]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
cleanup, renamed rotations to yaw/pitch
[lugaru.git] / Source / GameTick.cpp
index 4048f8783dbe7960a84857db1f80d8e125cc3e5e..99dab372a90a5850442ae0b97b3706401a20522e 100644 (file)
@@ -29,16 +29,19 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <limits>
 #include <ctime>
+#include <dirent.h>
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Settings.h"
 #include "Input.h"
 #include "Animation.h"
 #include "Awards.h"
+#include "Menu.h"
 
 #include <algorithm>
 
 using namespace std;
+using namespace Game;
 
 // Added more evilness needed for MSVC
 #ifdef _MSC_VER
@@ -82,6 +85,7 @@ extern XYZ windvector;
 extern bool debugmode;
 static int leveltheme;
 extern int mainmenu;
+extern int oldmainmenu;
 extern bool visibleloading;
 extern XYZ envsound[30];
 extern float envsoundvol[30];
@@ -116,14 +120,13 @@ extern float damagedealt;
 extern int maptype;
 extern int editoractive;
 extern int editorpathtype;
+extern TGAImageRec texture;
 
 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];
@@ -138,6 +141,95 @@ extern bool winfreeze;
 
 extern bool campaign;
 
+
+
+void Loadlevel(int which);
+void Loadlevel(const char *name);
+
+
+
+class CampaignLevel {
+private:
+       int width;
+       struct Position { int x,y; };
+public: 
+       std::string mapname;
+       std::string description;
+       int choosenext;
+               /*      
+               0 = Immediately load next level at the end of this one.
+               1 = Go back to the world map.
+               2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+               */
+       //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
+       std::vector<int> nextlevel;
+       Position location;
+       CampaignLevel() : width(10) {
+               choosenext = 1;
+               location.x = 0;
+               location.y = 0;
+       }
+       int getStartX() { return 30+120+location.x*400/512; }
+       int getStartY() { return 30+30+(512-location.y)*400/512; }
+       int getEndX() { return getStartX()+width; }
+       int getEndY() { return getStartY()+width; }
+       XYZ getCenter() {
+               XYZ center;
+               center.x=getStartX()+width/2;
+               center.y=getStartY()+width/2;
+               return center;
+       }
+       int getWidth() { return width; }
+       istream& operator<< (istream& is) {
+               is.ignore(256,':');
+               is.ignore(256,':');
+               is.ignore(256,' ');
+               is >> mapname;
+               is.ignore(256,':');
+               is >> description;
+               for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) {
+                       description.replace(pos,1,1,' ');
+               }
+               is.ignore(256,':');
+               is >> choosenext;
+               is.ignore(256,':');
+               int numnext,next;
+               is >> numnext;
+               for(int j=0;j<numnext;j++) {
+                       is.ignore(256,':');
+                       is >> next;
+                       nextlevel.push_back(next-1);
+               }
+               is.ignore(256,':');
+               is >> location.x;
+               is.ignore(256,':');
+               is >> location.y;
+               return is;
+       }
+       friend istream& operator>> (istream& is, CampaignLevel& cl) {
+               return cl << is;
+       }
+};
+
+int indemo = 0;
+bool won = false;
+int entername = 0;
+vector<CampaignLevel> campaignlevels;
+int whichchoice = 0;
+int actuallevel = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+int musicselected = 0;
+
+
+
 static const char *rabbitskin[] = {
 ":Data:Textures:Fur3.jpg",
 ":Data:Textures:Fur.jpg",
@@ -169,14 +261,14 @@ static bool stripfx(const char *str, const char *pfx)
 }
 
 static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 };
 
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
 
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 
@@ -188,17 +280,9 @@ 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;
-}
+// utility functions
 
-//TODO: this is incorrect but I'm afraid to change it and break something,
-//probably causes quirky behavior that I might want to preserve
+// TODO: this is slightly incorrect
 inline float roughDirection(XYZ vec){
     Normalise(&vec);
     float angle=-asin(-vec.x)*180/M_PI;
@@ -209,24 +293,14 @@ inline float roughDirection(XYZ vec){
 inline float roughDirectionTo(XYZ start, XYZ end){
     return roughDirection(end-start);
 }
-
-//TODO: gotta be a better way
-inline float pitch(XYZ vec){
+inline float pitchOf(XYZ vec){
     Normalise(&vec);
     return -asin(vec.y)*180/M_PI;
 }
 inline float pitchTo(XYZ start, XYZ end){
-    return pitch(end-start);
+    return pitchOf(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;
     else if(from>to) return from-by;
@@ -269,23 +343,63 @@ void playdialogueboxsound(){
         emit_sound_at(sound, temppos);
 }
 
