]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
convert Game class to namespace
[lugaru.git] / Source / GameTick.cpp
index 58baac80451814c9bc9fd1f2340febe891a10f97..74419e6468f46b238a87a34d841a5d7114c56ef1 100644 (file)
@@ -39,6 +39,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <algorithm>
 
 using namespace std;
+using namespace Game;
 
 // Added more evilness needed for MSVC
 #ifdef _MSC_VER
@@ -122,8 +123,6 @@ extern float hostiletime;
 extern bool gamestarted;
 
 extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
 extern int killhotspot;
 extern XYZ hotspot[40];
 extern int hotspottype[40];
@@ -169,14 +168,14 @@ static bool stripfx(const char *str, const char *pfx)
 }
 
 static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 };
 
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
 
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 
@@ -190,13 +189,6 @@ static console_handler cmd_handlers[] = {
 
 // added utility functions -sf17k =============================================================
 
-//TODO: try to hide these variables completely with a better interface
-inline void setAnimation(int playerid,int animation){
-    player[playerid].targetanimation=animation;
-    player[playerid].targetframe=0;
-    player[playerid].target=0;
-}
-
 //TODO: this is incorrect but I'm afraid to change it and break something,
 //probably causes quirky behavior that I might want to preserve
 inline float roughDirection(XYZ vec){
@@ -219,13 +211,7 @@ inline float pitchTo(XYZ start, XYZ end){
     return pitch(end-start);
 }
 
-//change these to a Person method
-inline Joint& playerJoint(int playerid, int bodypart){
-    return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
-inline Joint& playerJoint(Person* pplayer, int bodypart){
-    return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
-
-inline float sq(float n){ return n*n; }
+inline float sq(float n) { return n*n; }
 
 inline float stepTowardf(float from, float to, float by){
     if(fabs(from-to)<by) return to;
@@ -273,19 +259,19 @@ void playdialogueboxsound(){
 
 
 
-static void ch_quit(Game *game, const char *args)
+static void ch_quit(const char *args)
 {
-  game->tryquit = 1;
+  tryquit = 1;
 }
 
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
 {
-  game->Loadlevel(args);
-  game->whichlevel = -2;
+  Loadlevel(args);
+  whichlevel = -2;
   campaign = 0;
 }
 
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
     char buf[64];
     snprintf(buf, 63, ":Data:Maps:%s", args);
 
@@ -303,7 +289,7 @@ static void ch_save(Game *game, const char *args){
             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", weapons[player[0].weaponids[j]].getType());
 
     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);
@@ -390,7 +376,7 @@ static void ch_save(Game *game, const char *args){
                     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]]);
+                    fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
             if(player[j].numwaypoints<30){
                 fpackf(tfile, "Bi", player[j].numwaypoints);
                 for(int k=0;k<player[j].numwaypoints;k++){
@@ -438,59 +424,59 @@ static void ch_save(Game *game, const char *args){
                 }
         }
 
-    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++)
-                       fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
+    fpackf(tfile, "Bi", numpathpoints);
+       for(int j=0;j<numpathpoints;j++){
+               fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+               for(int k=0;k<numpathpointconnect[j];k++)
+                       fpackf(tfile, "Bi", 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", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
 
     fclose(tfile);
 }
 
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
 {
   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
 }
 
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
 {
   tintr = atof(args);
 }
 
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
 {
   tintg = atof(args);
 }
 
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
 {
   tintb = atof(args);
 }
 
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
 {
   player[0].speedmult = atof(args);
 }
 
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
 {
   player[0].scale = atof(args) * .2;
 }
@@ -511,7 +497,7 @@ static int find_closest()
   return closest;
 }
 
-static void ch_sizenear(Game *game, const char *args)
+static void ch_sizenear(const char *args)
 {
   int closest = find_closest();
 
@@ -539,12 +525,12 @@ static void set_proportion(int pnum, const char *args)
   }
 }
 
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
 {
   set_proportion(0, args);
 }
 
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
@@ -561,12 +547,12 @@ static void set_protection(int pnum, const char *args)
   player[pnum].protectionlow  = low;
 }
 
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
 {
   set_protection(0, args);
 }
 
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
@@ -583,19 +569,19 @@ static void set_armor(int pnum, const char *args)
   player[pnum].armorlow  = low;
 }
 
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
 {
   set_armor(0, args);
 }
 
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
 {
   int closest = find_closest();
   if (closest)
     set_armor(closest, args);
 }
 
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
 {
   set_protection(0, "1 1 1");
   set_armor(0, "1 1 1");
@@ -611,38 +597,38 @@ static void set_metal(int pnum, const char *args)
   player[pnum].metallow  = low;
 }
 
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
 {
   set_metal(0, args);
 }
 
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
 {
   player[pnum].numclothes = 0;
-  game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
+  LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
                        &player[pnum].skeleton.drawmodel.textureptr,1,
                        &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
 }
 
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
 {
-  set_noclothes(0, game, args);
+  set_noclothes(0, args);
 }
 
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
-    set_noclothes(closest, game, args);
+    set_noclothes(closest, args);
 }
 
 
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
 {
   char buf[64];
   snprintf(buf, 63, ":Data:Textures:%s.png", args);
 
-  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+  if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
     return;
 
   player[pnum].DoMipmaps();
@@ -653,25 +639,25 @@ static void set_clothes(int pnum, Game *game, const char *args)
   player[pnum].numclothes++;
 }
 
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
 {
-  set_clothes(0, game, args);
+  set_clothes(0, args);
 }
 
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
-    set_clothes(closest, game, args);
+    set_clothes(closest, args);
 }
 
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
 {
   player[0].skeleton.clothes = !player[0].skeleton.clothes;
 }
 
 
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
 {
   cellophane = !cellophane;
   float mul = cellophane ? 0 : 1;
@@ -684,7 +670,7 @@ static void ch_cellophane(Game *game, const char *args)
   }
 }
 
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
@@ -693,7 +679,7 @@ static void ch_funnybunny(Game *game, const char *args)
                          ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
                          ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
                          ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=rabbittype;
   player[0].scale=.2;
@@ -702,7 +688,7 @@ static void ch_funnybunny(Game *game, const char *args)
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
@@ -711,80 +697,80 @@ static void ch_wolfie(Game *game, const char *args)
                          ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
                          ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
                          ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=wolftype;
   player[0].damagetolerance=300;
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
 {
-  ch_wolfie(game, args);
+  ch_wolfie(args);
 }
 
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     if (player[i].scale < 0.8 * 0.2)
       player[i].scale = 0.8 * 0.2;
 }
 
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
 {
   tutoriallevel = atoi(args);
 }
 
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
 {
   hostile = atoi(args);
 }
 
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
 {
-  game->indemo=1;
+  indemo=1;
   hotspot[numhotspots]=player[0].coords;
   hotspotsize[numhotspots]=0;
   hotspottype[numhotspots]=-111;
@@ -792,13 +778,13 @@ static void ch_indemo(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
 {
-  game->indemo=0;
+  indemo=0;
   numhotspots--;
 }
 
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
 {
   int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
        for (int i = 0; i < n; i++)
@@ -808,7 +794,7 @@ static void ch_type(Game *game, const char *args)
                }
 }
 
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
 {
   int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
   for (int i = 0; i < n; i++)
@@ -818,7 +804,7 @@ static void ch_path(Game *game, const char *args)
     }
 }
 
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
 {
   hotspot[numhotspots]=player[0].coords;
 
@@ -835,7 +821,7 @@ static void ch_hs(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
 {
   int dlg;
   char buf1[32], buf2[64];
@@ -886,7 +872,7 @@ static void ch_dialogue(Game *game, const char *args)
   numdialogues++;
 }
 
