]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
merge
[lugaru.git] / Source / GameTick.cpp
index 1fba112a8fbf9ff782b06aa07f5fd8f293a83a17..05bb4ce08dd6c9f5430d30e2b019d5c6fcb7700d 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <direct.h>
 #endif
 
+#include <limits>
 #include <ctime>
 #include "Game.h"
 #include "openal_wrapper.h"
@@ -80,7 +81,6 @@ extern bool debugmode;
 static int music1;
 extern int mainmenu;
 extern bool visibleloading;
-extern int loadscreencolor;
 extern XYZ envsound[30];
 extern float envsoundvol[30];
 extern int numenvsounds;
@@ -283,40 +283,37 @@ static void ch_map(Game *game, const char *args)
   campaign = 0;
 }
 
-static void ch_save(Game *game, const char *args)
-{
-  char buf[64];
-  int i, j, k, l, m, templength;
-  float headprop, bodyprop, armprop, legprop;
-  snprintf(buf, 63, ":Data:Maps:%s", args);
-
-
-  int mapvers = 12;;
-
-  FILE                 *tfile;
-  tfile=fopen( ConvertFileName(buf), "wb" );
-  fpackf(tfile, "Bi", mapvers);
-  fpackf(tfile, "Bi", maptype);
-  fpackf(tfile, "Bi", hostile);
-  fpackf(tfile, "Bf Bf", viewdistance, fadestart);
-  fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
-  fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
-  fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
-  if(player[0].num_weapons>0&&player[0].num_weapons<5)
-    for(int j=0;j<player[0].num_weapons;j++){
-      fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
-    }
+static void ch_save(Game *game, const char *args){
+    char buf[64];
+    snprintf(buf, 63, ":Data:Maps:%s", args);
+
+    int mapvers = 12;
 
-  fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
-  fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
-  fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
-  fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
+    FILE *tfile;
+    tfile=fopen( ConvertFileName(buf), "wb" );
+    fpackf(tfile, "Bi", mapvers);
+    fpackf(tfile, "Bi", maptype);
+    fpackf(tfile, "Bi", hostile);
+    fpackf(tfile, "Bf Bf", viewdistance, fadestart);
+    fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
+    fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
+    fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
+            player[0].rotation, player[0].targetrotation, player[0].num_weapons);
+    if(player[0].num_weapons>0&&player[0].num_weapons<5)
+        for(int j=0;j<player[0].num_weapons;j++)
+          fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
 
-  fpackf(tfile, "Bi", player[0].numclothes);
+    fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
+    fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
+    fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
+    fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
 
-  fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
+    fpackf(tfile, "Bi", player[0].numclothes);
+
+    fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
+
+    fpackf(tfile, "Bi", numdialogues);
 
-  fpackf(tfile, "Bi", numdialogues);
        for(int k=0;k<numdialogues;k++){
                fpackf(tfile, "Bi", numdialogueboxes[k]);
                fpackf(tfile, "Bi", dialoguetype[k]);
@@ -331,18 +328,20 @@ static void ch_save(Game *game, const char *args)
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
                        fpackf(tfile, "Bi", dialogueboxsound[k][l]);
 
-                       templength=strlen(dialoguetext[k][l]);
+                       int templength=strlen(dialoguetext[k][l]);
                        fpackf(tfile, "Bi",(templength));
                        for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguetext[k][l][m]);
-                               if(dialoguetext[k][l][m]=='\0')break;
+                               if(dialoguetext[k][l][m]=='\0')
+                    break;
                        }
 
                        templength=strlen(dialoguename[k][l]);
                        fpackf(tfile, "Bi",templength);
                        for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguename[k][l][m]);
-                               if(dialoguename[k][l][m]=='\0')break;
+                               if(dialoguename[k][l][m]=='\0')
+                    break;
                        }
 
                        fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
@@ -357,95 +356,96 @@ static void ch_save(Game *game, const char *args)
        }
 
        for(int k=0;k<player[0].numclothes;k++){
-               templength=strlen(player[0].clothes[k]);
+               int templength=strlen(player[0].clothes[k]);
                fpackf(tfile, "Bi", templength);
                for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", player[0].clothes[k][l]);
                fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
        }
 
-  fpackf(tfile, "Bi", environment);
+    fpackf(tfile, "Bi", environment);
 
-  fpackf(tfile, "Bi", objects.numobjects);
+    fpackf(tfile, "Bi", objects.numobjects);
 
-    for(int k=0;k<objects.numobjects;k++){
-      fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
-    }
+    for(int k=0;k<objects.numobjects;k++)
+        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
+            objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
 
-  fpackf(tfile, "Bi", numhotspots);
+    fpackf(tfile, "Bi", numhotspots);
        for(int i=0;i<numhotspots;i++){
                fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
-               templength=strlen(hotspottext[i]);
+               int templength=strlen(hotspottext[i]);
                fpackf(tfile, "Bi",templength);
                for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", hotspottext[i][l]);
        }
 
