]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
major refactor of menu system, part 1
[lugaru.git] / Source / GameTick.cpp
index d5ddeb41c1145626da341555137d53462c034cec..8b519880e7da4f483bddcfe830334cc7db30cd72 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <direct.h>
 #endif
 
+#include <limits>
 #include <ctime>
 #include "Game.h"
 #include "openal_wrapper.h"
@@ -35,6 +36,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Animation.h"
 #include "Awards.h"
 
+#include <algorithm>
+
 using namespace std;
 
 // Added more evilness needed for MSVC
@@ -77,7 +80,7 @@ extern bool keyboardfrozen;
 extern bool loadingstuff;
 extern XYZ windvector;
 extern bool debugmode;
-static int music1;
+static int leveltheme;
 extern int mainmenu;
 extern bool visibleloading;
 extern XYZ envsound[30];
@@ -119,8 +122,6 @@ 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];
@@ -166,7 +167,7 @@ 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
 };
@@ -187,13 +188,6 @@ 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){
@@ -216,13 +210,7 @@ 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;
@@ -300,7 +288,7 @@ 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);
@@ -387,7 +375,7 @@ 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++){
@@ -495,7 +483,7 @@ static void ch_size(Game *game, const char *args)
 static int find_closest()
 {
   int closest = 0;
-  float closestdist = 1.0/0.0;
+  float closestdist = std::numeric_limits<float>::max();
 
   for (int i = 1; i < numplayers; i++) {
     float distance;
@@ -1098,15 +1086,16 @@ static void ch_skybox(Game *game, const char *args)
   objects.DoShadows();
 }
 
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(Game *game, 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](game, cmd.substr(cmd.find(' ')+1).c_str());
+               break;
       }
   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
@@ -1129,8 +1118,6 @@ void Screenshot   (void)
        save_image(temp);
 }
 
-
-
 void Game::SetUpLighting(){
        if(environment==snowyenvironment)
         light.setColors(.65,.65,.7,.4,.4,.44);
@@ -1262,7 +1249,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
        return -1;
 }
 
-void   Game::Setenvironment(int which)
+void Game::Setenvironment(int which)
 {
        LOGFUNC;
 
@@ -1271,9 +1258,9 @@ void      Game::Setenvironment(int which)
        float temptexdetail;
        environment=which;
 
-       pause_sound(stream_music1snow);
-       pause_sound(stream_music1grass);
-       pause_sound(stream_music1desert);
+       pause_sound(stream_snowtheme);
+       pause_sound(stream_grasstheme);
+       pause_sound(stream_deserttheme);
        pause_sound(stream_wind);
        pause_sound(stream_desertambient);
 
@@ -1316,8 +1303,7 @@ void      Game::Setenvironment(int which)
 
 
                texdetail=temptexdetail;
-       }
-       if(environment==desertenvironment){
+       } else if(environment==desertenvironment){
                windvector=0;
                windvector.z=2;
                LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
@@ -1355,8 +1341,7 @@ void      Game::Setenvironment(int which)
 
 
                texdetail=temptexdetail;
-       }
-       if(environment==grassyenvironment){
+       } else if(environment==grassyenvironment){
                windvector=0;
                windvector.z=2;
                LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
@@ -1400,27 +1385,24 @@ 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
            Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const char *name){
-       static int oldlevel;
+void Game::Loadlevel(const char *name) {
        int templength;
        float lamefloat;
-       int lameint;
        static const char *pfx = ":Data:Maps:";
        char *buf;
 
@@ -1439,7 +1421,7 @@ void Game::Loadlevel(const char *name){
        gamestarted=1;
 
        numenvsounds=0;
-       //visibleloading=1;
+
        if(tutoriallevel!=-1)
         tutoriallevel=0;
        else
@@ -1447,13 +1429,11 @@ void Game::Loadlevel(const char *name){
 
        if(tutoriallevel==1)
         tutorialstage=0;
-       if(tutorialstage==0){
+       if(tutorialstage==0) {
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
        loadingstuff=1;
-       if(!firstload)
-               oldlevel=50;
        pause_sound(whooshsound);
        pause_sound(stream_firesound);
 
@@ -1464,11 +1444,14 @@ 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;
 
@@ -1532,7 +1515,7 @@ void Game::Loadlevel(const char *name){
                if(console){
                        emit_sound_np(consolesuccesssound);
                        freeze=0;
-                       console=0;
+                       console=false;
                }
 
                if(!stealthloading){
@@ -1555,7 +1538,7 @@ void Game::Loadlevel(const char *name){
                 LoadingScreen();
                }
 
-               weapons.numweapons=0;
+               weapons.clear();
 
                funpackf(tfile, "Bi", &mapvers);
                if(mapvers>=15)
@@ -1598,10 +1581,10 @@ 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)
@@ -1642,8 +1625,6 @@ void Game::Loadlevel(const char *name){
                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
 
-                    bool doneread;
-
                     funpackf(tfile, "Bi",&templength);
                     if(templength>128||templength<=0)
                         templength=128;
@@ -1723,11 +1704,11 @@ void Game::Loadlevel(const char *name){
 
                        float maxdistance=0;
                        float tempdist;
-                       int whichclosest;
+                       //~ int whichclosest;
                        for(int i=0;i<objects.numobjects;i++){
                                tempdist=findDistancefast(&objects.center,&objects.position[i]);
                                if(tempdist>maxdistance){
-                                       whichclosest=i;
+                                       //~ whichclosest=i;
                                        maxdistance=tempdist;
                                }
                        }
@@ -1773,10 +1754,10 @@ 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);
@@ -1879,9 +1860,6 @@ void Game::Loadlevel(const char *name){
 
                fclose(tfile);
 
-               oldlevel=whichlevel;
-
-
                if(numplayers>maxplayers-1)
             numplayers=maxplayers-1;
                for(int i=0;i<numplayers;i++){
@@ -1945,8 +1923,8 @@ void Game::Loadlevel(const char *name){
                        }
 
 
-                       int texsize;
-                       texsize=512*512*3/texdetail/texdetail;
+                       //~ int texsize;
+                       //~ texsize=512*512*3/texdetail/texdetail;
 
                        LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
 
@@ -2074,31 +2052,8 @@ 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...");
 
@@ -2120,428 +2075,14 @@ void Game::Loadlevel(const char *name){
 
                if(!firstload)
                        firstload=1;
+       } else {
+               perror("Problem");
        }
        leveltime=0;
        loadingstuff=0;
        visibleloading=0;
 }
 