-// end added utility functions ================================================================
+// ================================================================
+
+bool AddClothes(const char *fileName, GLubyte *array) {
+       LOGFUNC;
+       //Load Image
+       unsigned char fileNamep[256];
+       CopyCStringToPascal(fileName,fileNamep);
+       bool opened;
+       opened=upload_image( fileNamep ,1);
+
+       float alphanum;
+       //Is it valid?
+       if(opened){
+               if(tintr>1)tintr=1;
+               if(tintg>1)tintg=1;
+               if(tintb>1)tintb=1;
+
+               if(tintr<0)tintr=0;
+               if(tintg<0)tintg=0;
+               if(tintb<0)tintb=0;
+
+               int bytesPerPixel=texture.bpp/8;
+
+               int tempnum=0;
+               alphanum=255;
+               for(int i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
+                       if(bytesPerPixel==3)alphanum=255;
+                       else if((i+1)%4==0)alphanum=texture.data[i];
+                       //alphanum/=2;
+                       if((i+1)%4||bytesPerPixel==3){
+                               if((i%4)==0)texture.data[i]*=tintr;
+                               if((i%4)==1)texture.data[i]*=tintg;
+                               if((i%4)==2)texture.data[i]*=tintb;
+                               array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255);
+                               tempnum++;
+                       }
+               }
+       }
+       else return 0;
+       return 1;
+}
 
 
 
-static void ch_quit(Game *game, const char *args)
+static void ch_quit(const char *args)
 {
-  game->tryquit = 1;
+  tryquit = 1;
 }
 
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
 {
-  game->Loadlevel(args);
-  game->whichlevel = -2;
+  Loadlevel(args);
+  whichlevel = -2;
   campaign = 0;
 }
 
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
     char buf[64];
     snprintf(buf, 63, ":Data:Maps:%s", args);
 
@@ -300,7 +414,7 @@ static void ch_save(Game *game, const char *args){
     fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
-            player[0].rotation, player[0].targetrotation, player[0].num_weapons);
+            player[0].yaw, player[0].targetyaw, 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[player[0].weaponids[j]].getType());
@@ -321,7 +435,7 @@ static void ch_save(Game *game, const char *args){
                fpackf(tfile, "Bi", dialoguetype[k]);
                for(int l=0;l<10;l++){
                        fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
-                       fpackf(tfile, "Bf", participantrotation[k][l]);
+                       fpackf(tfile, "Bf", participantyaw[k][l]);
                }
                for(int l=0;l<numdialogueboxes[k];l++){
                        fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
@@ -353,7 +467,7 @@ static void ch_save(Game *game, const char *args){
                        for(int m=0;m<10;m++)
                                fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
 
-                       fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
+                       fpackf(tfile, "Bf Bf",dialoguecamerayaw[k][l],dialoguecamerapitch[k][l]);
                }
        }
 
@@ -370,7 +484,7 @@ static void ch_save(Game *game, const char *args){
     fpackf(tfile, "Bi", objects.numobjects);
 
     for(int k=0;k<objects.numobjects;k++)
-        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
+        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
             objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
 
     fpackf(tfile, "Bi", numhotspots);
@@ -387,7 +501,7 @@ static void ch_save(Game *game, const char *args){
         for(int j=1;j<numplayers;j++){
             fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
                     player[j].coords.x, player[j].coords.y, player[j].coords.z,
-                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
+                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].yaw);
             if(player[j].num_weapons<5)
                 for(int k=0;k<player[j].num_weapons;k++)
                     fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
@@ -438,59 +552,59 @@ static void ch_save(Game *game, const char *args){
                 }
         }
 
-    fpackf(tfile, "Bi", game->numpathpoints);
-       for(int j=0;j<game->numpathpoints;j++){
-               fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
-               for(int k=0;k<game->numpathpointconnect[j];k++)
-                       fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
+    fpackf(tfile, "Bi", numpathpoints);
+       for(int j=0;j<numpathpoints;j++){
+               fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+               for(int k=0;k<numpathpointconnect[j];k++)
+                       fpackf(tfile, "Bi", pathpointconnect[j][k]);
        }
 