-  fpackf(tfile, "Bi", numplayers);
-  if(numplayers<maxplayers)
-    for(int j=1;j<numplayers;j++){
-               fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
-               if(player[j].num_weapons<5)
-                       for(int k=0;k<player[j].num_weapons;k++){
-                               fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
-                       }
-               if(player[j].numwaypoints<30){
-                       fpackf(tfile, "Bi", player[j].numwaypoints);
-                       for(int k=0;k<player[j].numwaypoints;k++){
-                               fpackf(tfile, "Bf", player[j].waypoints[k].x);
-                               fpackf(tfile, "Bf", player[j].waypoints[k].y);
-                               fpackf(tfile, "Bf", player[j].waypoints[k].z);
-                               fpackf(tfile, "Bi", player[j].waypointtype[k]);
-                       }
-                       fpackf(tfile, "Bi", player[j].waypoint);
-               } else {
-                       player[j].numwaypoints=0;
-                       player[j].waypoint=0;
-                       fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
-               }
+    fpackf(tfile, "Bi", numplayers);
+    if(numplayers<maxplayers)
+        for(int j=1;j<numplayers;j++){
+            fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
+                    player[j].coords.x, player[j].coords.y, player[j].coords.z,
+                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
+            if(player[j].num_weapons<5)
+                for(int k=0;k<player[j].num_weapons;k++)
+                    fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
+            if(player[j].numwaypoints<30){
+                fpackf(tfile, "Bi", player[j].numwaypoints);
+                for(int k=0;k<player[j].numwaypoints;k++){
+                    fpackf(tfile, "Bf", player[j].waypoints[k].x);
+                    fpackf(tfile, "Bf", player[j].waypoints[k].y);
+                    fpackf(tfile, "Bf", player[j].waypoints[k].z);
+                    fpackf(tfile, "Bi", player[j].waypointtype[k]);
+                }
+                fpackf(tfile, "Bi", player[j].waypoint);
+            }else{
+                player[j].numwaypoints=0;
+                player[j].waypoint=0;
+                fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
+            }
 
-               fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
-               fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
-               fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
-               fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
-
-               if(player[j].creature==wolftype) {
-                       headprop=player[j].proportionhead.x/1.1;
-                       bodyprop=player[j].proportionbody.x/1.1;
-                       armprop=player[j].proportionarms.x/1.1;
-                       legprop=player[j].proportionlegs.x/1.1;
-               } else if(player[j].creature==rabbittype){
-                       headprop=player[j].proportionhead.x/1.2;
-                       bodyprop=player[j].proportionbody.x/1.05;
-                       armprop=player[j].proportionarms.x/1.00;
-                       legprop=player[j].proportionlegs.x/1.1;
-               }
+            fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
+            fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
+            fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
+            fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
+
+            float headprop, bodyprop, armprop, legprop;
+            if(player[j].creature==wolftype){
+                headprop=player[j].proportionhead.x/1.1;
+                bodyprop=player[j].proportionbody.x/1.1;
+                armprop=player[j].proportionarms.x/1.1;
+                legprop=player[j].proportionlegs.x/1.1;
+            }else if(player[j].creature==rabbittype){
+                headprop=player[j].proportionhead.x/1.2;
+                bodyprop=player[j].proportionbody.x/1.05;
+                armprop=player[j].proportionarms.x/1.00;
+                legprop=player[j].proportionlegs.x/1.1;
+            }
 
-               fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
-               fpackf(tfile, "Bi", player[j].numclothes);
-               if(player[j].numclothes)
-                       for(int k=0;k<player[j].numclothes;k++){
-                               int templength;
-                               templength=strlen(player[j].clothes[k]);
-                               fpackf(tfile, "Bi", templength);
-                               for(int l=0;l<templength;l++)
-                                       fpackf(tfile, "Bb", player[j].clothes[k][l]);
-                               fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
-                       }
-    }
+            fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
+
+            fpackf(tfile, "Bi", player[j].numclothes);
+            if(player[j].numclothes)
+                for(int k=0;k<player[j].numclothes;k++){
+                    int templength;
+                    templength=strlen(player[j].clothes[k]);
+                    fpackf(tfile, "Bi", templength);
+                    for(int l=0;l<templength;l++)
+                        fpackf(tfile, "Bb", player[j].clothes[k][l]);
+                    fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
+                }
+        }
 
-  fpackf(tfile, "Bi", game->numpathpoints);
+    fpackf(tfile, "Bi", game->numpathpoints);
        for(int j=0;j<game->numpathpoints;j++){
                fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
-               for(int k=0;k<game->numpathpointconnect[j];k++){
+               for(int k=0;k<game->numpathpointconnect[j];k++)
                        fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
-               }
        }
 
-  fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+    fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
 
-  fclose(tfile);
+    fclose(tfile);
 }
 
 static void ch_cellar(Game *game, const char *args)
@@ -496,7 +496,7 @@ static void ch_size(Game *game, const char *args)
 static int find_closest()
 {
   int closest = 0;
-  float closestdist = 1.0/0.0;
+  float closestdist = std::numeric_limits<float>::max();
 
   for (int i = 1; i < numplayers; i++) {
     float distance;
@@ -640,7 +640,7 @@ static void set_clothes(int pnum, Game *game, const char *args)
   char buf[64];
   snprintf(buf, 63, ":Data:Textures:%s.png", args);
 
-  if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
+  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
     return;
 
   player[pnum].DoMipmaps();
@@ -1402,7 +1402,7 @@ void      Game::Setenvironment(int which)
 }
 
 
-void   Game::Loadlevel(int which){
+void Game::Loadlevel(int which){
        stealthloading=0;
        whichlevel=which;
 
@@ -1417,7 +1417,7 @@ void      Game::Loadlevel(int which){
            Loadlevel("mapsave");
 }
 
-void   Game::Loadlevel(const char *name){
+void Game::Loadlevel(const char *name){
        static int oldlevel;
        int templength;
        float lamefloat;
@@ -1431,27 +1431,30 @@ void    Game::Loadlevel(const char *name){
 
        LOG(std::string("Loading level...") + name);
 
-       if(!gameon)visibleloading=1;
-
-       if(stealthloading)visibleloading=0;
-
-       if(!stillloading)loadtime=0;
+       if(!gameon)
+        visibleloading=1;
+       if(stealthloading)
+        visibleloading=0;
+       if(!stillloading)
+        loadtime=0;
        gamestarted=1;
 
        numenvsounds=0;
        //visibleloading=1;
-       if(tutoriallevel!=-1)tutoriallevel=0;
-       else tutoriallevel=1;
+       if(tutoriallevel!=-1)
+        tutoriallevel=0;
+       else
+        tutoriallevel=1;
 