-
-
-void Game::MenuTick(){
-    //menu buttons
-    if(mainmenu==1||mainmenu==2){
-        if(Input::MouseClicked()&&selected==1){
-            if(!gameon){
-                fireSound(firestartsound);
-                flash();
-                //new game
-                if(accountactive) {
-                    mainmenu=5;
-                } else {
-                    mainmenu=7;
-                }
-                selected=-1;
-            }else{
-                //resume
-                mainmenu=0;
-                pause_sound(stream_music3);
-                resume_stream(music1);
-            }
-        }
-
-        if(Input::MouseClicked()&&selected==2){
-            fireSound();
-            flash();
-            //options
-            mainmenu=3;
-            if(newdetail>2)newdetail=detail;
-            if(newdetail<0)newdetail=detail;
-            if(newscreenwidth>3000)newscreenwidth=screenwidth;
-            if(newscreenwidth<0)newscreenwidth=screenwidth;
-            if(newscreenheight>3000)newscreenheight=screenheight;
-            if(newscreenheight<0)newscreenheight=screenheight;
-        }
-
-        if(Input::MouseClicked()&&selected==3){
-            fireSound();
-            flash();
-            if(!gameon){
-                //quit
-                tryquit=1;
-                pause_sound(stream_music3);
-            }else{
-                //end game
-                gameon=0;
-                mainmenu=1;
-            }
-        }
-    }else if(mainmenu==3){
-        if(Input::MouseClicked()){
-
-            if(selected!=-1)
-                fireSound();
-
-            switch(selected){
-                case 0: {
-                    extern SDL_Rect **resolutions;
-                    bool isCustomResolution = true;
-                    bool found = false;
-                    for(int i = 0; (!found) && (resolutions[i]); i++){
-                        if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
-                            isCustomResolution = false;
-
-                        if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
-                            i++;
-                            if(resolutions[i] != NULL){
-                                newscreenwidth = (int) resolutions[i]->w;
-                                newscreenheight = (int) resolutions[i]->h;
-                            }else if(isCustomResolution){
-                                if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
-                                    newscreenwidth = (int) resolutions[0]->w;
-                                    newscreenheight = (int) resolutions[0]->h;
-                                }else{
-                                    newscreenwidth = screenwidth;
-                                    newscreenheight = screenheight;
-                                }
-                            }else{
-                                newscreenwidth = (int) resolutions[0]->w;
-                                newscreenheight = (int) resolutions[0]->h;
-                            }
-                            found = true;
-                        }
-                    }
-
-                    if(!found){
-                        newscreenwidth = (int) resolutions[0]->w;
-                        newscreenheight = (int) resolutions[0]->h;
-                    }
-                    } break;
-                case 1:
-                    newdetail++;
-                    if(newdetail>2)newdetail=0;
-                    break;
-                case 2:
-                    bloodtoggle++;
-                    if(bloodtoggle>2)bloodtoggle=0;
-                    break;
-                case 3:
-                    difficulty++;
-                    if(difficulty>2)difficulty=0;
-                    break;
-                case 4:
-                    ismotionblur=1-ismotionblur;
-                    break;
-                case 5:
-                    decals=1-decals;
-                    break;
-                case 6:
-                    musictoggle=1-musictoggle;
-
-                    if(!musictoggle){
-                        pause_sound(music1);
-                        pause_sound(stream_music2);
-                        pause_sound(stream_music3);
-
-                        for(int i=0;i<4;i++){
-                            oldmusicvolume[i]=0;
-                            musicvolume[i]=0;
-                        }
-                    }
-
-                    if(musictoggle)
-                      emit_stream_np(stream_music3);
-                    break;
-                case 7:
-                    flash();
-                    //options
-                    mainmenu=4;
-                    selected=-1;
-                    keyselect=-1;
-                    break;
-                case 8:
-                    flash();
-
-                    if(newdetail>2)newdetail=detail;
-                    if(newdetail<0)newdetail=detail;
-                    if(newscreenwidth<0)newscreenwidth=screenwidth;
-                    if(newscreenheight<0)newscreenheight=screenheight;
-
-                    SaveSettings(*this);
-                    if(mainmenu==3&&gameon)mainmenu=2;
-                    if(mainmenu==3&&!gameon)mainmenu=1;
-                    break;
-                case 9:
-                    invertmouse=1-invertmouse;
-                    break;
-                case 10:
-                    usermousesensitivity+=.2;
-                    if(usermousesensitivity>2)usermousesensitivity=.2;
-                    break;
-                case 11:
-                    volume+=.1f;
-                    if(volume>1.0001f)volume=0;
-                    OPENAL_SetSFXMasterVolume((int)(volume*255));
-                    break;
-                case 12:
-                    flash();
-                    
-                    newstereomode = stereomode;
-                    mainmenu=18;
-                    keyselect=-1;
-                    break;
-                case 13:
-                    showdamagebar=!showdamagebar;
-                    break;
-            }
-        }
-    }else if(mainmenu==4){
-        if(Input::MouseClicked()&&selected!=-1&&!waiting){
-            fireSound();
-            if(selected<9&&keyselect==-1)
-                keyselect=selected;
-            if(keyselect!=-1)
-                setKeySelected();
-            if(selected==9){
-                flash();
-
-                mainmenu=3;
-
-                if(newdetail>2)newdetail=detail;
-                if(newdetail<0)newdetail=detail;
-                if(newscreenwidth>3000)newscreenwidth=screenwidth;
-                if(newscreenwidth<0)newscreenwidth=screenwidth;
-                if(newscreenheight>3000)newscreenheight=screenheight;
-                if(newscreenheight<0)newscreenheight=screenheight;
-            }
-        }
-    }else if(mainmenu==5){
-
-        if(endgame==2){
-            accountactive->endGame();
-            endgame=0;
-        }
-
-        if(Input::MouseClicked()){
-            if((selected-7>=accountactive->getCampaignChoicesMade())){
-                fireSound();
-                flash();
-                startbonustotal=0;
-
-                loading=2;
-                loadtime=0;
-                targetlevel=7;
-                if(firstload) TickOnceAfter();
-                else LoadStuff();
-                whichchoice=selected-7-accountactive->getCampaignChoicesMade();
-                visibleloading=1;
-                stillloading=1;
-                Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
-                //Loadlevel(campaignmapname[levelorder[selected-7]]);
-                campaign=1;
-                mainmenu=0;
-                gameon=1;
-                pause_sound(stream_music3);
-            }
-            if(selected>=1 && selected<=5){
-                fireSound();
-                flash();
-            }
-            switch(selected){
-                case 1:
-                    startbonustotal=0;
-
-                    loading=2;
-                    loadtime=0;
-                    targetlevel=-1;
-                    if(firstload)TickOnceAfter();
-                    if(!firstload)LoadStuff();
-                    else {
-                        Loadlevel(-1);
-                    }
-
-                    mainmenu=0;
-                    gameon=1;
-                    pause_sound(stream_music3);
-                    break;
-                case 2:
-                    mainmenu=9;
-                    break;
-                case 3:
-                    mainmenu=6;
-                    break;
-                case 4:
-                    if(mainmenu==5&&gameon)mainmenu=2;
-                    if(mainmenu==5&&!gameon)mainmenu=1;
-                    break;
-                case 5:
-                    mainmenu=7;
-                    break;
-            }
-        }
-    }else if(mainmenu==9){
-        if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
-            fireSound();
-            flash();
-
-            startbonustotal=0;
-
-            loading=2;
-            loadtime=0;
-            targetlevel=selected;
-            if(firstload)TickOnceAfter();
-            if(!firstload)LoadStuff();
-            else {
-                Loadlevel(selected);
-            }
-            campaign=0;
-
-            mainmenu=0;
-            gameon=1;
-            pause_sound(stream_music3);
-        }
-        if(Input::MouseClicked()&&selected==numchallengelevels){
-            fireSound();
-            flash();
-            mainmenu=5;
-        }
-    }else if(mainmenu==10){
-        endgame=2;
-        if(Input::MouseClicked()&&selected==3){
-            fireSound();
-            flash();
-            mainmenu=5;
-        }
-    }else if(mainmenu==6){
-        if(Input::MouseClicked()) {
-            if(selected>-1){
-                fireSound();
-                if(selected==1) {
-                    flash();
-                    accountactive = Account::destroy(accountactive);
-                    mainmenu=7;
-                } else if(selected==2) {
-                    flash();
-                    mainmenu=5;
-                }
-            }
-        }
-    }else if(mainmenu==7){
-        if(Input::MouseClicked()) {
-            if(selected!=-1){
-                fireSound();
-                if(selected==0&&Account::getNbAccounts()<8){
-                    entername=1;
-                } else if (selected<Account::getNbAccounts()+1) {
-                    accountactive=Account::get(selected-1);
-                    mainmenu=5;
-                    flash();
-                } else if (selected==Account::getNbAccounts()+1) {
-                    flash();
-
-                    mainmenu=1;
-
-                    for(int j=0;j<255;j++){
-                        displaytext[0][j]=0;
-                    }
-                    displaychars[0]=0;
-                    displayselected=0;
-                    entername=0;
-                }
-            }
-        }
-    }else if(mainmenu==8){
-        if(Input::MouseClicked()&&selected>-1){
-            fireSound();
-            flash();
-            if(selected<=2)
-                accountactive->setDifficulty(selected);
-            mainmenu=5;
-        }
-    }else if(mainmenu==18){                    
-        if(Input::MouseClicked()&&selected==0) {
-            newstereomode = (StereoMode)(newstereomode + 1);
-            while(!CanInitStereo(newstereomode)) {
-                printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
-                newstereomode = (StereoMode)(newstereomode + 1);
-                if ( newstereomode >= stereoCount ) {
-                    newstereomode = stereoNone;
-                }
-            }
-        }
-        
-        if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
-            stereoseparation+=0.001;
-        if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
-            stereoseparation-=0.001;
-
-        if(Input::MouseClicked()&&selected==2) {
-            stereoreverse =! stereoreverse;
-        }
-        
-        if(Input::MouseClicked()&&selected==3) {
-            flash();
-
-            stereomode = newstereomode;
-            InitStereo(stereomode);
-            
-            mainmenu=3;
-        }
-    }
-
-    if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
-        tryquit=1;
-        if(mainmenu==3){
-            if(newdetail>2)newdetail=detail;
-            if(newdetail<0)newdetail=detail;
-            if(newscreenwidth<0)newscreenwidth=screenwidth;
-            if(newscreenheight<0)newscreenheight=screenheight;
-
-            SaveSettings(*this);
-        }
-    }
-
-    if(mainmenu==1||mainmenu==2){
-        if(loaddistrib>4)transition+=multiplier/8;
-        if(transition>1){
-            transition=0;
-            anim++;
-            if(anim>4)anim=0;
-            loaddistrib=0;
-        }
-    }
-    OPENAL_SetFrequency(channels[stream_music3], 22050);
-
-    if(entername) {
-        inputText(displaytext[0],&displayselected,&displaychars[0]);
-        if(!waiting) { // the input as finished
-            if(displaychars[0]){ // with enter
-                accountactive = Account::add(string(displaytext[0]));
-
-                mainmenu=8;
-
-                flash();
-
-                fireSound(firestartsound);
-
-                for(int i=0;i<255;i++){
-                    displaytext[0][i]=0;
-                }
-                displaychars[0]=0;
-
-                displayselected=0;
-            }
-            entername=0;
-        }
-        
-        displayblinkdelay-=multiplier;
-        if(displayblinkdelay<=0){
-            displayblinkdelay=.3;
-            displayblink=1-displayblink;
-        }
-    }
-}
-
 void Game::doTutorial(){
     if(tutorialstagetime>tutorialmaxtime){
         tutorialstage++;
@@ -2689,25 +2230,19 @@ void Game::doTutorial(){
                 temp2.y=75;
                 temp2.z=447;
 