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
 {
   char buf1[32], buf2[64];
   int whichdi;
@@ -924,47 +910,47 @@ static void ch_fixdialogue(Game *game, const char *args)
   ipstream.close();
 }
 
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
   dialoguetype[0] = dlg;
 }
 
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
 {
   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
 }
 
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
 {
   if (numdialogues)
     numdialogues--;
 }
 
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
 {
   if (numhotspots)
     numhotspots--;
 }
 
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
 {
   player[0].immobile = 1;
 }
 
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     player[i].immobile = 1;
 }
 
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
 {
   player[0].immobile = 0;
 }
 
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
 {
   player[0].armorhead=1;
   player[0].armorhigh=1;
@@ -993,7 +979,7 @@ static void ch_default(Game *game, const char *args)
   }
 
   player[0].numclothes=0;
-  game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
+  LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
                        &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
                        &player[0].skeleton.skinsize);
 
@@ -1001,7 +987,7 @@ static void ch_default(Game *game, const char *args)
   player[0].immobile=0;
 }
 
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
@@ -1025,49 +1011,49 @@ static void ch_play(Game *game, const char *args)
   playdialogueboxsound();
 }
 
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
 {
   maptype = mapkilleveryone;
 }
 
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
 {
   maptype = mapkillmost;
 }
 
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
 {
   maptype = mapkillsomeone;
 }
 
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
 {
   maptype = mapgosomewhere;
 }
 
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
 {
   viewdistance = atof(args)*100;
 }
 
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
 {
   fadestart = atof(args);
 }
 
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
 {
   slomospeed = atof(args);
   slomo = !slomo;
   slomodelay = 1000;
 }
 
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
 {
   slomofreq = atof(args);
 }
 
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
 
@@ -1075,41 +1061,42 @@ static void ch_skytint(Game *game, const char *args)
   skyboxlightg=skyboxg;
   skyboxlightb=skyboxb;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
 {
   skyboxtexture = !skyboxtexture;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(const string cmd)
 {
   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
   for (i = 0; i < n_cmds; i++)
-    if (stripfx(cmd, cmd_names[i]))
+    if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
       {
-       cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
-       break;
+                 cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
+               cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str());
+               break;
       }
   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
@@ -1399,22 +1386,22 @@ void Game::Setenvironment(int which)
        texdetail=temptexdetail;
 }
 
-void Game::Loadlevel(int which){
+void Game::Loadlevel(int which) {
        stealthloading=0;
        whichlevel=which;
 
-       if(which == -1){
+       if(which == -1) {
            tutoriallevel = -1;
            Loadlevel("tutorial");
-       }else if(which >= 0 && which <= 15){
+       } else if(which >= 0 && which <= 15) {
            char buf[32];
-           snprintf(buf, 32, "map%d", which + 1);
+           snprintf(buf, 32, "map%d", which + 1); // challenges
            Loadlevel(buf);
-       }else
+       } else
            Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const char *name){
+void Game::Loadlevel(const char *name) {
        int templength;
        float lamefloat;
        static const char *pfx = ":Data:Maps:";
@@ -1435,7 +1422,7 @@ void Game::Loadlevel(const char *name){
        gamestarted=1;
 
        numenvsounds=0;
-       //visibleloading=1;
+
        if(tutoriallevel!=-1)
         tutoriallevel=0;
        else
@@ -1443,7 +1430,7 @@ void Game::Loadlevel(const char *name){
 
        if(tutoriallevel==1)
         tutorialstage=0;
-       if(tutorialstage==0){
+       if(tutorialstage==0) {
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
@@ -1458,11 +1445,14 @@ void Game::Loadlevel(const char *name){
 
        int mapvers;
        FILE *tfile;
+       //~ char* buff=getcwd(NULL,0);
+       //~ cout << buff << " " << FixedFN << endl;
+       //~ free(buff);
        tfile=fopen( FixedFN, "rb" );
-       if(tfile){
+       if(tfile) {
                pause_sound(stream_firesound);
                scoreadded=0;
-               windialogue=0;
+               windialogue=false;
                hostiletime=0;
                won=0;
 
@@ -1549,7 +1539,7 @@ void Game::Loadlevel(const char *name){
                 LoadingScreen();
                }
 
-               weapons.numweapons=0;
+               weapons.clear();
 
                funpackf(tfile, "Bi", &mapvers);
                if(mapvers>=15)
@@ -1592,10 +1582,10 @@ void Game::Loadlevel(const char *name){
                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++){
-                               player[0].weaponids[j]=weapons.numweapons;
-                               funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
-                               weapons.owner[weapons.numweapons]=0;
-                               weapons.numweapons++;
+                               player[0].weaponids[j]=weapons.size();
+                               int type;
+                               funpackf(tfile, "Bi", &type);
+                               weapons.push_back(Weapon(type,0));
                        }
 
                if(visibleloading)
@@ -1765,10 +1755,10 @@ void Game::Loadlevel(const char *name){
                                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;
-                                                       weapons.numweapons++;
+                                                       player[i-howmanyremoved].weaponids[j]=weapons.size();
+                                                       int type;
+                                                       funpackf(tfile, "Bi", &type);
+                                                       weapons.push_back(Weapon(type,i));
                                                }
                                        }
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
@@ -2063,31 +2053,8 @@ void Game::Loadlevel(const char *name){
 
                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;
-                       if(weapons.type[i]==sword){
-                               weapons.mass[i]=1.5;
-                               weapons.tipmass[i]=1;
-                               weapons.length[i]=.8;
-                       }
-                       if(weapons.type[i]==staff){
-                               weapons.mass[i]=2;
-                               weapons.tipmass[i]=1;
-                               weapons.length[i]=1.5;
-                       }
-                       if(weapons.type[i]==knife){
-                               weapons.mass[i]=1;
-                               weapons.tipmass[i]=1.2;
-                               weapons.length[i]=.25;
-                       }
-                       weapons.position[i]=-1000;
-                       weapons.tippoint[i]=-1000;
-               }
+               //~ for(int i=0;i<weapons.size();i++){
+               //~ }
                
                LOG("Starting background music...");
 
@@ -2109,6 +2076,8 @@ void Game::Loadlevel(const char *name){
 
                if(!firstload)
                        firstload=1;
+       } else {
+               perror("Problem");
        }
        leveltime=0;
        loadingstuff=0;
@@ -2262,25 +2231,19 @@ void Game::doTutorial(){
                 temp2.y=75;
                 temp2.z=447;
 
+                               Weapon w(knife,-1);
+                w.position=(temp+temp2)/2;
+                w.tippoint=(temp+temp2)/2;
 
-                weapons.owner[weapons.numweapons]=-1;
-                weapons.type[weapons.numweapons]=knife;
-                weapons.damage[weapons.numweapons]=0;
-                weapons.mass[weapons.numweapons]=1;
-                weapons.tipmass[weapons.numweapons]=1.2;
-                weapons.length[weapons.numweapons]=.25;
-                weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                weapons.velocity[weapons.numweapons]=0.1;
-                weapons.tipvelocity[weapons.numweapons]=0.1;
-                weapons.missed[weapons.numweapons]=1;
-                weapons.hitsomething[weapons.numweapons]=0;
-                weapons.freetime[weapons.numweapons]=0;
-                weapons.firstfree[weapons.numweapons]=1;
-                weapons.physics[weapons.numweapons]=1;
-
-                weapons.numweapons++;
+                w.velocity=0.1;
+                w.tipvelocity=0.1;
+                w.missed=1;
+                w.hitsomething=0;
+                w.freetime=0;
+                w.firstfree=1;
+                w.physics=1;
+
+                weapons.push_back(w);
             }
             break; case 40:
                 tutorialmaxtime=300;
@@ -2291,7 +2254,7 @@ void Game::doTutorial(){
             break; case 43:
                 tutorialmaxtime=300;
             break; case 44:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
@@ -2304,7 +2267,7 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=300;
             break; case 45:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
@@ -2313,14 +2276,14 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=300;
             break; case 46:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                weapons.type[0]=sword;
+                weapons[0].setType(sword);
 
                 tutorialmaxtime=300;
             break; case 47: {
@@ -2335,25 +2298,22 @@ void Game::doTutorial(){
                 temp2.y=75;
                 temp2.z=447;
 