-       if(tutoriallevel==1)tutorialstage=0;
+       if(tutoriallevel==1)
+        tutorialstage=0;
        if(tutorialstage==0){
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
        loadingstuff=1;
-       if(!firstload){
+       if(!firstload)
                oldlevel=50;
-       }
        pause_sound(whooshsound);
        pause_sound(stream_firesound);
 
@@ -1461,29 +1464,21 @@ void    Game::Loadlevel(const char *name){
        const char *FixedFN = ConvertFileName(buf);
 
        int mapvers;
-       FILE                    *tfile;
+       FILE *tfile;
        tfile=fopen( FixedFN, "rb" );
-       if(tfile)
-       {
+       if(tfile){
                pause_sound(stream_firesound);
-
-
                scoreadded=0;
                windialogue=0;
-
                hostiletime=0;
-
                won=0;
 
-               //campaign=0;
                animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
 
                numdialogues=0;
 
                for(int i=0;i<20;i++)
-               {
                        dialoguegonethrough[i]=0;
-               }
 
                indialogue=-1;
                cameramode=0;
@@ -1491,10 +1486,13 @@ void    Game::Loadlevel(const char *name){
                damagedealt=0;
                damagetaken=0;
 
-               if(accountactive)difficulty=accountactive->getDifficulty();
+               if(accountactive)
+            difficulty=accountactive->getDifficulty();
 
-               if(difficulty!=2)minimap=1;
-               else minimap=0;
+               if(difficulty!=2)
+            minimap=1;
+               else
+            minimap=0;
 
                numhotspots=0;
                currenthotspot=-1;
@@ -1509,9 +1507,7 @@ void      Game::Loadlevel(const char *name){
                winfreeze=0;
 
                for(int i=0;i<100;i++)
-               {
                        bonusnum[i]=0;
-               }
 
                numfalls=0;
                numflipfail=0;
@@ -1534,84 +1530,83 @@ void    Game::Loadlevel(const char *name){
                bonus=0;
                gameon=1;
                changedelay=0;
-               if(console)
-               {
+               if(console){
                        emit_sound_np(consolesuccesssound);
                        freeze=0;
                        console=0;
                }
 
-               if(!stealthloading)
-               {
+               if(!stealthloading){
                        terrain.numdecals=0;
                        Sprite::deleteSprites();
                        for(int i=0;i<objects.numobjects;i++)
-                       {
                                objects.model[i].numdecals=0;
-                       }
 
                        int j=objects.numobjects;
-                       for(int i=0;i<j;i++)
-                       {
+                       for(int i=0;i<j;i++){
                                objects.DeleteObject(0);
-                               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+                               if(visibleloading)
+                    LoadingScreen();
                        }
 
                        for(int i=0;i<subdivision;i++)
-                       {
                                for(int j=0;j<subdivision;j++)
-                               {
                                        terrain.patchobjectnum[i][j]=0;
-                               }
-                       }
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
+                       if(visibleloading)
+                LoadingScreen();
                }
 
                weapons.numweapons=0;
 
                funpackf(tfile, "Bi", &mapvers);
-               if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
-               else indemo=0;
-               if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
-               else maptype=mapkilleveryone;
-               if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
-               else hostile=1;
-               if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+               if(mapvers>=15)
+            funpackf(tfile, "Bi", &indemo);
                else
-               {
+            indemo=0;
+               if(mapvers>=5)
+            funpackf(tfile, "Bi", &maptype);
+               else
+            maptype=mapkilleveryone;
+               if(mapvers>=6)
+            funpackf(tfile, "Bi", &hostile);
+               else
+            hostile=1;
+               if(mapvers>=4)
+            funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+               else{
                        viewdistance=100;
                        fadestart=.6;
                }
-               if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
-               else
-               {
+               if(mapvers>=2)
+            funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
+               else{
                        skyboxtexture=1;
                        skyboxr=1;
                        skyboxg=1;
                        skyboxb=1;
                }
-               if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-               else
-               {
+               if(mapvers>=10)
+            funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
+               else{
                        skyboxlightr=skyboxr;
                        skyboxlightg=skyboxg;
                        skyboxlightb=skyboxb;
                }
-               if(!stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
-               if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
+               if(!stealthloading)
+            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
+               if(stealthloading)
+            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
                player[0].originalcoords=player[0].coords;
                if(player[0].num_weapons>0&&player[0].num_weapons<5)
-               {
-                       for(int j=0;j<player[0].num_weapons;j++)
-                       {
+                       for(int j=0;j<player[0].num_weapons;j++){
                                player[0].weaponids[j]=weapons.numweapons;
                                funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
                                weapons.owner[weapons.numweapons]=0;
                                weapons.numweapons++;
                        }
-               }
 
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(visibleloading)
+            LoadingScreen();
 
                funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
                funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
@@ -1621,11 +1616,8 @@ void     Game::Loadlevel(const char *name){
                funpackf(tfile, "Bi", &player[0].numclothes);
 
                if(mapvers>=9)
-               {
                        funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
-               }
-               else
-               {
+               else{
                        player[0].whichskin=0;
                        player[0].creature=rabbittype;
                }
@@ -1634,130 +1626,108 @@ void  Game::Loadlevel(const char *name){
                player[0].lastattack2=-1;
                player[0].lastattack3=-1;
 