+                               Weapon w(knife,-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.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++;
+                weapons.push_back(w);
             }
             break; case 40:
                 tutorialmaxtime=300;
@@ -2718,7 +2253,7 @@ 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;
@@ -2731,7 +2266,7 @@ 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;
@@ -2740,14 +2275,14 @@ 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: {
@@ -2762,25 +2297,22 @@ 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;
@@ -2788,7 +2320,6 @@ void Game::doTutorial(){
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                weapons.numweapons++;
             }
             break; case 48:
                 canattack=0;
@@ -2797,8 +2328,8 @@ 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;
@@ -2806,10 +2337,10 @@ 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;
@@ -2817,20 +2348,18 @@ 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;
 
@@ -2851,16 +2380,7 @@ 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;
@@ -2894,7 +2414,7 @@ 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;
@@ -2937,8 +2457,6 @@ void Game::doTutorial(){
     }
 }
 
-
-
 void Game::doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
     if(debugmode){
@@ -2963,25 +2481,12 @@ 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);
             }
         }
 
@@ -2999,44 +2504,19 @@ 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;
-                    }
                 }
             }
         }
@@ -3200,7 +2680,7 @@ 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;
@@ -3213,7 +2693,7 @@ 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;
@@ -3358,9 +2838,6 @@ void Game::doDebugKeys(){
         }
 
         if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
             for(int i=0;i<objects.numobjects;i++){
                 if(objects.type[i]==treeleavestype){
                     objects.scale[i]*=.9;
@@ -3732,8 +3209,6 @@ void Game::doDebugKeys(){
     }
 }
 
