ int Game::DrawGLScene(StereoSide side)
                                strcpy(menustring[5],temp);
                                for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
                                menustring[5][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignhighscore[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
                                strcat(menustring[5],temp);
                                startx[5]=190;
                                endx[5]=startx[5]+strlen(menustring[5])*10;
@@ -3063,7 +2996,7 @@ int Game::DrawGLScene(StereoSide side)
                                strcpy(menustring[7],temp);
                                for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
                                menustring[7][20]='\0';
-                               sprintf (temp, "%d",(int)accountcampaignfasttime[accountactive]);
+                               sprintf (temp, "%d",(int)accountactive->getCampaignFasttime());
                                strcat(menustring[7],temp);
                                startx[7]=200;
                                endx[7]=startx[7]+strlen(menustring[7])*10;
@@ -3072,6 +3005,40 @@ int Game::DrawGLScene(StereoSide side)
                                movex[7]=0;
                                movey[7]=0;*/
                        }
+                       if (mainmenu==18) {
+                               nummenuitems=4;
+                               sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
+                               startx[0]=70;
+                               starty[0]=400;
+                               endx[0]=startx[0]+strlen(menustring[0])*10;
+                               endy[0]=starty[0]+20;
+                               movex[0]=0;
+                               movey[0]=0;
+                               
+                               sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
+                               startx[1]=10;
+                               starty[1]=360;
+                               endx[1]=startx[1]+strlen(menustring[1])*10;
+                               endy[1]=starty[1]+20;
+                               movex[1]=0;
+                               movey[1]=0;
+
+                               sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+                               startx[2]=40;
+                               starty[2]=320;
+                               endx[2]=startx[2]+strlen(menustring[2])*10;
+                               endy[2]=starty[2]+20;
+                               movex[2]=0;
+                               movey[2]=0;
+                               
+                               sprintf (menustring[3], "Back");
+                               startx[3]=10;
+                               endx[3]=startx[3]+strlen(menustring[3])*10;
+                               starty[3]=10;
+                               endy[3]=starty[3]+20;
+                               movex[3]=0;
+                               movey[3]=0;                             
+                       }
                }
 
                if(mainmenu==13){       
@@ -3261,7 +3228,7 @@ int Game::DrawGLScene(StereoSide side)
                                }
                        }
 
-                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
+                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||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;
@@ -3454,39 +3421,30 @@ int Game::DrawGLScene(StereoSide side)
                                                                                        }
                                                                                }
                                                                        }
-                                                                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
+                                                                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
                                                                        {
                                                                                if(mainmenu!=5||j<6)
                                                                                {
                                                                                        glColor4f(1,0,0,1);
-                                                                                       if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
-                                                                                       if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
+                                                                                       if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
+                                                                                       if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
                                                                                        //if(1-((float)i)/10-(1-selectedlong[j])>0){
                                                                                        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
                                                                                        glPushMatrix();
-                                                                                               if(mainmenu!=7||j!=0||!entername)text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
+                                                                                               if(mainmenu!=7||j!=0||!entername)
+                                                                                                       text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
                                                                                                else
                                                                                                {
                                                                                                        if(displayblink){
                                                                                                                sprintf (string, "_");
                                                                                                                text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
                                                                                                        }
-                                                                                                       k=0;
-                                                                                                       for(l=0;l<displaychars[k];l++){
-                                                                                                               if(l<displaychars[k]){
-                                                                                                                       sprintf (string, "%c",displaytext[k][l]);
-                                                                                                                       text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
-                                                                                                               }
+                                                                                                       for(l=0;l<displaychars[0];l++){
+                                                                                                               sprintf (string, "%c",displaytext[0][l]);
+                                                                                                               text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
                                                                                                        }
                                                                                                }
                                                                                        glPopMatrix();
-                                                                                       /*}
-                                                                                       else{
-                                                                                       glPushMatrix();
-                                                                                       sprintf (string, "Hooo!");
-                                                                                       text.glPrint(startx[0],starty[0],string,0,1,640,480);
-                                                                                       glPopMatrix();
-                                                                                       }*/
                                                                                        glEnable(GL_BLEND);
                                                                                        glBlendFunc(GL_SRC_ALPHA,GL_ONE);
                                                                                        for(i=0;i<15;i++)
@@ -3494,19 +3452,20 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                if(1-((float)i)/15-(1-selectedlong[j])>0)
                                                                                                {
                                                                                                        glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                       if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                                                                                       if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+                                                                                                       if(mainmenu==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]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
-                                                                                                       if(mainmenu==7&&(j!=0||!entername))text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                                                                       if(mainmenu==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/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                                                                       if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        /*else{
                                                                                                        if(displayblink){
                                                                                                        sprintf (string, "_");
@@ -3559,9 +3518,9 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                                        //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
                                                                                                                        linestart.x=(startx[j]+endx[j])/2;
                                                                                                                        linestart.y=(starty[j]+endy[j])/2;
-                                                                                                                       if(j>=6+accountcampaignchoicesmade[accountactive]){
-                                                                                                                               linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2;
-                                                                                                                               linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/2;
+                                                                                                                       if(j>=6+accountactive->getCampaignChoicesMade()){
+                                                                                                                               linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
+                                                                                                                               linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
                                                                                                                        }
                                                                                                                        lineend.x=(startx[j+1]+endx[j+1])/2;
                                                                                                                        lineend.y=(starty[j+1]+endy[j+1])/2;
@@ -3572,12 +3531,12 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                                        Normalise(&offset);
                                                                                                                        glDisable(GL_TEXTURE_2D);                                                       
 