-               if(mapvers>=8)
-               {
+        //dialogues
+               if(mapvers>=8){
                        funpackf(tfile, "Bi", &numdialogues);
-                       if(numdialogues)
-                       {
-                               for(int k=0;k<numdialogues;k++)
-                               {
-                                       funpackf(tfile, "Bi", &numdialogueboxes[k]);
-                                       funpackf(tfile, "Bi", &dialoguetype[k]);
-                                       for(int l=0;l<10;l++)
-                                       {
-                                               funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
-                                               funpackf(tfile, "Bf", &participantrotation[k][l]);
-                                       }
-                                       if(numdialogueboxes)
-                                       {
-                                               for(int l=0;l<numdialogueboxes[k];l++)
-                                               {
-                                                       funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
-                                                       funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
-                                                       funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
-                                                       funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
-                                                       funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
-
-                                                       bool doneread;
-
-                                                       funpackf(tfile, "Bi",&templength);
-                                                       if(templength>128||templength<=0)templength=128;
-                            int m;
-                                                       for(m=0;m<templength;m++){
-                                                               funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
-                                                               if(dialoguetext[k][l][m]=='\0')break;
-                                                       }
-                                                       dialoguetext[k][l][m] = 0;
-
-                                                       funpackf(tfile, "Bi",&templength);
-                                                       if(templength>64||templength<=0)templength=64;
-                                                       for(m=0;m<templength;m++){
-                                                               funpackf(tfile, "Bb", &dialoguename[k][l][m]);
-                                                               if(dialoguename[k][l][m]=='\0'){
-                                                                       break;
-                                                               }
-                                                       }
-                                                       dialoguename[k][l][m] = 0;
-                                                       funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
-                                                       funpackf(tfile, "Bi", &participantfocus[k][l]);
-                                                       funpackf(tfile, "Bi", &participantaction[k][l]);
-
-                                                       for(m=0;m<10;m++)
-                                                               funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
-
-                                                       funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else numdialogues=0;
+            for(int k=0;k<numdialogues;k++){
+                funpackf(tfile, "Bi", &numdialogueboxes[k]);
+                funpackf(tfile, "Bi", &dialoguetype[k]);
+                for(int l=0;l<10;l++){
+                    funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
+                    funpackf(tfile, "Bf", &participantrotation[k][l]);
+                }
+                for(int l=0;l<numdialogueboxes[k];l++){
+                    funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
+                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
+                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
+                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
+                    funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
+
+                    bool doneread;
+
+                    funpackf(tfile, "Bi",&templength);
+                    if(templength>128||templength<=0)
+                        templength=128;
+                    int m;
+                    for(m=0;m<templength;m++){
+                        funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
+                        if(dialoguetext[k][l][m]=='\0')
+                            break;
+                    }
+                    dialoguetext[k][l][m] = 0;
+
+                    funpackf(tfile, "Bi",&templength);
+                    if(templength>64||templength<=0)templength=64;
+                    for(m=0;m<templength;m++){
+                        funpackf(tfile, "Bb", &dialoguename[k][l][m]);
+                        if(dialoguename[k][l][m]=='\0')
+                            break;
+                    }
+                    dialoguename[k][l][m] = 0;
+                    funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
+                    funpackf(tfile, "Bi", &participantfocus[k][l]);
+                    funpackf(tfile, "Bi", &participantaction[k][l]);
 
-               if(player[0].numclothes)
-               {
-                       for(int k=0;k<player[0].numclothes;k++)
-                       {
-                               funpackf(tfile, "Bi", &templength);
-                               for(int l=0;l<templength;l++)
-                                       funpackf(tfile, "Bb", &player[0].clothes[k][l]);
-                               player[0].clothes[k][templength]='\0';
-                               funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
-                       }
-               }
+                    for(m=0;m<10;m++)
+                        funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
+
+                    funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
+                }
+            }
+               }else
+            numdialogues=0;
+
+        for(int k=0;k<player[0].numclothes;k++){
+            funpackf(tfile, "Bi", &templength);
+            for(int l=0;l<templength;l++)
+                funpackf(tfile, "Bb", &player[0].clothes[k][l]);
+            player[0].clothes[k][templength]='\0';
+            funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
+        }
 
                funpackf(tfile, "Bi", &environment);
 
                funpackf(tfile, "Bi", &objects.numobjects);
-               if(objects.numobjects)
-               {
-                       for(int i=0;i<objects.numobjects;i++)
-                       {
-                               funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
-                               if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
-                       }
-               }
+        for(int i=0;i<objects.numobjects;i++){
+            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
+            if(objects.type[i]==treeleavestype)
+                objects.scale[i]=objects.scale[i-1];
+        }
 
-               if(mapvers>=7)
-               {
+               if(mapvers>=7){
                        funpackf(tfile, "Bi", &numhotspots);
-                       if(numhotspots)
-                       {
-                               for(int i=0;i<numhotspots;i++)
-                               {
-                                       funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
-                                       funpackf(tfile, "Bi", &templength);
-                                       if(templength)
-                                               for(int l=0;l<templength;l++)
-                                                       funpackf(tfile, "Bb", &hotspottext[i][l]);
-                                       hotspottext[i][templength]='\0';
-                                       if(hotspottype[i]==-111)indemo=1;
-                               }
-                       }
-               }
-               else numhotspots=0;
+            for(int i=0;i<numhotspots;i++){
+                funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
+                funpackf(tfile, "Bi", &templength);
+                if(templength)
+                    for(int l=0;l<templength;l++)
+                        funpackf(tfile, "Bb", &hotspottext[i][l]);
+                hotspottext[i][templength]='\0';
+                if(hotspottype[i]==-111)
+                    indemo=1;
+            }
+               }else
+            numhotspots=0;
 
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(visibleloading)
+            LoadingScreen();
 
-               if(!stealthloading)
-               {
+               if(!stealthloading){
                        objects.center=0;
                        for(int i=0;i<objects.numobjects;i++)
-                       {
                                objects.center+=objects.position[i];
-                       }
                        objects.center/=objects.numobjects;
 