-                weapons.owner[weapons.numweapons]=-1;
-                weapons.type[weapons.numweapons]=sword;
-                weapons.damage[weapons.numweapons]=0;
-                weapons.mass[weapons.numweapons]=1;
-                weapons.tipmass[weapons.numweapons]=1.2;
-                weapons.length[weapons.numweapons]=.25;
-                weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                weapons.velocity[weapons.numweapons]=0.1;
-                weapons.tipvelocity[weapons.numweapons]=0.1;
-                weapons.missed[weapons.numweapons]=1;
-                weapons.hitsomething[weapons.numweapons]=0;
-                weapons.freetime[weapons.numweapons]=0;
-                weapons.firstfree[weapons.numweapons]=1;
-                weapons.physics[weapons.numweapons]=1;
-
-                weapons.owner[0]=1;
-                weapons.owner[1]=0;
+                               Weapon w(sword,-1);
+                w.position=(temp+temp2)/2;
+                w.tippoint=(temp+temp2)/2;
+
+                w.velocity=0.1;
+                w.tipvelocity=0.1;
+                w.missed=1;
+                w.hitsomething=0;
+                w.freetime=0;
+                w.firstfree=1;
+                w.physics=1;
+                
+                weapons.push_back(w);
+
+                weapons[0].owner=1;
+                weapons[1].owner=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=1;
@@ -2361,7 +2321,6 @@ void Game::doTutorial(){
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                weapons.numweapons++;
             }
             break; case 48:
                 canattack=0;
@@ -2370,8 +2329,8 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=15;
 
-                weapons.owner[0]=1;
-                weapons.owner[1]=0;
+                weapons[0].owner=1;
+                weapons[1].owner=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=1;
@@ -2379,10 +2338,10 @@ void Game::doTutorial(){
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
-                else weapons.type[0]=staff;
-
-                weapons.numweapons++;
+                if(player[0].weaponactive!=-1)
+                                       weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
+                else 
+                                       weapons[0].setType(staff);
             break; case 49:
                 canattack=0;
                 cananger=0;
@@ -2390,20 +2349,18 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=200;
 
-                weapons.position[1]=1000;
-                weapons.tippoint[1]=1000;
+                weapons[1].position=1000;
+                weapons[1].tippoint=1000;
 
-                weapons.numweapons=1;
-                weapons.owner[0]=0;
+                weapons[0].setType(knife);
+
+                weapons[0].owner=0;
                 player[1].weaponactive=-1;
                 player[1].num_weapons=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=0;
 
-                weapons.type[0]=knife;
-
-                weapons.numweapons++;
             break; case 50: {
                 tutorialmaxtime=8;
 
@@ -2424,16 +2381,7 @@ void Game::doTutorial(){
                 player[1].weaponstuck=-1;
                 player[1].weaponactive=-1;
 
-                weapons.numweapons=0;
-
-                weapons.owner[0]=-1;
-                weapons.velocity[0]=0.1;
-                weapons.tipvelocity[0]=-0.1;
-                weapons.missed[0]=1;
-                weapons.hitsomething[0]=0;
-                weapons.freetime[0]=0;
-                weapons.firstfree[0]=1;
-                weapons.physics[0]=1;
+                weapons.clear();
             }
             break; case 51:
                 tutorialmaxtime=80000;
@@ -2467,7 +2415,7 @@ void Game::doTutorial(){
             break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
             break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
             break; case 29:
-                if(player[0].escapednum==2){
+                if(player[0].escapednum==2) {
                     tutorialsuccess=1;
                     reversaltrain=0;
                     cananger=0;
@@ -2534,25 +2482,12 @@ void Game::doDebugKeys(){
 
         if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
             if(player[0].num_weapons>0){
-                if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
-                else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
-                else weapons.type[player[0].weaponids[0]]=sword;
-                if(weapons.type[player[0].weaponids[0]]==sword){
-                    weapons.mass[player[0].weaponids[0]]=1.5;
-                    weapons.tipmass[player[0].weaponids[0]]=1;
-                    weapons.length[player[0].weaponids[0]]=.8;
-                }
-                if(weapons.type[player[0].weaponids[0]]==staff){
-                    weapons.mass[player[0].weaponids[0]]=2;
-                    weapons.tipmass[player[0].weaponids[0]]=1;
-                    weapons.length[player[0].weaponids[0]]=1.5;
-                }
-
-                if(weapons.type[player[0].weaponids[0]]==knife){
-                    weapons.mass[player[0].weaponids[0]]=1;
-                    weapons.tipmass[player[0].weaponids[0]]=1.2;
-                    weapons.length[player[0].weaponids[0]]=.25;
-                }
+                if(weapons[player[0].weaponids[0]].getType()==sword)
+                                       weapons[player[0].weaponids[0]].setType(staff);
+                else if(weapons[player[0].weaponids[0]].getType()==staff)
+                                       weapons[player[0].weaponids[0]].setType(knife);
+                else
+                                       weapons[player[0].weaponids[0]].setType(sword);
             }
         }
 
@@ -2570,44 +2505,19 @@ void Game::doDebugKeys(){
                 }
             if(closest!=-1){
                 if(player[closest].num_weapons){
-                    if(weapons.type[player[closest].weaponids[0]]==sword)
-                        weapons.type[player[closest].weaponids[0]]=staff;
-                    else if(weapons.type[player[closest].weaponids[0]]==staff)
-                        weapons.type[player[closest].weaponids[0]]=knife;
-                    else weapons.type[player[closest].weaponids[0]]=sword;
-                    if(weapons.type[player[closest].weaponids[0]]==sword){
-                        weapons.mass[player[closest].weaponids[0]]=1.5;
-                        weapons.tipmass[player[closest].weaponids[0]]=1;
-                        weapons.length[player[closest].weaponids[0]]=.8;
-                    }
-                    if(weapons.type[player[0].weaponids[0]]==staff){
-                        weapons.mass[player[0].weaponids[0]]=2;
-                        weapons.tipmass[player[0].weaponids[0]]=1;
-                        weapons.length[player[0].weaponids[0]]=1.5;
-                    }
-                    if(weapons.type[player[closest].weaponids[0]]==knife){
-                        weapons.mass[player[closest].weaponids[0]]=1;
-                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                        weapons.length[player[closest].weaponids[0]]=.25;
-                    }
+                    if(weapons[player[closest].weaponids[0]].getType()==sword)
+                        weapons[player[closest].weaponids[0]].setType(staff);
+                    else if(weapons[player[closest].weaponids[0]].getType()==staff)
+                        weapons[player[closest].weaponids[0]].setType(knife);
+                    else
+                                               weapons[player[closest].weaponids[0]].setType(sword);
                 }
                 if(!player[closest].num_weapons){
-                    player[closest].weaponids[0]=weapons.numweapons;
-                    weapons.owner[weapons.numweapons]=closest;
-                    weapons.type[weapons.numweapons]=knife;
-                    weapons.damage[weapons.numweapons]=0;
-                    weapons.numweapons++;
+                    player[closest].weaponids[0]=weapons.size();
+                    
+                    weapons.push_back(Weapon(knife,closest));
+                    
                     player[closest].num_weapons=1;
-                    if(weapons.type[player[closest].weaponids[0]]==sword){
-                        weapons.mass[player[closest].weaponids[0]]=1.5;
-                        weapons.tipmass[player[closest].weaponids[0]]=1;
-                        weapons.length[player[closest].weaponids[0]]=.8;
-                    }
-                    if(weapons.type[player[closest].weaponids[0]]==knife){
-                        weapons.mass[player[closest].weaponids[0]]=1;
-                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                        weapons.length[player[closest].weaponids[0]]=.25;
-                    }
                 }
             }
         }
@@ -2771,7 +2681,7 @@ void Game::doDebugKeys(){
             if(closest!=-1){
                 XYZ headspurtdirection;
                 //int i = player[closest].skeleton.jointlabels[head];
-                Joint& headjoint=playerJoint(closest,head);
+                Joint& headjoint= player[closest].getJointFor(head);
                 for(int k=0;k<player[closest].skeleton.num_joints; k++){
                     if(!player[closest].skeleton.free)
                         flatvelocity2=player[closest].velocity;
@@ -2784,7 +2694,7 @@ void Game::doDebugKeys(){
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                    headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
+                    headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
                     Normalise(&headspurtdirection);
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
                     flatvelocity2+=headspurtdirection*8;
@@ -3491,7 +3401,7 @@ void Game::doAerialAcrobatics(){
                             XYZ tempcoords1=lowpoint;
                             whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                             if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                setAnimation(k,walljumpleftanim);
+                                player[k].setAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, player[k].coords);
                                 if(k==0)
                                     pause_sound(whooshsound);
@@ -3511,7 +3421,7 @@ void Game::doAerialAcrobatics(){
                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                    setAnimation(k,walljumprightanim);
+                                    player[k].setAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, player[k].coords);
                                     if(k==0)pause_sound(whooshsound);
 