-
-
 void Game::doJumpReversals(){
     for(int k=0;k<numplayers;k++)
         for(int i=k;i<numplayers;i++){
@@ -3925,7 +3400,7 @@ 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);
@@ -3945,7 +3420,7 @@ 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);
 
@@ -3962,7 +3437,7 @@ 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);
 
@@ -3979,7 +3454,7 @@ 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);
 
@@ -4162,7 +3637,7 @@ void Game::doAerialAcrobatics(){
                                                                         player[k].targetframe=1;
                                                                         //hang ledge (?)
                                                                         if(j>25){
-                                                                            setAnimation(k,hanganim);
+                                                                            player[k].setAnimation(hanganim);
                                                                             player[k].jumppower=0;
                                                                         }
                                                                     }
@@ -4193,7 +3668,7 @@ 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.);
@@ -4268,14 +3743,14 @@ 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;
@@ -4294,7 +3769,7 @@ 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)
@@ -4630,7 +4105,7 @@ void Game::doAttacks(){
                                                          player[i].skeleton.longdead<300&&
                                                          player[k].lastattack!=spinkickanim&&
                                                          player[i].skeleton.free)&&
-                                                        (!player[i].dead||musictype!=stream_music2)){
+                                                        (!player[i].dead||musictype!=stream_fighttheme)){
                                                     player[k].targetanimation=dropkickanim;
                                                     for(int j=0;j<terrain.numdecals;j++){
                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
@@ -4666,8 +4141,8 @@ 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);
@@ -4723,7 +4198,7 @@ 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){
@@ -4787,9 +4262,9 @@ 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)
@@ -4883,18 +4358,18 @@ 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;
                                             }
@@ -4942,8 +4417,6 @@ void Game::doPlayerCollisions(){
             }
 }
 
-
-
 void Game::doAI(int i){
     static bool connected;
     if(player[i].aitype!=playercontrolled&&indialogue==-1){
@@ -5068,7 +4541,7 @@ 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;
             }
 
@@ -5080,7 +4553,7 @@ 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)
@@ -5112,9 +4585,9 @@ 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)){
@@ -5206,7 +4679,7 @@ 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;
                 }
             }
@@ -5230,10 +4703,10 @@ 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)
@@ -5255,9 +4728,9 @@ 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&&
@@ -5312,7 +4785,7 @@ 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;
@@ -5391,9 +4864,9 @@ 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)){
@@ -5424,25 +4897,25 @@ 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;
                             }
@@ -5462,8 +4935,8 @@ 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;
 
@@ -5536,9 +5009,9 @@ 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;
@@ -5560,13 +5033,13 @@ 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;
@@ -5621,17 +5094,17 @@ 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;
@@ -5648,14 +5121,14 @@ 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;
@@ -5684,9 +5157,9 @@ 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;
@@ -5697,7 +5170,7 @@ 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 (?)
@@ -5846,8 +5319,8 @@ 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)
@@ -5919,19 +5392,412 @@ void Game::doAI(int i){
     }
 }
 