 
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
+                       if(visibleloading)
+                LoadingScreen();
 
                        float maxdistance=0;
                        float tempdist;
                        int whichclosest;
-                       for(int i=0;i<objects.numobjects;i++)
-                       {
+                       for(int i=0;i<objects.numobjects;i++){
                                tempdist=findDistancefast(&objects.center,&objects.position[i]);
-                               if(tempdist>maxdistance)
-                               {
+                               if(tempdist>maxdistance){
                                        whichclosest=i;
                                        maxdistance=tempdist;
                                }
@@ -1765,40 +1735,45 @@ void    Game::Loadlevel(const char *name){
                        objects.radius=fast_sqrt(maxdistance);
                }
 
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(visibleloading)
+            LoadingScreen();
                //mapcenter=objects.center;
                //mapradius=objects.radius;
 
                funpackf(tfile, "Bi", &numplayers);
                int howmanyremoved=0;
                bool removeanother=0;
-               if(numplayers>1&&numplayers<maxplayers)
-               {
-                       for(int i=1;i<numplayers;i++)
-                       {
-                               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(numplayers>1&&numplayers<maxplayers){
+                       for(int i=1;i<numplayers;i++){
+                               if(visibleloading)
+                    LoadingScreen();
                                removeanother=0;
 
                                funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
-                               if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
-                               else player[i-howmanyremoved].howactive=typeactive;
-                               if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
-                               else player[i-howmanyremoved].scale=-1;
-                               if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
-                               else player[i-howmanyremoved].immobile=0;
-                               if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
-                               else player[i-howmanyremoved].rotation=0;
+                               if(mapvers>=5)
+                    funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
+                               else
+                    player[i-howmanyremoved].howactive=typeactive;
+                               if(mapvers>=3)
+                    funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
+                               else
+                    player[i-howmanyremoved].scale=-1;
+                               if(mapvers>=11)
+                    funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
+                               else
+                    player[i-howmanyremoved].immobile=0;
+                               if(mapvers>=12)
+                    funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
+                               else
+                    player[i-howmanyremoved].rotation=0;
                                player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
                                if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
                                        removeanother=1;
                                        howmanyremoved++;
                                }
-                               if(!removeanother)
-                               {
-                                       if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
-                                       {
-                                               for(int j=0;j<player[i-howmanyremoved].num_weapons;j++)
-                                               {
+                               if(!removeanother){
+                                       if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
+                                               for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
                                                        player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
                                                        funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
                                                        weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
@@ -1807,41 +1782,41 @@ void    Game::Loadlevel(const char *name){
                                        }
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
                                        //player[i-howmanyremoved].numwaypoints=10;
-                                       for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++)
-                                       {
+                                       for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
-                                               if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
-                                               else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
+                                               if(mapvers>=5)
+                            funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
+                                               else
+                            player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
                                        }
 
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
-                                       if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
+                                       if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
+                        player[i-howmanyremoved].waypoint=0;
 
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
                                        funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
 
-                                       if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
-                                       else
-                                       {
+                                       if(mapvers>=4)
+                        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
+                                       else{
                                                headprop=1;
                                                bodyprop=1;
                                                armprop=1;
                                                legprop=1;
                                        }
-                                       if(player[i-howmanyremoved].creature==wolftype)
-                                       {
+                                       if(player[i-howmanyremoved].creature==wolftype){
                                                player[i-howmanyremoved].proportionhead=1.1*headprop;
                                                player[i-howmanyremoved].proportionbody=1.1*bodyprop;
                                                player[i-howmanyremoved].proportionarms=1.1*armprop;
                                                player[i-howmanyremoved].proportionlegs=1.1*legprop;
                                        }
 
-                                       if(player[i-howmanyremoved].creature==rabbittype)
-                                       {
+                                       if(player[i-howmanyremoved].creature==rabbittype){
                                                player[i-howmanyremoved].proportionhead=1.2*headprop;
                                                player[i-howmanyremoved].proportionbody=1.05*bodyprop;
                                                player[i-howmanyremoved].proportionarms=1.00*armprop;
@@ -1850,10 +1825,8 @@ void     Game::Loadlevel(const char *name){
                                        }
 
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
-                                       if(player[i-howmanyremoved].numclothes)
-                                       {
-                                               for(int k=0;k<player[i-howmanyremoved].numclothes;k++)
-                                               {
+                                       if(player[i-howmanyremoved].numclothes){
+                                               for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
                                                        int templength;
                                                        funpackf(tfile, "Bi", &templength);
                                                        for(int l=0;l<templength;l++)
@@ -1865,23 +1838,21 @@ void    Game::Loadlevel(const char *name){
                                }
                        }
                }
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(visibleloading)
+            LoadingScreen();
 
                numplayers-=howmanyremoved;
                funpackf(tfile, "Bi", &numpathpoints);
                if(numpathpoints>30||numpathpoints<0)
                        numpathpoints=0;
-               if(numpathpoints)
-               {
-                       for(int j=0;j<numpathpoints;j++)
-                       {
-                               funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
-                               for(int k=0;k<numpathpointconnect[j];k++){
-                                       funpackf(tfile, "Bi", &pathpointconnect[j][k]);
-                               }
-                       }
-               }
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+        for(int j=0;j<numpathpoints;j++){
+            funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
+            for(int k=0;k<numpathpointconnect[j];k++){
+                funpackf(tfile, "Bi", &pathpointconnect[j][k]);
+            }
+        }
+               if(visibleloading)
+            LoadingScreen();
 
                funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
 
@@ -1890,25 +1861,21 @@ void    Game::Loadlevel(const char *name){
             Setenvironment(environment);
                oldenvironment=environment;
 