@@ -3528,7 +3438,7 @@ void Game::doAerialAcrobatics(){
                                     lowpointtarget=lowpoint+player[k].facing*2;
                                     whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                     if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                        setAnimation(k,walljumpbackanim);
+                                        player[k].setAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, player[k].coords);
                                         if(k==0)pause_sound(whooshsound);
 
@@ -3545,7 +3455,7 @@ void Game::doAerialAcrobatics(){
                                         lowpointtarget=lowpoint-player[k].facing*2;
                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                         if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                            setAnimation(k,walljumpfrontanim);
+                                            player[k].setAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, player[k].coords);
                                             if(k==0)pause_sound(whooshsound);
 
@@ -3728,7 +3638,7 @@ void Game::doAerialAcrobatics(){
                                                                         player[k].targetframe=1;
                                                                         //hang ledge (?)
                                                                         if(j>25){
-                                                                            setAnimation(k,hanganim);
+                                                                            player[k].setAnimation(hanganim);
                                                                             player[k].jumppower=0;
                                                                         }
                                                                     }
@@ -3759,7 +3669,7 @@ void Game::doAerialAcrobatics(){
                         //stagger off ledge (?)
                         if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
                             player[k].RagDoll(0);
-                        setAnimation(k,jumpdownanim);
+                        player[k].setAnimation(jumpdownanim);
 
                         if(!k)
                           emit_sound_at(whooshsound, player[k].coords, 128.);
@@ -3834,14 +3744,14 @@ void Game::doAttacks(){
                                     player[i].targetanimation==staffhitanim||
                                     player[i].targetanimation==staffspinhitanim)
                                 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
-                                    setAnimation(k,dodgebackanim);
+                                    player[k].setAnimation(dodgebackanim);
                                     player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
                                     player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                 }
                         }
                         if(player[k].targetanimation!=dodgebackanim){
                             if(k==0)numflipped++;
-                            setAnimation(k,backhandspringanim);
+                            player[k].setAnimation(backhandspringanim);
                             player[k].targetrotation=-rotation+180;
                             if(player[k].leftkeydown)
                                 player[k].targetrotation-=45;
@@ -3860,7 +3770,7 @@ void Game::doAttacks(){
                          player[k].targetanimation==walkanim||
                          player[k].targetanimation==sneakanim||
                          player[k].isCrouch())){
-                    const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
+                    const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
                     //normal attacks (?)
                     player[k].hasvictim=0;
                     if(numplayers>1)
@@ -4232,8 +4142,8 @@ void Game::doAttacks(){
                                     if(player[k].targetanimation==crouchstabanim||
                                             player[k].targetanimation==swordgroundstabanim||
                                             player[k].targetanimation==staffgroundsmashanim){
-                                        targetpoint+=(playerJoint(i,abdomen).position+
-                                                 playerJoint(i,neck).position)/2*
+                                        targetpoint+=(player[i].getJointFor(abdomen).position+
+                                                 player[i].getJointFor(neck).position)/2*
                                                 player[i].scale;
                                     }
                                     player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
@@ -4289,7 +4199,7 @@ void Game::doAttacks(){
                                   player[k].rabbitkickenabled)||
                                  player[k].jumpkeydown)){
                             oldattackkey=1;
-                            setAnimation(k,rabbitkickanim);
+                            player[k].setAnimation(rabbitkickanim);
                         }
                     //update counts
                     if(animation[player[k].targetanimation].attack&&k==0){
@@ -4353,9 +4263,9 @@ void Game::doPlayerCollisions(){
                     XYZ tempcoords1=player[i].coords;
                     XYZ tempcoords2=player[k].coords;
                     if(!player[i].skeleton.oldfree)
-                        tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
+                        tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
                     if(!player[k].skeleton.oldfree)
-                        tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+                        tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale;
                     collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
                     if(player[0].hasvictim)
                         if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
@@ -4449,18 +4359,18 @@ void Game::doPlayerCollisions(){
                                         if(player[k].howactive==typeactive||hostile)
                                             if(player[k].isIdle()){
                                                 if(player[k].howactive<typesleeping)
-                                                    setAnimation(k,player[k].getStop());
+                                                    player[k].setAnimation(player[k].getStop());
                                                 else if(player[k].howactive==typesleeping)
-                                                    setAnimation(k,getupfromfrontanim);
+                                                    player[k].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[k].howactive=typeactive;
                                             }
                                         if(player[i].howactive==typeactive||hostile)
                                             if(player[i].isIdle()){
                                                 if(player[i].howactive<typesleeping)
-                                                    setAnimation(i,player[k].getStop());
+                                                    player[i].setAnimation(player[k].getStop());
                                                 else
-                                                    setAnimation(i,getupfromfrontanim);
+                                                    player[i].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[i].howactive=typeactive;
                                             }
@@ -4632,7 +4542,7 @@ void Game::doAI(int i){
             if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
-                    player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+                    player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
                 player[i].aitype=passivetype;
             }
 
@@ -4644,7 +4554,7 @@ void Game::doAI(int i){
             player[i].attackkeydown=0;
             player[i].throwkeydown=0;
 