+/*
+Values of mainmenu :
+1 Main menu
+2 Menu pause (resume/end game)
+3 Option menu
+4 Controls configuration menu
+5 Main game menu (choose level or challenge)
+6 Deleting user menu
+7 User managment menu (select/add)
+8 Choose difficulty menu
+9 Challenge level selection menu
+10 End of the campaign congratulation (is that really a menu?)
+11 Same that 9 ??? => unused
+18 stereo configuration
+*/
+    
+void Game::MenuTick(){
+    //menu buttons
+    
+    // some specific case where we do something even if the left mouse button is not pressed.
+       if((mainmenu==5) && (endgame==2)) {
+               accountactive->endGame();
+               endgame=0;
+       }
+       if(mainmenu==10)
+               endgame=2;
+       if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
+               stereoseparation-=0.001;
+               
+    if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+               switch(mainmenu) {
+                       case 1:
+                       case 2:
+                               switch(selected) {
+                                       case 1:
+                                               if(gameon) { //resume
+                                                       mainmenu=0;
+                                                       pause_sound(stream_menutheme);
+                                                       resume_stream(leveltheme);
+                                               } else { //new game
+                                                       fireSound(firestartsound);
+                                                       flash();
+                                                       mainmenu=(accountactive?5:7);
+                                                       selected=-1;
+                                               }
+                                               break;
+                                       case 2: //options
+                                               fireSound();
+                                               flash();
+                                               mainmenu=3;
+                                               if(newdetail>2) newdetail=detail;
+                                               if(newdetail<0) newdetail=detail;
+                                               if(newscreenwidth>3000) newscreenwidth=screenwidth;
+                                               if(newscreenwidth<0) newscreenwidth=screenwidth;
+                                               if(newscreenheight>3000) newscreenheight=screenheight;
+                                               if(newscreenheight<0) newscreenheight=screenheight;
+                                               break;
+                                       case 3:
+                                               fireSound();
+                                               flash();
+                                               if(gameon){ //end game
+                                                       gameon=0;
+                                                       mainmenu=1;
+                                               } else { //quit
+                                                       tryquit=1;
+                                                       pause_sound(stream_menutheme);
+                                               }
+                                               break;
+                               }
+                               break;
+                       case 3:
+                               fireSound();
+                               bool isCustomResolution,found;
+                               switch(selected){
+                                       case 0:
+                                               extern SDL_Rect **resolutions;
+                                               isCustomResolution = true;
+                                               found = false;
+                                               for(int i = 0; (!found) && (resolutions[i]); i++) {
+                                                       if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
+                                                               isCustomResolution = false;
+
+                                                       if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
+                                                               i++;
+                                                               if(resolutions[i] != NULL) {
+                                                                       newscreenwidth = (int) resolutions[i]->w;
+                                                                       newscreenheight = (int) resolutions[i]->h;
+                                                               } else if(isCustomResolution){
+                                                                       if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
+                                                                               newscreenwidth = (int) resolutions[0]->w;
+                                                                               newscreenheight = (int) resolutions[0]->h;
+                                                                       } else {
+                                                                               newscreenwidth = screenwidth;
+                                                                               newscreenheight = screenheight;
+                                                                       }
+                                                               } else {
+                                                                       newscreenwidth = (int) resolutions[0]->w;
+                                                                       newscreenheight = (int) resolutions[0]->h;
+                                                               }
+                                                               found = true;
+                                                       }
+                                               }
+
+                                               if(!found) {
+                                                       newscreenwidth = (int) resolutions[0]->w;
+                                                       newscreenheight = (int) resolutions[0]->h;
+                                               }
+                                               break;
+                                       case 1:
+                                               newdetail++;
+                                               if(newdetail>2) newdetail=0;
+                                               break;
+                                       case 2:
+                                               bloodtoggle++;
+                                               if(bloodtoggle>2) bloodtoggle=0;
+                                               break;
+                                       case 3:
+                                               difficulty++;
+                                               if(difficulty>2) difficulty=0;
+                                               break;
+                                       case 4:
+                                               ismotionblur = !ismotionblur;
+                                               break;
+                                       case 5:
+                                               decals = !decals;
+                                               break;
+                                       case 6:
+                                               musictoggle = !musictoggle;
+
+                                               if(musictoggle) {
+                                                 emit_stream_np(stream_menutheme);
+                                               } else {
+                                                       pause_sound(leveltheme);
+                                                       pause_sound(stream_fighttheme);
+                                                       pause_sound(stream_menutheme);
+
+                                                       for(int i=0;i<4;i++){
+                                                               oldmusicvolume[i]=0;
+                                                               musicvolume[i]=0;
+                                                       }
+                                               }
+
+                                               break;
+                                       case 7: // controls
+                                               flash();
+                                               mainmenu=4;
+                                               selected=-1;
+                                               keyselect=-1;
+                                               break;
+                                       case 8:
+                                               flash();
+                                               
+                                               SaveSettings(*this);
+                                               mainmenu=gameon?2:1;
+                                               break;
+                                       case 9:
+                                               invertmouse = !invertmouse;
+                                               break;
+                                       case 10:
+                                               usermousesensitivity+=.2;
+                                               if(usermousesensitivity>2) usermousesensitivity=.2;
+                                               break;
+                                       case 11:
+                                               volume+=.1f;
+                                               if(volume>1.0001f) volume=0;
+                                               OPENAL_SetSFXMasterVolume((int)(volume*255));
+                                               break;
+                                       case 12:
+                                               flash();
+                                               
+                                               newstereomode = stereomode;
+                                               mainmenu=18;
+                                               keyselect=-1;
+                                               break;
+                                       case 13:
+                                               showdamagebar = !showdamagebar;
+                                               break;
+                               }
+                               break;
+                       case 4:
+                               if(!waiting) {
+                                       fireSound();
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
+                                               keyselect=selected;
+                                       if(keyselect!=-1)
+                                               setKeySelected();
+                                       if(selected==(debugmode?10:9)){
+                                               flash();
+                                               mainmenu=3;
+                                       }
+                               }
+                               break;
+                       case 5:
+                               fireSound();
+                               flash();
+                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
+                                       startbonustotal=0;
+
+                                       loading=2;
+                                       loadtime=0;
+                                       targetlevel=7;
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+                                       actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
+                                       visibleloading=1;
+                                       stillloading=1;
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+                                       campaign=1;
+                                       mainmenu=0;
+                                       gameon=1;
+                                       pause_sound(stream_menutheme);
+                               }
+                               switch(selected){
+                                       case 1:
+                                               startbonustotal=0;
+
+                                               loading=2;
+                                               loadtime=0;
+                                               targetlevel=-1;
+                                               if(firstload) {
+                                                       TickOnceAfter();
+                                               } else
+                                                       LoadStuff();
+                                               Loadlevel(-1);
+
+                                               mainmenu=0;
+                                               gameon=1;
+                                               pause_sound(stream_menutheme);
+                                               break;
+                                       case 2:
+                                               mainmenu=9;
+                                               break;
+                                       case 3:
+                                               mainmenu=6;
+                                               break;
+                                       case 4:
+                                               mainmenu=(gameon?2:1);
+                                               break;
+                                       case 5:
+                                               mainmenu=7;
+                                               break;
+                                       case 6:
+                                               vector<string> campaigns = ListCampaigns();
+                                               vector<string>::iterator c;
+                                               if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
+                                                       if(!campaigns.empty())
+                                                               accountactive->setCurrentCampaign(campaigns.front());
+                                               } else {
+                                                       c++;
+                                                       if(c==campaigns.end())
+                                                               c=campaigns.begin();
+                                                       accountactive->setCurrentCampaign(*c);
+                                               }
+                                               LoadCampaign();
+                                               break;
+                               }
+                               break;
+                       case 6:
+                               fireSound();
+                               if(selected==1) {
+                                       flash();
+                                       accountactive = Account::destroy(accountactive);
+                                       mainmenu=7;
+                               } else if(selected==2) {
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 7:
+                               fireSound();
+                               if(selected==0 && Account::getNbAccounts()<8){
+                                       entername=1;
+                               } else if (selected < Account::getNbAccounts()+1) {
+                                       flash();
+                                       mainmenu=5;
+                                       accountactive=Account::get(selected-1);
+                               } else if (selected == Account::getNbAccounts()+1) {
+                                       flash();
+                                       mainmenu=5;
+                                       for(int j=0;j<255;j++){
+                                               displaytext[0][j]=0;
+                                       }
+                                       displaychars[0]=0;
+                                       displayselected=0;
+                                       entername=0;
+                               }
+                               break;
+                       case 8:
+                               fireSound();
+                               flash();
+                               if(selected<=2)
+                                       accountactive->setDifficulty(selected);
+                               mainmenu=5;
+                               break;
+                       case 9:
+                               if(selected<numchallengelevels && selected<=accountactive->getProgress()){
+                                       fireSound();
+                                       flash();
+
+                                       startbonustotal=0;
+
+                                       loading=2;
+                                       loadtime=0;
+                                       targetlevel=selected;
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       Loadlevel(selected);
+                                       campaign=0;
+
+                                       mainmenu=0;
+                                       gameon=1;
+                                       pause_sound(stream_menutheme);
+                               }
+                               if(selected==numchallengelevels){
+                                       fireSound();
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 10:
+                               if(selected==3){
+                                       fireSound();
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 18:
+                               if(selected==1)
+                                       stereoseparation+=0.001;
+                               else {
+                                       fireSound();
+                                       if(selected==0){
+                                               newstereomode = (StereoMode)(newstereomode + 1);
+                                               while(!CanInitStereo(newstereomode)){
+                                                       printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+                                                       newstereomode = (StereoMode)(newstereomode + 1);
+                                                       if(newstereomode >= stereoCount)
+                                                               newstereomode = stereoNone;
+                                               }
+                                       } else if(selected==2) {
+                                               stereoreverse = !stereoreverse;
+                                       } else if(selected==3) {
+                                               flash();
+                                               mainmenu=3;
+
+                                               stereomode = newstereomode;
+                                               InitStereo(stereomode);
+                                       }
+                               }
+                               break;
+               }
+       }
+
+    if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
+        tryquit=1;
+        if(mainmenu==3) {
+            SaveSettings(*this);
+        }
+    }
+
+    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+
+    if(entername) {
+        inputText(displaytext[0],&displayselected,&displaychars[0]);
+        if(!waiting) { // the input as finished
+            if(displaychars[0]){ // with enter
+                accountactive = Account::add(string(displaytext[0]));
+
+                mainmenu=8;
+
+                flash();
+
+                fireSound(firestartsound);
+
+                for(int i=0;i<255;i++){
+                    displaytext[0][i]=0;
+                }
+                displaychars[0]=0;
 