-               if(!stealthloading)
-               {
+               if(!stealthloading){
                        int j=objects.numobjects;
                        objects.numobjects=0;
-                       for(int i=0;i<j;i++)
-                       {
-                               //if(objects.type[i]!=spiketype)
+                       for(int i=0;i<j;i++){
                                objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
-                               if(visibleloading){loadscreencolor=4; LoadingScreen();}
+                               if(visibleloading)
+                    LoadingScreen();
                        }
 
-                       //if(skyboxtexture){
                        terrain.DoShadows();
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
+                       if(visibleloading)
+                LoadingScreen();
                        objects.DoShadows();
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
-                       /*}
-                       else terrain.DoLighting();
-                       */
+                       if(visibleloading)
+                LoadingScreen();
                }
 
                fclose(tfile);
@@ -1916,20 +1883,22 @@ void    Game::Loadlevel(const char *name){
                oldlevel=whichlevel;
 
 
-               if(numplayers>maxplayers-1)numplayers=maxplayers-1;
-               for(int i=0;i<numplayers;i++)
-               {
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
+               if(numplayers>maxplayers-1)
+            numplayers=maxplayers-1;
+               for(int i=0;i<numplayers;i++){
+                       if(visibleloading)
+                LoadingScreen();
                        player[i].burnt=0;
                        player[i].bled=0;
                        player[i].onfire=0;
-                       if(i==0||player[i].scale<0)player[i].scale=.2;
+                       if(i==0||player[i].scale<0)
+                player[i].scale=.2;
                        player[i].skeleton.free=0;
                        player[i].skeleton.id=i;
-                       //if(Random()%2==0)player[i].creature=wolftype;
-                       //else player[i].creature=rabbittype;
-                       if(i==0&&mapvers<9)player[i].creature=rabbittype;
-                       if(player[i].creature!=wolftype)player[i].skeleton.Load(
+                       if(i==0&&mapvers<9)
+                player[i].creature=rabbittype;
+                       if(player[i].creature!=wolftype){
+                player[i].skeleton.Load(
                     (char *)":Data:Skeleton:Basic Figure",
                     (char *)":Data:Skeleton:Basic Figurelow",
                     (char *)":Data:Skeleton:Rabbitbelt",
@@ -1942,8 +1911,7 @@ void      Game::Loadlevel(const char *name){
                     (char *)":Data:Models:Body7.solid",
                     (char *)":Data:Models:Bodylow.solid",
                     (char *)":Data:Models:Belt.solid",0);
-                       else
-                       {
+            }else{
                                if(player[i].creature!=wolftype){
                                        player[i].skeleton.Load(
                             (char *)":Data:Skeleton:Basic Figure",
@@ -1980,19 +1948,15 @@ void    Game::Loadlevel(const char *name){
 
                        int texsize;
                        texsize=512*512*3/texdetail/texdetail;
-                       //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
-                       //player[i].skeleton.skinText.resize(texsize);
 
                        LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
 
-                       if(player[i].numclothes)
-                       {
-                               for(int j=0;j<player[i].numclothes;j++)
-                               {
+                       if(player[i].numclothes){
+                               for(int j=0;j<player[i].numclothes;j++){
                                        tintr=player[i].clothestintr[j];
                                        tintg=player[i].clothestintg[j];
                                        tintb=player[i].clothestintb[j];
-                                       AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
+                                       AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
                                }
                                player[i].DoMipmaps();
                        }
@@ -2003,8 +1967,10 @@ void     Game::Loadlevel(const char *name){
                        player[i].targetframe=1;
                        player[i].target=0;
                        player[i].speed=1+(float)(Random()%100)/1000;
-                       if(difficulty==0)player[i].speed-=.2;
-                       if(difficulty==1)player[i].speed-=.1;
+                       if(difficulty==0)
+                player[i].speed-=.2;
+                       if(difficulty==1)
+                player[i].speed-=.1;
 
                        player[i].velocity=0;
                        player[i].oldcoords=player[i].coords;
@@ -2018,8 +1984,7 @@ void      Game::Loadlevel(const char *name){
                        player[i].aitype=passivetype;
                        player[i].madskills=0;
 
-                       if(i==0)
-                       {
+                       if(i==0){
                                player[i].proportionhead=1.2;
                                player[i].proportionbody=1.05;
                                player[i].proportionarms=1.00;
@@ -2029,35 +1994,18 @@ void    Game::Loadlevel(const char *name){
                        player[i].headless=0;
                        player[i].currentoffset=0;
                        player[i].targetoffset=0;
-                       /*player[i].armorhead=1;
-                       player[i].armorhigh=1;
-                       player[i].armorlow=1;
-                       player[i].protectionhead=1;
-                       player[i].protectionhigh=1;
-                       player[i].protectionlow=1;
-                       player[i].metalhead=1;
-                       player[i].metalhigh=1;
-                       player[i].metallow=1;
-                       player[i].power=1;
-                       player[i].speedmult=1;*/
 
                        player[i].damagetolerance=200;
 
-                       if(player[i].creature==wolftype)
-                       {
-                               /*player[i].proportionhead=1.1;
-                               player[i].proportionbody=1.1;
-                               player[i].proportionarms=1.1;
-                               player[i].proportionlegs=1.1;
-                               player[i].proportionlegs.y=1.1;*/
-                               if(i==0||player[i].scale<0)player[i].scale=.23;
-
+                       if(player[i].creature==wolftype){
+                               if(i==0||player[i].scale<0)
+                    player[i].scale=.23;
                                player[i].damagetolerance=300;
                        }
 