-            if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+            if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
                 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 
             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
@@ -4676,9 +4586,9 @@ void Game::doAI(int i){
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
                                             if(!player[j].isWallJump()&&-1==checkcollide(
-                                                            DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
+                                                            DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)
                                                                 *player[i].scale+player[i].coords,
-                                                            DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+                                                            DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)
                                                                 *player[j].scale+player[j].coords)||
                                                     (player[j].targetanimation==hanganim&&
                                                      normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
@@ -4770,7 +4680,7 @@ void Game::doAI(int i){
 
                 if(player[i].aitype!=passivetype){
                     if(player[i].howactive==typesleeping)
-                        setAnimation(i,getupfromfrontanim);
+                        player[i].setAnimation(getupfromfrontanim);
                     player[i].howactive=typeactive;
                 }
             }
@@ -4794,10 +4704,10 @@ void Game::doAI(int i){
                         if(j==0||(player[j].dead&&player[j].bloodloss>0)){
                             float smelldistance=50;
                             if(j==0&&player[j].num_weapons>0){
-                                if(weapons.bloody[player[j].weaponids[0]])
+                                if(weapons[player[j].weaponids[0]].bloody)
                                     smelldistance=100;
                                 if(player[j].num_weapons==2)
-                                    if(weapons.bloody[player[j].weaponids[1]])
+                                    if(weapons[player[j].weaponids[1]].bloody)
                                         smelldistance=100;
                             }
                             if(j!=0)
@@ -4819,9 +4729,9 @@ void Game::doAI(int i){
                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if((-1==checkcollide(
-                                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
                                                             player[i].scale+player[i].coords,
-                                                        DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+                                                        DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
                                                             player[j].scale+player[j].coords)&&
                                                     !player[j].isWallJump())||
                                                 (player[j].targetanimation==hanganim&&
@@ -4876,7 +4786,7 @@ void Game::doAI(int i){
                         j=checkcollide(test2,test);
                     if(j==-1){
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
+                        player[i].setAnimation(player[i].getStop());
                         player[i].targetrotation+=180;
                         player[i].stunned=.5;
                         //player[i].aitype=passivetype;
@@ -4955,9 +4865,9 @@ void Game::doAI(int i){
                     if(findDistancefast(&player[i].coords,&player[0].coords)<400)
                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
                             if((checkcollide(
-                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
                                             player[i].scale+player[i].coords,
-                                        DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+                                        DoRotation(player[0].getJointFor(head).position,0,player[0].rotation,0)*
                                             player[0].scale+player[0].coords)==-1)||
                                     (player[0].targetanimation==hanganim&&normaldotproduct(
                                         player[0].facing,player[i].coords-player[0].coords)<0)){
@@ -4988,25 +4898,25 @@ void Game::doAI(int i){
             player[i].runninghowlong=0;
 
         //get help from buddies
-        if(player[i].aitype==gethelptype){
+        if(player[i].aitype==gethelptype) {
             player[i].runninghowlong+=multiplier;
             player[i].aiupdatedelay-=multiplier;
 
-            if(player[i].aiupdatedelay<0||player[i].ally==0){
+            if(player[i].aiupdatedelay<0||player[i].ally==0) {
                 player[i].aiupdatedelay=.2;
 
                 //find closest ally
                 //TODO: factor out closest search somehow
-                if(!player[i].ally){
+                if(!player[i].ally) {
                     int closest=-1;
                     float closestdist=-1;
-                    for(int k=0;k<numplayers;k++){
+                    for(int k=0;k<numplayers;k++) {
                         if(k!=i&&k!=0&&!player[k].dead&&
                                 player[k].howactive<typedead1&&
                                 !player[k].skeleton.free&&
-                                player[k].aitype==passivetype){
+                                player[k].aitype==passivetype) {
                             float distance=findDistancefast(&player[i].coords,&player[k].coords);
-                            if(closestdist==-1||distance<closestdist){
+                            if(closestdist==-1||distance<closestdist) {
                                 closestdist=distance;
                                 closest=k;
                             }
@@ -5026,8 +4936,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[player[i].ally].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
                 if(-1!=checkcollide(facing,flatfacing))
                     player[i].lastseentime-=.1;
 
@@ -5100,9 +5010,9 @@ void Game::doAI(int i){
                 if(player[i].ally<0){
                     int closest=-1;
                     float closestdist=-1;
-                    for(int k=0;k<weapons.numweapons;k++)
-                        if(weapons.owner[k]==-1){
-                            float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
+                    for(int k=0;k<weapons.size();k++)
+                        if(weapons[k].owner==-1){
+                            float distance=findDistancefast(&player[i].coords,&weapons[k].position);
                             if(closestdist==-1||distance<closestdist){
                                 closestdist=distance;
                                 closest=k;
@@ -5124,13 +5034,13 @@ void Game::doAI(int i){
                     }
                 if(!player[0].dead)
                     if(player[i].ally>=0){
-                        if(weapons.owner[player[i].ally]!=-1||
-                                findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
+                        if(weapons[player[i].ally].owner!=-1||
+                                findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
                             player[i].aitype=attacktypecutoff;
                             player[i].lastseentime=1;
                         }
                         //TODO: factor these out as moveToward()
-                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
+                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
                         player[i].lookrotation=player[i].targetrotation;
                         player[i].aiupdatedelay=.05;
                         player[i].forwardkeydown=1;
@@ -5185,17 +5095,17 @@ void Game::doAI(int i){
                     if(player[i].isIdle())
                         player[i].crouchkeydown=1;
                     if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
-                        if(weapons.type[player[0].weaponids[0]]==knife){
+                        if(weapons[player[0].weaponids[0]].getType()==knife){
                             if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
                                 if(abs(Random()%2==0))
-                                    setAnimation(i,backhandspringanim);
+                                    player[i].setAnimation(backhandspringanim);
                                 else
-                                    setAnimation(i,rollanim);
+                                    player[i].setAnimation(rollanim);
                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
                                 player[i].wentforweapon=0;
                             }
                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
-                                setAnimation(i,flipanim);
+                                player[i].setAnimation(flipanim);
                         }
                     }
                     player[i].forwardkeydown=0;
@@ -5212,14 +5122,14 @@ void Game::doAI(int i){
             }
             //go for weapon on the ground
             if(player[i].wentforweapon<3)
-                for(int k=0;k<weapons.numweapons;k++)
+                for(int k=0;k<weapons.size();k++)
                     if(player[i].creature!=wolftype)
                         if(player[i].num_weapons==0&&
-                                weapons.owner[k]==-1&&
-                                weapons.velocity[i].x==0&&
-                                weapons.velocity[i].z==0&&
-                                weapons.velocity[i].y==0){
-                            if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
+                                weapons[k].owner==-1&&
+                                weapons[i].velocity.x==0&&
+                                weapons[i].velocity.z==0&&
+                                weapons[i].velocity.y==0){
+                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
                                 player[i].wentforweapon++;
                                 player[i].lastchecktime=6;
                                 player[i].aitype=getweapontype;
@@ -5248,9 +5158,9 @@ void Game::doAI(int i){
                     j=checkcollide(test2,test,player[i].laststanding);
                     if(j==-1)
                         j=checkcollide(test2,test);
-                    if(j==-1){
+                    if(j==-1) {
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
+                        player[i].setAnimation(player[i].getStop());
                         player[i].targetrotation+=180;
                         player[i].stunned=.5;
                         player[i].aitype=pathfindtype;
@@ -5261,7 +5171,7 @@ void Game::doAI(int i){
                         player[i].lastpathfindpoint2=-1;
                         player[i].lastpathfindpoint3=-1;
                         player[i].lastpathfindpoint4=-1;
-                    }else
+                    } else
                         player[i].laststanding=j;
                 }
             //lose sight of player in the air (?)
@@ -5410,8 +5320,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[0].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
                 if(player[i].occluded>=2)
                     if(-1!=checkcollide(facing,flatfacing)){
                         if(!player[i].pause)
@@ -5635,7 +5545,7 @@ void Game::MenuTick(){
                                        case 8:
                                                flash();
                                                