+                displayselected=0;
+            }
+            entername=0;
+        }
+        
+        displayblinkdelay-=multiplier;
+        if(displayblinkdelay<=0){
+            displayblinkdelay=.3;
+            displayblink=1-displayblink;
+        }
+    }
+}
 
 void Game::Tick(){
        static XYZ facing,flatfacing;
        static int target;
 
-       int templength;
-
        for(int i=0;i<15;i++){
                displaytime[i]+=multiplier;
        }
 
-       keyboardfrozen=0;
+       keyboardfrozen=false;
     Input::Tick();
 
        if(Input::isKeyPressed(SDLK_F6)){
@@ -5969,68 +5835,87 @@ void Game::Tick(){
                emit_sound_np(consolefailsound, 128.);
        }
 
-       if(!console){
-               if(mainmenu&&endgame==1)mainmenu=10;
-        // menu back
-               if( (Input::isKeyPressed(SDLK_ESCAPE)
-                    ||(mainmenu==0
-                        &&((Input::isKeyPressed(jumpkey)
-                                ||Input::isKeyPressed(SDLK_SPACE)
-                                ||(campaign)))
-                        &&campaign
-                        &&winfreeze))
-                && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
+    /*
+    Values of mainmenu :
+    1 Main menu
+    2 Menu pause (resume/end game)
+    3 Option menu
+    4 Controls configuration menu
+    5 Main game menu (choose level or challenge)
+    6 Deleting user menu
+    7 User managment menu (select/add)
+    8 Choose difficulty menu
+    9 Challenge level selection menu
+    10 End of the campaign congratulation (is that really a menu?)
+    11 Same that 9 ??? => unused
+    18 stereo configuration
+    */
+        
+       if(!console) {
+        //campaign over?
+               if(mainmenu&&endgame==1)
+            mainmenu=10;
+        //go to level select after completing a campaign level
+        if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
+            mainmenu=5;
+            gameon=0;
+            winfreeze=0;
+            fireSound();
+            flash();
+            if(musictoggle) {
+                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                emit_stream_np(stream_menutheme);
+                pause_sound(leveltheme);
+            }
+                       LoadCampaign();
+        }
+        //escape key pressed
+        //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
+               if(Input::isKeyPressed(SDLK_ESCAPE)&&
+                (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
                        selected=-1;
-                       if(mainmenu==1||mainmenu==2||mainmenu==0){
-                               if(mainmenu==0&&!winfreeze)mainmenu=2;
-                               else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
-                               else if(mainmenu==0&&winfreeze){ }
-                               else if(mainmenu==1||mainmenu==2)mainmenu=0;
-                               if(mainmenu&&musictoggle){
-                                       if(mainmenu==1||mainmenu==2||mainmenu==100){
-                                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                                               emit_stream_np(stream_music3);
-                                               pause_sound(music1);
-                                       }
-                               }
-                               if(!mainmenu){
-                                       pause_sound(stream_music3);
-                                       resume_stream(music1);
-                               }
-                       }
+            if(mainmenu==0&&!winfreeze)
+                mainmenu=2; //pause
+            else if(mainmenu==1||mainmenu==2){
+                mainmenu=0; //unpause
+            }
+            //play menu theme
+            if(musictoggle&&(mainmenu==1||mainmenu==2)){
+                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                emit_stream_np(stream_menutheme);
+                pause_sound(leveltheme);
+            }
+            //on resume, play level music
+            if(!mainmenu){
+                pause_sound(stream_menutheme);
+                resume_stream(leveltheme);
+            }
+            //finished with settings menu
                        if(mainmenu==3){
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
                                SaveSettings(*this);
                        }
-                       if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
+            //effects
+                       if(mainmenu>=3&&mainmenu!=8){
                                fireSound();
                                flash();
                        }
-                       if(mainmenu==3&&gameon)mainmenu=2;
-                       if(mainmenu==3&&!gameon)mainmenu=1;
-                       if(mainmenu==5&&gameon)mainmenu=2;
-                       if(mainmenu==5&&!gameon)mainmenu=1;
-                       if(mainmenu==4)mainmenu=3;
-                       if(mainmenu==6)mainmenu=5;
-                       if(mainmenu==7)mainmenu=1;
-                       if(mainmenu==9)mainmenu=5;
-                       if(mainmenu==10)mainmenu=5;
-                       if(mainmenu==100){
-                               mainmenu=5;
-                               gameon=0;
-                               winfreeze=0;
-                       }
+            //go back
+            switch(mainmenu){
+                case 3: case 5:
+                    mainmenu=gameon?2:1; break;
+                case 4: case 18:
+                    mainmenu=3; break;
+                case 6: case 7: case 9: case 10:
+                    mainmenu=5; break;
+            }
                }
        }
 
-       if(mainmenu){
+       if(mainmenu) {
         MenuTick();
        }
 
-       if(!mainmenu){
+       if(!mainmenu) {
                if(hostile==1)hostiletime+=multiplier;
                else hostiletime=0;
                if(!winfreeze)leveltime+=multiplier;
@@ -6065,11 +5950,11 @@ void Game::Tick(){
                        }
                }
                if(chatting)
-            keyboardfrozen=1;
+            keyboardfrozen=true;
 
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
-                       console=1-console;
-                       if(console){
+               if(Input::isKeyPressed(consolekey)&&debugmode) {
+                       console=!console;
+                       if(console) {
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        } else {
                                freeze=0;
@@ -6079,14 +5964,14 @@ 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]]=' ';
+                               if(consolechars[0]>0) {
+                    consoletext[0][consolechars[0]]='\0';
                     cmd_dispatch(this, consoletext[0]);
-                                       for(int k=14;k>=1;k--){
+                                       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];
@@ -6099,7 +5984,7 @@ void Game::Tick(){
                        }
 
                        consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
+                       if(consoleblinkdelay<=0) {
                                consoleblinkdelay=.3;
                                consoleblink=1-consoleblink;
                        }
@@ -6109,12 +5994,7 @@ void Game::Tick(){
 