-                                                                                                                       if(j<6+accountcampaignchoicesmade[accountactive]){
+                                                                                                                       if(j<6+accountactive->getCampaignChoicesMade()){
                                                                                                                                glColor4f(0.5,0,0,1);
                                                                                                                                startsize=.5;
                                                                                                                                endsize=.5;
                                                                                                                        }
-                                                                                                                       if(j>=6+accountcampaignchoicesmade[accountactive]){
+                                                                                                                       if(j>=6+accountactive->getCampaignChoicesMade()){
                                                                                                                                glColor4f(1,0,0,1);
                                                                                                                                endsize=1;
                                                                                                                                startsize=.5;
@@ -3586,7 +3545,7 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                                        linestart+=fac*4*startsize;
                                                                                                                        lineend-=fac*4*endsize;
 
-                                                                                                                       if(!(j>7+accountcampaignchoicesmade[accountactive]+campaignchoicenum)){
+                                                                                                                       if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
                                                                                                                                glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
                                                                                                                                glPushMatrix();
                                                                                                                                        glBegin(GL_QUADS);
@@ -3609,8 +3568,8 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                                else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
                                                                                                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
                                                                                                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                                                                                                               if(j-7<accountcampaignchoicesmade[accountactive])glColor4f(0.5,0,0,1);
-                                                                                                               if(j-7>=accountcampaignchoicesmade[accountactive])glColor4f(1,0,0,1);
+                                                                                                               if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
+                                                                                                               if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
                                                                                                                if(j==6)glColor4f(1,1,1,1);
                                                                                                                XYZ midpoint;
                                                                                                                float itemsize;
@@ -3618,8 +3577,8 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                                midpoint=0;
                                                                                                                midpoint.x=(startx[j]+endx[j])/2;
                                                                                                                midpoint.y=(starty[j]+endy[j])/2;
-                                                                                                               if(j>6&&(j-7<accountcampaignchoicesmade[accountactive]))itemsize*=.5;
-                                                                                                               if(!(j-7>accountcampaignchoicesmade[accountactive]+campaignchoicenum))
+                                                                                                               if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
+                                                                                                               if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
                                                                                                                {
                                                                                                                        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
                                                                                                                        glPushMatrix();
@@ -3664,7 +3623,7 @@ int Game::DrawGLScene(StereoSide side)
                                                                                        glPopMatrix();
                                                                                        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
-                                                                                       if(j-7>=accountcampaignchoicesmade[accountactive]){
+                                                                                       if(j-7>=accountactive->getCampaignChoicesMade()){
                                                                                                //glColor4f(0,0,0,1);
                                                                                                //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
                                                                                                //glColor4f(1,0,0,1);
@@ -3738,27 +3697,29 @@ int Game::DrawGLScene(StereoSide side)
                                                                                        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
                                                                                        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
                                                                                glPopMatrix();
-                                                                               glPushMatrix();
-                                                                                       glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
-                                                                                       glScalef((float)screenwidth/64,(float)screenwidth/64,1);
-                                                                                       glTranslatef(1,-1,0);
-                                                                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                                                                       glColor4f(1,1,1,1);
-                                                                                       glBindTexture( GL_TEXTURE_2D, cursortexture);
+                                                                               if(!waiting) { // hide the cursor while waiting for a key
                                                                                        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();
+                                                                                               glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
+                                                                                               glScalef((float)screenwidth/64,(float)screenwidth/64,1);
+                                                                                               glTranslatef(1,-1,0);
+                                                                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                                                                                               glColor4f(1,1,1,1);
+                                                                                               glBindTexture( GL_TEXTURE_2D, cursortexture);
+                                                                                               glPushMatrix();
+                                                                                                       //glScalef(.25,.25,.25);
+                                                                                                       glBegin(GL_QUADS);
+                                                                                                       glTexCoord2f(0,0);
+                                                                                                       glVertex3f(-1,          -1,      0.0f);
+                                                                                                       glTexCoord2f(1,0);
+                                                                                                       glVertex3f(1,   -1,      0.0f);
+                                                                                                       glTexCoord2f(1,1);
+                                                                                                       glVertex3f(1,   1, 0.0f);
+                                                                                                       glTexCoord2f(0,1);
+                                                                                                       glVertex3f(-1,  1, 0.0f);
+                                                                                                       glEnd();
+                                                                                               glPopMatrix();
                                                                                        glPopMatrix();
-                                                                               glPopMatrix();
+                                                                               }
                                                                        glPopMatrix();
                                                                        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
                                                                glPopMatrix();
@@ -3766,6 +3727,7 @@ int Game::DrawGLScene(StereoSide side)
 
                                                                if(flashamount>0)
                                                                {
+                                                                       //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
                                                                        if(flashamount>1)flashamount=1;
                                                                        if(flashdelay<=0)flashamount-=multiplier;
                                                                        flashdelay--;
@@ -3808,7 +3770,6 @@ int Game::DrawGLScene(StereoSide side)
                multiplier=0;
        }
 
-
        //glFlush();
        if ( side == stereoRight || side == stereoCenter ) {
                if(drawmode!=motionblurmode||mainmenu){