-                                               SaveSettings(*this);
+                                               SaveSettings();
                                                mainmenu=gameon?2:1;
                                                break;
                                        case 9:
@@ -5665,13 +5575,12 @@ void Game::MenuTick(){
                        case 4:
                                if(!waiting) {
                                        fireSound();
-                                       if(selected<9 && keyselect==-1)
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
                                                keyselect=selected;
                                        if(keyselect!=-1)
                                                setKeySelected();
-                                       if(selected==9){
+                                       if(selected==(debugmode?10:9)){
                                                flash();
-
                                                mainmenu=3;
                                        }
                                }
@@ -5679,7 +5588,7 @@ void Game::MenuTick(){
                        case 5:
                                fireSound();
                                flash();
-                               if((selected-NB_CAMPAIGN_MENU_ITEM-1 >= accountactive->getCampaignChoicesMade())) {
+                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
                                        startbonustotal=0;
 
                                        loading=2;
@@ -5689,10 +5598,11 @@ void Game::MenuTick(){
                                                TickOnceAfter();
                                        else
                                                LoadStuff();
-                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade();
+                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+                                       actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
                                        visibleloading=1;
                                        stillloading=1;
-                                       Loadlevel(campaignmapname[campaignchoicewhich[whichchoice]]);
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                                        campaign=1;
                                        mainmenu=0;
                                        gameon=1;
@@ -5707,9 +5617,9 @@ void Game::MenuTick(){
                                                targetlevel=-1;
                                                if(firstload) {
                                                        TickOnceAfter();
-                                                       Loadlevel(-1);
                                                } else
                                                        LoadStuff();
+                                               Loadlevel(-1);
 
                                                mainmenu=0;
                                                gameon=1;
@@ -5740,14 +5650,6 @@ void Game::MenuTick(){
                                                        accountactive->setCurrentCampaign(*c);
                                                }
                                                LoadCampaign();
-                                               if(Mainmenuitems[7])
-                                                       glDeleteTextures(1,&Mainmenuitems[7]);
-                                               ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
-                                               if(test.good()) {
-                                                       LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
-                                               } else {
-                                                       LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                                               }
                                                break;
                                }
                                break;
@@ -5798,9 +5700,11 @@ void Game::MenuTick(){
                                        loading=2;
                                        loadtime=0;
                                        targetlevel=selected;
-                                       if(firstload)TickOnceAfter();
-                                       if(!firstload)LoadStuff();
-                                       else Loadlevel(selected);
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       Loadlevel(selected);
                                        campaign=0;
 
                                        mainmenu=0;
@@ -5850,7 +5754,7 @@ void Game::MenuTick(){
     if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
         tryquit=1;
         if(mainmenu==3) {
-            SaveSettings(*this);
+            SaveSettings();
         }
     }
 
@@ -5953,13 +5857,13 @@ void Game::Tick(){
                if(mainmenu&&endgame==1)
             mainmenu=10;
         //go to level select after completing a campaign level
-        if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) {
+        if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
             mainmenu=5;
             gameon=0;
             winfreeze=0;
             fireSound();
             flash();
-            if(musictoggle){
+            if(musictoggle) {
                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
@@ -5989,7 +5893,7 @@ void Game::Tick(){
             }
             //finished with settings menu
                        if(mainmenu==3){
-                               SaveSettings(*this);
+                               SaveSettings();
                        }
             //effects
                        if(mainmenu>=3&&mainmenu!=8){
@@ -6049,9 +5953,9 @@ void Game::Tick(){
                if(chatting)
             keyboardfrozen=true;
 
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+               if(Input::isKeyPressed(consolekey)&&debugmode) {
                        console=!console;
-                       if(console){
+                       if(console) {
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        } else {
                                freeze=0;
@@ -6061,14 +5965,14 @@ void Game::Tick(){
 
                if(console)
             freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+               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--){
+                               if(consolechars[0]>0) {
+                    consoletext[0][consolechars[0]]='\0';
+                    cmd_dispatch(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];
@@ -6081,7 +5985,7 @@ void Game::Tick(){
                        }
 
                        consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
+                       if(consoleblinkdelay<=0) {
                                consoleblinkdelay=.3;
                                consoleblink=1-consoleblink;
                        }
@@ -6092,7 +5996,7 @@ void Game::Tick(){
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
                        if(mainmenu==3) {
-                               SaveSettings(*this);
+                               SaveSettings();
                        }
                }
 
@@ -6459,7 +6363,7 @@ void Game::Tick(){
                             hostile=1;
                         }
                         if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
-                            windialogue=1;
+                            windialogue=true;
                         }
                         if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
                             hostile=1;
@@ -6711,39 +6615,39 @@ void Game::Tick(){
                                  player[i].isFlip()||
                                  player[i].isFlip()||
                                  player[i].aitype!=playercontrolled)){
-                            for(int j=0;j<weapons.numweapons;j++){
-                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                            for(int j=0;j<weapons.size();j++){
+                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
                                             player[i].aitype==playercontrolled)&&
-                                        weapons.owner[j]==-1&&
+                                        weapons[j].owner==-1&&
                                         player[i].weaponactive==-1)
-                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
-                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
+                                    if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
+                                        if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
                                             if(player[i].isCrouch()||
                                                     player[i].targetanimation==sneakanim||
                                                     player[i].isRun()||
                                                     player[i].isIdle()||
                                                     player[i].aitype!=playercontrolled){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,crouchremoveknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                                player[i].setAnimation(crouchremoveknifeanim);
+                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
                                                 player[i].hasvictim=0;
                                             }
                                             if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
                                                 player[i].throwtogglekeydown=1;
                                                 player[i].hasvictim=0;
 
-                                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
                                                                 player[i].aitype==playercontrolled)&&
-                                                            weapons.owner[j]==-1||
+                                                            weapons[j].owner==-1||
                                                         player[i].victim&&
-                                                        weapons.owner[j]==player[i].victim->id)
-                                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
-                                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
-                                                            if(weapons.type[j]!=staff)
+                                                        weapons[j].owner==player[i].victim->id)
+                                                    if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
+                                                        if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
+                                                            if(weapons[j].getType()!=staff)
                                                                 emit_sound_at(knifedrawsound, player[i].coords, 128.);
 
                                                             player[i].weaponactive=0;
-                                                            weapons.owner[j]=player[i].id;
+                                                            weapons[j].owner=player[i].id;
                                                             if(player[i].num_weapons>0)
                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                             player[i].num_weapons++;
@@ -6753,31 +6657,31 @@ void Game::Tick(){
                                         }else if((player[i].isIdle()||
                                                     player[i].isFlip()||
                                                     player[i].aitype!=playercontrolled)&&
-                                                findDistancefast(&player[i].coords,&weapons.position[j])<5&&
-                                                player[i].coords.y<weapons.position[j].y){
+                                                findDistancefast(&player[i].coords,&weapons[j].position)<5&&
+                                                player[i].coords.y<weapons[j].position.y){
                                             if(!player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,removeknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                                player[i].setAnimation(removeknifeanim);
+                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
                                             }
                                             if(player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
                                                 player[i].hasvictim=0;
 
-                                                for(int k=0;k<weapons.numweapons;k++){
+                                                for(int k=0;k<weapons.size();k++){
                                                     if(player[i].weaponactive==-1)
-                                                        if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
+                                                        if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
                                                                         player[i].aitype==playercontrolled)&&
-                                                                    weapons.owner[k]==-1||
+                                                                    weapons[k].owner==-1||
                                                                 player[i].victim&&
-                                                                 weapons.owner[k]==player[i].victim->id)
-                                                            if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
+                                                                 weapons[k].owner==player[i].victim->id)
+                                                            if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
                                                                     player[i].weaponactive==-1){
-                                                                if(weapons.type[k]!=staff)
+                                                                if(weapons[k].getType()!=staff)
                                                                     emit_sound_at(knifedrawsound, player[i].coords, 128.);
 