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
-                       if(mainmenu==3){
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
-
+                       if(mainmenu==3) {
                                SaveSettings(*this);
                        }
                }
@@ -6134,9 +6014,9 @@ void Game::Tick(){
                 winfreeze=0;
                if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
             if(console){
-                console=0;
+                console=false;
                 freeze=0;
-            }else if(winfreeze){
+            } else if(winfreeze) {
                                mainmenu=9;
                                gameon=0;
                        }
@@ -6482,7 +6362,7 @@ 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;
@@ -6494,8 +6374,6 @@ void Game::Tick(){
                 }
             }
 
-            static float keyrefreshdelay=0,bigrefreshdelay=0;
-
             if(!player[0].jumpkeydown){
                 player[0].jumptogglekeydown=0;
             }
@@ -6518,8 +6396,6 @@ void Game::Tick(){
 
                 hawkcalldelay=16+abs(Random()%8);
             }
-            static float temptexdetail;
-
 
             doDebugKeys();
 
@@ -6633,8 +6509,6 @@ void Game::Tick(){
                         player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
                     }
 
-                    bool pause;
-
                     if(leveltime<.5)
                         numenvsounds=0;
 
@@ -6740,39 +6614,39 @@ 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++;
@@ -6782,31 +6656,31 @@ 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++;
@@ -6839,7 +6713,7 @@ 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){
@@ -6856,14 +6730,14 @@ 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;
 
@@ -6882,12 +6756,12 @@ 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);
@@ -6901,12 +6775,12 @@ 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];
                                                             }
@@ -6919,7 +6793,7 @@ 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()||
@@ -6934,11 +6808,11 @@ 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);
                                                             }
@@ -6947,18 +6821,18 @@ 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];
@@ -6973,14 +6847,14 @@ 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];
@@ -6997,21 +6871,21 @@ 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()||
@@ -7019,47 +6893,46 @@ 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_music2){
-                            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;
@@ -7117,7 +6990,7 @@ 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()||
@@ -7126,7 +6999,7 @@ void Game::Tick(){
                                       player[i].rightkeydown||
                                       player[i].forwardkeydown||
                                       player[i].backkeydown))){
-                                setAnimation(i,rollanim);
+                                player[i].setAnimation(rollanim);
                                 player[i].transspeed=20;
                             }
                         }
@@ -7161,12 +7034,12 @@ 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;
                             }
                         }
@@ -7182,9 +7055,9 @@ 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;
@@ -7193,7 +7066,7 @@ 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;
                             }
@@ -7214,7 +7087,7 @@ 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;
@@ -7241,7 +7114,7 @@ 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;
@@ -7268,7 +7141,7 @@ 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;
@@ -7304,7 +7177,7 @@ 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);
@@ -7351,7 +7224,7 @@ 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;
@@ -7376,7 +7249,7 @@ 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)
@@ -7389,9 +7262,9 @@ 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)
@@ -7409,7 +7282,7 @@ 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;
@@ -7480,7 +7353,7 @@ void Game::Tick(){
                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
 
-                        emit_stream_np(stream_music3);
+                        emit_stream_np(stream_menutheme);
 
                         gameon=0;
                         mainmenu=5;
@@ -7570,9 +7443,7 @@ void Game::Tick(){
                Screenshot();
 }
 
-
-
-void   Game::TickOnce(){
+void Game::TickOnce(){
        if(mainmenu)
                rotation+=multiplier*5;
        else
@@ -7589,12 +7460,11 @@ void    Game::TickOnce(){
                }
 }
 
-void   Game::TickOnceAfter(){
+void Game::TickOnceAfter(){
        static XYZ colviewer;
        static XYZ coltarget;
        static XYZ target;
        static XYZ col;
-       static float brotate;
        static XYZ facing;
        static float changedelay;
        static bool alldead;
@@ -7604,15 +7474,15 @@ void    Game::TickOnceAfter(){
        if(!mainmenu){
 
                if(environment==snowyenvironment)
-            music1=stream_music1snow;
+            leveltheme=stream_snowtheme;
                if(environment==grassyenvironment)
-            music1=stream_music1grass;
+            leveltheme=stream_grasstheme;
                if(environment==desertenvironment)
-            music1=stream_music1desert;
+            leveltheme=stream_deserttheme;
 
                realthreat=0;
 
-               musictype=music1;
+               musictype=leveltheme;
                for(int i=0;i<numplayers;i++){
                        if((player[i].aitype==attacktypecutoff||
                         player[i].aitype==getweapontype||
@@ -7622,26 +7492,26 @@ void    Game::TickOnceAfter(){
                     (player[i].targetanimation!=sneakattackedanim&&
                      player[i].targetanimation!=knifesneakattackedanim&&
                      player[i].targetanimation!=swordsneakattackedanim)){
-                               musictype=stream_music2;
+                               musictype=stream_fighttheme;
                                realthreat=1;
                        }
                }
                if(player[0].dead)
-            musictype=stream_music3;
+            musictype=stream_menutheme;
 
 
-               if(musictype==stream_music2)
+               if(musictype==stream_fighttheme)
                        unseendelay=1;
 
-               if(oldmusictype==stream_music2&&musictype!=stream_music2){
+               if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
                        unseendelay-=multiplier;
                        if(unseendelay>0)
-                               musictype=stream_music2;
+                               musictype=stream_fighttheme;
                }
 
 
                if(loading==2){
-                       musictype=stream_music3;
+                       musictype=stream_menutheme;
                        musicvolume[2]=512;
                        musicvolume[0]=0;
                        musicvolume[1]=0;
@@ -7649,19 +7519,19 @@ void    Game::TickOnceAfter(){
                }
 
                if(musictoggle)
-                       if(musictype!=oldmusictype&&musictype==stream_music2)
+                       if(musictype!=oldmusictype&&musictype==stream_fighttheme)
                                emit_sound_np(alarmsound);
                musicselected=musictype;
 
-               if(musicselected==music1)
+               if(musicselected==leveltheme)
             musicvolume[0]+=multiplier*450;
                else
             musicvolume[0]-=multiplier*450;
-               if(musicselected==stream_music2)
+               if(musicselected==stream_fighttheme)
             musicvolume[1]+=multiplier*450;
                else
             musicvolume[1]-=multiplier*450;
-               if(musicselected==stream_music3)
+               if(musicselected==stream_menutheme)
             musicvolume[2]+=multiplier*450;
                else
             musicvolume[2]-=multiplier*450;
@@ -7678,31 +7548,31 @@ void    Game::TickOnceAfter(){
 
                if(musictoggle){
                        if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
-                         emit_stream_np(music1, musicvolume[0]);
+                         emit_stream_np(leveltheme, musicvolume[0]);
                        if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
-                         emit_stream_np(stream_music2, musicvolume[1]);
+                         emit_stream_np(stream_fighttheme, musicvolume[1]);
                        if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
-                         emit_stream_np(stream_music3, musicvolume[2]);
+                         emit_stream_np(stream_menutheme, musicvolume[2]);
                        if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
-                               pause_sound(music1);
+                               pause_sound(leveltheme);
                        if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
-                               pause_sound(stream_music2);
+                               pause_sound(stream_fighttheme);
                        if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
-                               pause_sound(stream_music3);
+                               pause_sound(stream_menutheme);
 