-                       if(visibleloading){loadscreencolor=4; LoadingScreen();}
-                       if(cellophane)
-                       {
+                       if(visibleloading)
+                LoadingScreen();
+                       if(cellophane){
                                player[i].proportionhead.z=0;
                                player[i].proportionbody.z=0;
                                player[i].proportionarms.z=0;
@@ -2103,24 +2051,21 @@ void    Game::Loadlevel(const char *name){
                player[0].weaponactive=-1;
 
                if(difficulty==1)
-               {
-                       //player[0].speedmult=1/.9;
                        player[0].power=1/.9;
-               }
 
                if(difficulty==0)
-               {
-                       //player[0].speedmult=1/.8;
                        player[0].power=1/.8;
-               }
 
-               //player[0].weaponstuck=1;
-
-               if(difficulty==1)player[0].damagetolerance=250;
-               if(difficulty==0)player[0].damagetolerance=300;
-               if(difficulty==0)player[0].armorhead*=1.5;
-               if(difficulty==0)player[0].armorhigh*=1.5;
-               if(difficulty==0)player[0].armorlow*=1.5;
+               if(difficulty==1)
+            player[0].damagetolerance=250;
+               if(difficulty==0)
+            player[0].damagetolerance=300;
+               if(difficulty==0)
+            player[0].armorhead*=1.5;
+               if(difficulty==0)
+            player[0].armorhigh*=1.5;
+               if(difficulty==0)
+            player[0].armorlow*=1.5;
                cameraloc=player[0].coords;
                cameraloc.y+=5;
                rotation=player[0].rotation;
@@ -2128,17 +2073,15 @@ void    Game::Loadlevel(const char *name){
                hawkcoords=player[0].coords;
                hawkcoords.y+=30;
 
-               if(visibleloading){loadscreencolor=4; LoadingScreen();}
-               //weapons.numweapons=numplayers;
-               for(int i=0;i<weapons.numweapons;i++)
-               {
+               if(visibleloading)
+            LoadingScreen();
+               for(int i=0;i<weapons.numweapons;i++){
                        weapons.bloody[i]=0;
                        weapons.blooddrip[i]=0;
                        weapons.blooddripdelay[i]=0;
                        weapons.onfire[i]=0;
                        weapons.flamedelay[i]=0;
                        weapons.damage[i]=0;
-                       //weapons.type[i]=sword;
                        if(weapons.type[i]==sword){
                                weapons.mass[i]=1.5;
                                weapons.tipmass[i]=1;
@@ -2161,18 +2104,13 @@ void    Game::Loadlevel(const char *name){
                LOG("Starting background music...");
 
                OPENAL_StopSound(OPENAL_ALL);
-               if(environment==snowyenvironment)
-               {
+               if(environment==snowyenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_wind);
-               }
-               else if(environment==desertenvironment)
-               {
+               }else if(environment==desertenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_desertambient);
-               }
-               else if(environment==grassyenvironment)
-               {
+               }else if(environment==grassyenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_wind, 100.);
                }
@@ -2182,9 +2120,7 @@ void      Game::Loadlevel(const char *name){
                oldmusicvolume[3]=0;
 
                if(!firstload)
-               {
                        firstload=1;
-               }
        }
        leveltime=0;
        loadingstuff=0;
@@ -2241,8 +2177,7 @@ void Game::MenuTick(){
                 mainmenu=1;
             }
         }
-    }
-    if(mainmenu==3){
+    }else if(mainmenu==3){
         if(Input::MouseClicked()){
 
             if(selected!=-1)
@@ -2361,8 +2296,7 @@ void Game::MenuTick(){
                     break;
             }
         }
-    }
-    if(mainmenu==4){
+    }else if(mainmenu==4){
         if(Input::MouseClicked()&&selected!=-1&&!waiting){
             fireSound();
             if(selected<9&&keyselect==-1)
@@ -2382,9 +2316,7 @@ void Game::MenuTick(){
                 if(newscreenheight<0)newscreenheight=screenheight;
             }
         }
-    }
-
-    if(mainmenu==5){
+    }else if(mainmenu==5){
 
         if(endgame==2){
             accountactive->endGame();
@@ -2448,8 +2380,7 @@ void Game::MenuTick(){
                     break;
             }
         }
-    }
-    else if(mainmenu==9){
+    }else if(mainmenu==9){
         if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
             fireSound();
             flash();
@@ -2475,17 +2406,14 @@ void Game::MenuTick(){
             flash();
             mainmenu=5;
         }
-    }
-    if(mainmenu==10){
+    }else if(mainmenu==10){
         endgame=2;
         if(Input::MouseClicked()&&selected==3){
             fireSound();
             flash();
             mainmenu=5;
         }
-    }
-
-    if(mainmenu==6){
+    }else if(mainmenu==6){
         if(Input::MouseClicked()) {
             if(selected>-1){
                 fireSound();
@@ -2499,8 +2427,7 @@ void Game::MenuTick(){
                 }
             }
         }
-    }
-    if(mainmenu==7){
+    }else if(mainmenu==7){
         if(Input::MouseClicked()) {
             if(selected!=-1){
                 fireSound();
@@ -2516,7 +2443,7 @@ void Game::MenuTick(){
                     mainmenu=1;
 
                     for(int j=0;j<255;j++){
-                        displaytext[0][j]=' ';
+                        displaytext[0][j]=0;
                     }
                     displaychars[0]=0;
                     displayselected=0;
@@ -2524,8 +2451,7 @@ void Game::MenuTick(){
                 }
             }
         }
-    }
-    if(mainmenu==8){
+    }else if(mainmenu==8){
         if(Input::MouseClicked()&&selected>-1){
             fireSound();
             flash();
@@ -2533,8 +2459,7 @@ void Game::MenuTick(){
                 accountactive->setDifficulty(selected);
             mainmenu=5;
         }
-    }
-    if (mainmenu==18) {                        
+    }else if(mainmenu==18){                    
         if(Input::MouseClicked()&&selected==0) {
             newstereomode = (StereoMode)(newstereomode + 1);
             while(!CanInitStereo(newstereomode)) {
@@ -2601,7 +2526,7 @@ void Game::MenuTick(){
                 fireSound(firestartsound);
 
                 for(int i=0;i<255;i++){
-                    displaytext[0][i]=' ';
+                    displaytext[0][i]=0;
                 }
                 displaychars[0]=0;
 