                                                                 player[i].weaponactive=0;
-                                                                weapons.owner[k]=player[i].id;
+                                                                weapons[k].owner=player[i].id;
                                                                 if(player[i].num_weapons>0)
                                                                     player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                                 player[i].num_weapons++;
@@ -6810,7 +6714,7 @@ void Game::Tick(){
                                                         player[i].throwtogglekeydown=1;
                                                         player[i].victim=&player[j];
                                                         player[i].hasvictim=1;
-                                                        setAnimation(i,crouchremoveknifeanim);
+                                                        player[i].setAnimation(crouchremoveknifeanim);
                                                         player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
                                                     }
                                                     if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
@@ -6827,14 +6731,14 @@ void Game::Tick(){
                                                                 }
                                                             }
                                                             if(!fleshstuck){
-                                                                if(weapons.type[k]!=staff)
+                                                                if(weapons[k].getType()!=staff)
                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
                                                             }
                                                             if(fleshstuck)
                                                               emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
 
                                                             player[i].weaponactive=0;
-                                                            if(weapons.owner[k]!=-1){
+                                                            if(weapons[k].owner!=-1){
                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
                                                                 else player[i].victim->num_weapons=1;
 
@@ -6853,12 +6757,12 @@ void Game::Tick(){
                                                                 Normalise(&relative);
                                                                 XYZ footvel,footpoint;
                                                                 footvel=0;
-                                                                footpoint=weapons.position[k];
+                                                                footpoint=weapons[k].position;
                                                                 if(player[i].victim->weaponstuck!=-1){
                                                                     if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
                                                                         if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
-                                                                        weapons.bloody[k]=2;
-                                                                        weapons.blooddrip[k]=5;
+                                                                        weapons[k].bloody=2;
+                                                                        weapons[k].blooddrip=5;
                                                                         player[i].victim->weaponstuck=-1;
                                                                         player[i].victim->bloodloss+=2000;
                                                                         player[i].victim->DoDamage(2000);
@@ -6872,12 +6776,12 @@ void Game::Tick(){
 
                                                                 player[i].victim->weaponactive=-1;
 
-                                                                playerJoint(player[i].victim,abdomen).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,neck).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(abdomen).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(neck).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
                                                             }
-                                                            weapons.owner[k]=i;
+                                                            weapons[k].owner=i;
                                                             if(player[i].num_weapons>0){
                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                             }
@@ -6890,7 +6794,7 @@ void Game::Tick(){
                             }
                         }
                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                            if(weapons.type[player[i].weaponids[0]]==knife){
+                            if(weapons[player[i].weaponids[0]].getType()==knife){
                                 if(player[i].isIdle()||
                                         player[i].isRun()||
                                         player[i].isCrouch()||
@@ -6905,11 +6809,11 @@ void Game::Tick(){
                                                                 findDistancefast(&player[i].coords,&player[j].coords)<100&&
                                                                 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
                                                                 !player[j].skeleton.free&&
-                                                                -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
+                                                                -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
                                                             if(!player[i].isFlip()){
                                                                 player[i].throwtogglekeydown=1;
                                                                 player[i].victim=&player[j];
-                                                                setAnimation(i,knifethrowanim);
+                                                                player[i].setAnimation(knifethrowanim);
                                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
                                                                 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
                                                             }
@@ -6918,18 +6822,18 @@ void Game::Tick(){
                                                                     player[i].throwtogglekeydown=1;
                                                                     player[i].victim=&player[j];
                                                                     XYZ aim;
-                                                                    weapons.owner[player[i].weaponids[0]]=-1;
-                                                                    aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
+                                                                    weapons[player[i].weaponids[0]].owner=-1;
+                                                                    aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].rotation,0)*player[i].scale);
                                                                     Normalise(&aim);
 
                                                                     aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
 
-                                                                    weapons.velocity[player[i].weaponids[0]]=aim*50;
-                                                                    weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
-                                                                    weapons.missed[player[i].weaponids[0]]=0;
-                                                                    weapons.freetime[player[i].weaponids[0]]=0;
-                                                                    weapons.firstfree[player[i].weaponids[0]]=1;
-                                                                    weapons.physics[player[i].weaponids[0]]=0;
+                                                                    weapons[player[i].weaponids[0]].velocity=aim*50;
+                                                                    weapons[player[i].weaponids[0]].tipvelocity=aim*50;
+                                                                    weapons[player[i].weaponids[0]].missed=0;
+                                                                    weapons[player[i].weaponids[0]].freetime=0;
+                                                                    weapons[player[i].weaponids[0]].firstfree=1;
+                                                                    weapons[player[i].weaponids[0]].physics=0;
                                                                     player[i].num_weapons--;
                                                                     if(player[i].num_weapons){
                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
@@ -6944,14 +6848,14 @@ void Game::Tick(){
                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
                             if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
                                 player[i].throwtogglekeydown=1;
-                                weapons.owner[player[i].weaponids[0]]=-1;
-                                weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
-                                if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
-                                weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
-                                weapons.missed[player[i].weaponids[0]]=1;
-                                weapons.freetime[player[i].weaponids[0]]=0;
-                                weapons.firstfree[player[i].weaponids[0]]=1;
-                                weapons.physics[player[i].weaponids[0]]=1;
+                                weapons[player[i].weaponids[0]].owner=-1;
+                                weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
+                                if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
+                                weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
+                                weapons[player[i].weaponids[0]].missed=1;
+                                weapons[player[i].weaponids[0]].freetime=0;
+                                weapons[player[i].weaponids[0]].firstfree=1;
+                                weapons[player[i].weaponids[0]].physics=1;
                                 player[i].num_weapons--;
                                 if(player[i].num_weapons){
                                     player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
@@ -6968,21 +6872,21 @@ void Game::Tick(){
                     }
 
                     //draw weapon
-                    if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+                    if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
                         if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
                                 player[i].num_weapons==2&&
                                 player[i].weaponactive==-1&&
                                 player[i].isIdle()||
                                 player[0].dead&&
                                 player[i].weaponactive!=-1&&
-                                i!=0){
-                            bool isgood=1;
+                                i!=0) {
+                            bool isgood=true;
                             if(player[i].weaponactive!=-1)
-                                if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
-                                    isgood=0;
+                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
+                                    isgood=false;
                             if(isgood&&player[i].creature!=wolftype){
-                                if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                    setAnimation(i,drawrightanim);
+                                if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
+                                    player[i].setAnimation(drawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if((player[i].isIdle()||
@@ -6990,47 +6894,46 @@ void Game::Tick(){
                                              player[0].weaponactive!=-1&&
                                              player[i].isRun()))&&
                                         player[i].num_weapons&&
-                                        weapons.type[player[i].weaponids[0]]==sword){
-                                    setAnimation(i,drawleftanim);
+                                        weapons[player[i].weaponids[0]].getType()==sword){
+                                    player[i].setAnimation(drawleftanim);
                                     player[i].drawtogglekeydown=1;
                                 }
-                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                    setAnimation(i,crouchdrawrightanim);
+                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
+                                    player[i].setAnimation(crouchdrawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                             }
                         }
-                    //clean weapon
-                    if(player[i].isCrouch()&&
-                            weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
-                            bloodtoggle&&
-                            player[i].onterrain&&
-                            player[i].num_weapons&&
-                            player[i].weaponactive!=-1&&
-                            player[i].attackkeydown){
-                        if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
-                                player[i].onterrain&&
-                                bloodtoggle&&musictype!=stream_fighttheme){
-                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
-                                setAnimation(i,crouchstabanim);
-                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
-                                setAnimation(i,swordgroundstabanim);
-                            player[i].hasvictim=0;
-                            //player[i].attacktogglekeydown=1;
-                        }
                     }
+                    
+                    //clean weapon
+                    if(player[i].weaponactive!=-1) {
+                                               if (player[i].isCrouch()&&
+                                                       weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
+                                                       bloodtoggle&&
+                                                       player[i].onterrain&&
+                                                       player[i].num_weapons&&
+                                                       player[i].attackkeydown&&
+                                                       musictype!=stream_fighttheme) {
+                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
+                                                                       player[i].setAnimation(crouchstabanim);
+                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
+                                                                       player[i].setAnimation(swordgroundstabanim);
+                                                               player[i].hasvictim=0;
+                                               }
+                                       }
 
                     if(!player[i].drawkeydown)
                         player[i].drawtogglekeydown=0;
 