                        if(musicvolume[0]!=oldmusicvolume[0])
-                               OPENAL_SetVolume(channels[music1], musicvolume[0]);
+                               OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
                        if(musicvolume[1]!=oldmusicvolume[1])
-                               OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
+                               OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
                        if(musicvolume[2]!=oldmusicvolume[2])
-                               OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
+                               OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
 
                        for(int i=0;i<3;i++)
                                oldmusicvolume[i]=musicvolume[i];
                } else {
-                       pause_sound(music1);
-                       pause_sound(stream_music2);
-                       pause_sound(stream_music3);
+                       pause_sound(leveltheme);
+                       pause_sound(stream_fighttheme);
+                       pause_sound(stream_menutheme);
 
                        for(int i=0;i<4;i++){
                                oldmusicvolume[i]=0;
@@ -7723,11 +7593,11 @@ 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++)
@@ -7741,18 +7611,21 @@ 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;
@@ -7765,12 +7638,12 @@ void    Game::TickOnceAfter(){
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
                        }
 
-                       if(changedelay>0&&!player[0].dead&&!won){
+                       if(changedelay>0&&!player[0].dead&&!won) {
                                //high scores, awards, win
-                               if(campaign){
+                               if(campaign) {
                                        accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
                                        scoreadded=1;
-                               }else{
+                               } else {
                                        accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
                                }
                                won=1;
@@ -7782,12 +7655,12 @@ void    Game::TickOnceAfter(){
                        if(leveltime<1){
                                loading=0;
                                changedelay=.1;
-                               alldead=0;
-                               winhotspot=0;
+                               alldead=false;
+                               winhotspot=false;
                                killhotspot=0;
                        }
 
-                       if(!editorenabled&&gameon&&!mainmenu){
+                       if(!editorenabled&&gameon&&!mainmenu) {
                                if(changedelay!=-999)
                     changedelay-=multiplier/7;
                                if(player[0].dead)
@@ -7814,7 +7687,7 @@ void      Game::TickOnceAfter(){
 
                                        fireSound(firestartsound);
 
-                                       Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+                                       Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
 
                                        fireSound();
 
@@ -7826,17 +7699,16 @@ void    Game::TickOnceAfter(){
                         (player[0].dead||
                          (alldead&&maptype==mapkilleveryone)||
                          (winhotspot)||
-                         (killhotspot))&&
-                        !winfreeze)
+                         (killhotspot)))
                     loading=1;
                                if((player[0].dead||
                             (alldead&&maptype==mapkilleveryone)||
                             (winhotspot)||
                             (windialogue)||
                             (killhotspot))&&
-                        changedelay<=0){
-                    if(whichlevel!=-2&&!loading&&!player[0].dead){
-                        winfreeze=1;
+                        changedelay<=0) {
+                    if(whichlevel!=-2&&!loading&&!player[0].dead) {
+                        winfreeze=true;
                         changedelay=-999;
                     }
                     if(player[0].dead)
@@ -7844,19 +7716,18 @@ void    Game::TickOnceAfter(){
                                }
                        }
 
-                       if(campaign)
-                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
-                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+                       if(campaign) {
+                // campaignchoosenext determines what to do when the level is complete:
+                // 0 = load next level
+                // 1 = go back to level select screen
+                // 2 = stealthload next level
+                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+                                       if(campaignlevels[actuallevel].nextlevel.empty())
                                                endgame=1;
-                               else if(mainmenu==0&&winfreeze){
-                                       if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
-                                               stealthloading=1;
-                                       else
-                        stealthloading=0;
+                               } else if(mainmenu==0&&winfreeze) {
+                                       stealthloading = (campaignlevels[actuallevel].choosenext==2);
 
                                        if(!stealthloading){
-                                               float gLoc[3]={0,0,0};
-                                               float vel[3]={0,0,0};
                                                fireSound(firestartsound);
 
                                                flash();
@@ -7864,83 +7735,26 @@ void    Game::TickOnceAfter(){
 
                                        startbonustotal=0;
 
-                                       ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
-                                       ipstream.ignore(256,':');
-                                       ipstream >> campaignnumlevels;
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               ipstream.ignore(256,':');
-                                               ipstream.ignore(256,':');
-                                               ipstream.ignore(256,' ');
-                                               ipstream >> campaignmapname[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaigndescription[i];
-                                               for(int j=0;j<256;j++){
-                                                       if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
-                                               }
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignchoosenext[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignnumnext[i];
-                                               for(int j=0;j<campaignnumnext[i];j++){
-                                                       ipstream.ignore(256,':');
-                                                       ipstream >> campaignnextlevel[i][j];
-                                                       campaignnextlevel[i][j]-=1;
-                                               }
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationx[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationy[i];
-                                       }
-                                       ipstream.close();
-
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               levelvisible[i]=0;
-                                               levelhighlight[i]=0;
-                                       }
-
-
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               levelvisible[i]=0;
-                                               levelhighlight[i]=0;
-                                       }
-
-                                       levelorder[0]=0;
-                                       levelvisible[0]=1;
-                                       for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
-                                               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
-                                               levelvisible[levelorder[i+1]]=1;
-                                       }
-                                       int whichlevelstart;
-                                       whichlevelstart=accountactive->getCampaignChoicesMade()-1;
-                                       if(whichlevelstart<0){
-                                               campaignchoicenum=1;
-                                               campaignchoicewhich[0]=0;
-                                       }
-                                       else
-                                       {
-                                               campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
-                                               for(int i=0;i<campaignchoicenum;i++){
-                                                       campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
-                                                       levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                                       levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                               }
-                                       }
+                                       LoadCampaign();
 
                                        loading=2;
                                        loadtime=0;
                                        targetlevel=7;
-                                       if(!firstload)LoadStuff();
+                                       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;
-                                       pause_sound(stream_music3);
+                                       pause_sound(stream_menutheme);
 
                                        stealthloading=0;
                                }
+            }
 
             if(loading==3)
                 loading=0;
@@ -7957,7 +7771,6 @@ void      Game::TickOnceAfter(){
        facing=DoRotation(facing,0,0-rotation,0);
        viewerfacing=facing;
 
-       brotate=0;
        if(!cameramode){
                if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
                else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;