@@ -3018,55 +2943,6 @@ void Game::doTutorial(){
 void Game::doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
     if(debugmode){
-               if(Input::isKeyPressed(SDLK_v)){
-                       freeze=1-freeze;
-                       if(freeze){
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       }
-               }
-
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)){
-                       console=1-console;
-                       if(console){
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       } else {
-                               freeze=0;
-                               waiting=false;
-                       }
-               }
-
-               if(console)
-            freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
-                       inputText(consoletext[0],&consoleselected,&consolechars[0]);
-                       if(!waiting) {
-                               archiveselected=0;
-                               cmd_dispatch(this, consoletext[0]);
-                               if(consolechars[0]>0){
-
-                                       for(int k=14;k>=1;k--){
-                                               for(int j=0;j<255;j++){
-                                                       consoletext[k][j]=consoletext[k-1][j];
-                                               }
-                                               consolechars[k]=consolechars[k-1];
-                                       }
-                                       for(int j=0;j<255;j++){
-                                               consoletext[0][j]=' ';
-                                       }
-                                       consolechars[0]=0;
-                                       consoleselected=0;
-                               }
-                       }
-
-                       consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
-                               consoleblinkdelay=.3;
-                               consoleblink=1-consoleblink;
-                       }
-               }
-
-
-
         if(Input::isKeyPressed(SDLK_h)){
             player[0].damagetolerance=200000;
             player[0].damage=0;
@@ -3213,7 +3089,7 @@ void Game::doDebugKeys(){
                     tintr=player[closest].clothestintr[i];
                     tintg=player[closest].clothestintg[i];
                     tintb=player[closest].clothestintb[i];
-                    AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                    AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
                 }
                 player[closest].DoMipmaps();
             }
@@ -3510,7 +3386,8 @@ void Game::doDebugKeys(){
         //skip level
         if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
             targetlevel++;
-            if(targetlevel>numchallengelevels-1)targetlevel=0;
+            if(targetlevel>numchallengelevels-1)
+                targetlevel=0;
             loading=1;
             leveltime=5;
         }
@@ -3692,7 +3569,7 @@ void Game::doDebugKeys(){
                             tintr=player[numplayers].clothestintr[i];
                             tintg=player[numplayers].clothestintg[i];
                             tintb=player[numplayers].clothestintb[i];
-                            AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                            AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
                         }
                     if(player[numplayers].numclothes){
                         player[numplayers].DoMipmaps();
@@ -3762,7 +3639,8 @@ void Game::doDebugKeys(){
 
             if(Input::isKeyPressed(SDLK_PERIOD)){
                 pathpointselected++;
-                if(pathpointselected>=numpathpoints)pathpointselected=-1;
+                if(pathpointselected>=numpathpoints)
+                    pathpointselected=-1;
             }
             if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
                 pathpointselected--;
@@ -6159,11 +6037,11 @@ void Game::Tick(){
                if(!winfreeze)leveltime+=multiplier;
 
         //keys
-               if(Input::isKeyDown(SDLK_ESCAPE)){
-                       chatting=0;
-                       console=0;
-                       freeze=0;
-                       displaychars[0]=0;
+               if(Input::isKeyPressed(SDLK_v)&&debugmode){
+                       freeze=1-freeze;
+                       if(freeze){
+                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                       }
                }
 
                if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
@@ -6173,9 +6051,8 @@ void Game::Tick(){
                        inputText(displaytext[0],&displayselected,&displaychars[0]);
                        if(!waiting) {
                                if(displaychars[0]){
-                                       for(int j=0;j<255;j++){
-                                               displaytext[0][j]=' ';
-                                       }
+                                       for(int j=0;j<255;j++)
+                                               displaytext[0][j]=0;
                                        displaychars[0]=0;
                                        displayselected=0;
                                }       
@@ -6191,6 +6068,46 @@ void Game::Tick(){
                if(chatting)
             keyboardfrozen=1;
 
+               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+                       console=1-console;
+                       if(console){
+                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                       } else {
+                               freeze=0;
+                               waiting=false;
+                       }
+               }
+
+               if(console)
+            freeze=1;
+               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+                       inputText(consoletext[0],&consoleselected,&consolechars[0]);
+                       if(!waiting) {
+                               archiveselected=0;
+                               if(consolechars[0]>0){
+                    consoletext[0][consolechars[0]]=' ';
+                    cmd_dispatch(this, consoletext[0]);
+                                       for(int k=14;k>=1;k--){
+                                               for(int j=0;j<255;j++)
+                                                       consoletext[k][j]=consoletext[k-1][j];
+                                               consolechars[k]=consolechars[k-1];
+                                       }
+                                       for(int j=0;j<255;j++)
+                                               consoletext[0][j]=0;
+                                       consolechars[0]=0;
+                                       consoleselected=0;
+                               }
+                       }
+
+                       consoleblinkdelay-=multiplier;
+                       if(consoleblinkdelay<=0){
+                               consoleblinkdelay=.3;
+                               consoleblink=1-consoleblink;
+                       }
+               }
+
+
+
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
                        if(mainmenu==3){
@@ -6216,11 +6133,16 @@ void Game::Tick(){
                if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
                        if(winfreeze)
                 winfreeze=0;
-               if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon)
-                       if(winfreeze){
+               if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
+            if(console){
+                console=0;
+                freeze=0;
+            }else if(winfreeze){
                                mainmenu=9;
                                gameon=0;
                        }
+        }
+
 
 
         //TODO: what is this test?