                     XYZ absflatfacing;
-                    if(i==0){
+                    if(i==0) {
                         absflatfacing=0;
                         absflatfacing.z=-1;
 
                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
-                    }
-                    else absflatfacing=flatfacing;
+                    } else
+                                               absflatfacing=flatfacing;
 
                     if(indialogue!=-1){
                         player[i].forwardkeydown=0;
@@ -7088,7 +6991,7 @@ void Game::Tick(){
                             player[i].lowreversaldelay=.5;
 
                             if(player[i].isIdle()){
-                                setAnimation(i,player[i].getCrouch());
+                                player[i].setAnimation(player[i].getCrouch());
                                 player[i].transspeed=10;
                             }
                             if(player[i].isRun()||
@@ -7097,7 +7000,7 @@ void Game::Tick(){
                                       player[i].rightkeydown||
                                       player[i].forwardkeydown||
                                       player[i].backkeydown))){
-                                setAnimation(i,rollanim);
+                                player[i].setAnimation(rollanim);
                                 player[i].transspeed=20;
                             }
                         }
@@ -7132,12 +7035,12 @@ void Game::Tick(){
                                         player[i].currentanimation=player[i].getCrouch();
                                         player[i].currentframe=0;
                                     }
-                                    setAnimation(i,player[i].getIdle());
+                                    player[i].setAnimation(player[i].getIdle());
                                     player[i].transspeed=10;
                                 }
                             }
                             if(player[i].targetanimation==sneakanim){
-                                setAnimation(i,player[i].getIdle());
+                                player[i].setAnimation(player[i].getIdle());
                                 player[i].transspeed=10;
                             }
                         }
@@ -7153,9 +7056,9 @@ void Game::Tick(){
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
                                 if(player[i].aitype==passivetype)
-                                    setAnimation(i,walkanim);
+                                    player[i].setAnimation(walkanim);
                                 else
-                                    setAnimation(i,player[i].getRun());
+                                    player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7164,7 +7067,7 @@ void Game::Tick(){
                                 player[i].targetframe=0;
                             }
                             if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
-                                setAnimation(i,climbanim);
+                                player[i].setAnimation(climbanim);
                                 player[i].targetframe=1;
                                 player[i].jumpclimb=1;
                             }
@@ -7185,7 +7088,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7212,7 +7115,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7239,7 +7142,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7275,7 +7178,7 @@ void Game::Tick(){
                                     ((player[i].targetanimation!=rabbitrunninganim&&
                                       player[i].targetanimation!=wolfrunninganim)||i!=0)){
                                 player[i].jumpstart=0;
-                                setAnimation(i,jumpupanim);
+                                player[i].setAnimation(jumpupanim);
                                 player[i].rotation=player[i].targetrotation;
                                 player[i].transspeed=20;
                                 player[i].FootLand(0,1);
@@ -7322,7 +7225,7 @@ void Game::Tick(){
                                     emit_sound_at(jumpsound, player[i].coords, 128.);
                             }
                             if((player[i].isIdle())&&player[i].jumppower>1){
-                                setAnimation(i,player[i].getLanding());
+                                player[i].setAnimation(player[i].getLanding());
                                 player[i].targetframe=2;
                                 player[i].landhard=0;
                                 player[i].jumpstart=1;
@@ -7347,7 +7250,7 @@ void Game::Tick(){
 
                         if(!movekey){
                             if(player[i].isRun()||player[i].targetanimation==walkanim)
-                                setAnimation(i,player[i].getStop());
+                                player[i].setAnimation(player[i].getStop());
                             if(player[i].targetanimation==sneakanim){
                                 player[i].targetanimation=player[i].getCrouch();
                                 if(player[i].currentanimation==sneakanim)
@@ -7360,9 +7263,9 @@ void Game::Tick(){
                                  player[i].aitype==searchtype||
                                  (player[i].aitype==passivetype&&
                                   player[i].numwaypoints<=1)))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                         if(player[i].isRun()&&(player[i].aitype==passivetype))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                     }
                 }
                 if(player[i].targetanimation==rollanim)
@@ -7380,7 +7283,7 @@ void Game::Tick(){
 
                 //stop to turn in right direction
                 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
-                    setAnimation(k,player[k].getStop());
+                    player[k].setAnimation(player[k].getStop());
 
                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
                     player[k].targettilt=0;
@@ -7691,11 +7594,11 @@ void Game::TickOnceAfter(){
             killhotspot=0;
 
 
-               winhotspot=0;
+               winhotspot=false;
                for(int i=0;i<numhotspots;i++)
                        if(hotspottype[i]==-1)
                                if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
-                                       winhotspot=1;
+                                       winhotspot=true;
 
                int numalarmed=0;
                for(int i=1;i<numplayers;i++)
@@ -7709,18 +7612,21 @@ void Game::TickOnceAfter(){
                                changedelay=1;
                                targetlevel=whichlevel;
                        }
-                       alldead=1;
-                       for(int i=1;i<numplayers;i++)
-                               if(!player[i].dead&&player[i].howactive<typedead1)
-                    alldead=0;
+                       alldead=true;
+                       for(int i=1;i<numplayers;i++) {
+                               if(!player[i].dead&&player[i].howactive<typedead1) {
+                    alldead=false;
+                    break;
+                               }
+                       }
 
 
-                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
+                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
                                changedelay=1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
                        }
-                       if(winhotspot||windialogue){
+                       if(winhotspot||windialogue) {
                                changedelay=0.1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
@@ -7750,8 +7656,8 @@ void Game::TickOnceAfter(){
                        if(leveltime<1){
                                loading=0;
                                changedelay=.1;
-                               alldead=0;
-                               winhotspot=0;
+                               alldead=false;
+                               winhotspot=false;
                                killhotspot=0;
                        }
 
@@ -7782,7 +7688,7 @@ void Game::TickOnceAfter(){
 
                                        fireSound(firestartsound);
 
-                                       Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+                                       Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
 
                                        fireSound();
 
@@ -7816,11 +7722,11 @@ void Game::TickOnceAfter(){
                 // 0 = load next level
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
-                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
-                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+                                       if(campaignlevels[actuallevel].nextlevel.empty())
                                                endgame=1;
                                } else if(mainmenu==0&&winfreeze) {
-                                       stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2);
+                                       stealthloading = (campaignlevels[actuallevel].choosenext==2);
 
                                        if(!stealthloading){
                                                fireSound(firestartsound);
@@ -7838,9 +7744,10 @@ void Game::TickOnceAfter(){
                                        if(!firstload)
                                                LoadStuff();
                                        whichchoice=0;
+                                       actuallevel=campaignlevels[actuallevel].nextlevel.front();
                                        visibleloading=1;
                                        stillloading=1;
-                                       Loadlevel(campaignmapname[campaignchoicewhich[0]]);
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                                        campaign=1;
                                        mainmenu=0;
                                        gameon=1;