-    fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+    fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
 
     fclose(tfile);
 }
 
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
 {
   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
 }
 
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
 {
   tintr = atof(args);
 }
 
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
 {
   tintg = atof(args);
 }
 
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
 {
   tintb = atof(args);
 }
 
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
 {
   player[0].speedmult = atof(args);
 }
 
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
 {
   player[0].scale = atof(args) * .2;
 }
@@ -511,7 +625,7 @@ static int find_closest()
   return closest;
 }
 
-static void ch_sizenear(Game *game, const char *args)
+static void ch_sizenear(const char *args)
 {
   int closest = find_closest();
 
@@ -539,12 +653,12 @@ static void set_proportion(int pnum, const char *args)
   }
 }
 
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
 {
   set_proportion(0, args);
 }
 
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
@@ -561,12 +675,12 @@ static void set_protection(int pnum, const char *args)
   player[pnum].protectionlow  = low;
 }
 
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
 {
   set_protection(0, args);
 }
 
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
@@ -583,19 +697,19 @@ static void set_armor(int pnum, const char *args)
   player[pnum].armorlow  = low;
 }
 
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
 {
   set_armor(0, args);
 }
 
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
 {
   int closest = find_closest();
   if (closest)
     set_armor(closest, args);
 }
 
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
 {
   set_protection(0, "1 1 1");
   set_armor(0, "1 1 1");
@@ -611,38 +725,38 @@ static void set_metal(int pnum, const char *args)
   player[pnum].metallow  = low;
 }
 
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
 {
   set_metal(0, args);
 }
 
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
 {
   player[pnum].numclothes = 0;
-  game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
+  LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
                        &player[pnum].skeleton.drawmodel.textureptr,1,
                        &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
 }
 
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
 {
-  set_noclothes(0, game, args);
+  set_noclothes(0, args);
 }
 
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
-    set_noclothes(closest, game, args);
+    set_noclothes(closest, args);
 }
 
 
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
 {
   char buf[64];
   snprintf(buf, 63, ":Data:Textures:%s.png", args);
 
-  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+  if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
     return;
 
   player[pnum].DoMipmaps();
@@ -653,25 +767,25 @@ static void set_clothes(int pnum, Game *game, const char *args)
   player[pnum].numclothes++;
 }
 
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
 {
-  set_clothes(0, game, args);
+  set_clothes(0, args);
 }
 
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
 {
   int closest = find_closest();
   if (closest)
-    set_clothes(closest, game, args);
+    set_clothes(closest, args);
 }
 
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
 {
   player[0].skeleton.clothes = !player[0].skeleton.clothes;
 }
 
 
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
 {
   cellophane = !cellophane;
   float mul = cellophane ? 0 : 1;
@@ -684,7 +798,7 @@ static void ch_cellophane(Game *game, const char *args)
   }
 }
 
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
@@ -693,7 +807,7 @@ static void ch_funnybunny(Game *game, const char *args)
                          ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
                          ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
                          ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=rabbittype;
   player[0].scale=.2;
@@ -702,7 +816,7 @@ static void ch_funnybunny(Game *game, const char *args)
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
@@ -711,80 +825,80 @@ static void ch_wolfie(Game *game, const char *args)
                          ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
                          ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
                          ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=wolftype;
   player[0].damagetolerance=300;
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
 {
-  ch_wolfie(game, args);
+  ch_wolfie(args);
 }
 
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+  LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
                        &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     if (player[i].scale < 0.8 * 0.2)
       player[i].scale = 0.8 * 0.2;
 }
 
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
 {
   tutoriallevel = atoi(args);
 }
 
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
 {
   hostile = atoi(args);
 }
 
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
 {
-  game->indemo=1;
+  indemo=1;
   hotspot[numhotspots]=player[0].coords;
   hotspotsize[numhotspots]=0;
   hotspottype[numhotspots]=-111;
@@ -792,13 +906,13 @@ static void ch_indemo(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
 {
-  game->indemo=0;
+  indemo=0;
   numhotspots--;
 }
 
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
 {
   int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
        for (int i = 0; i < n; i++)
@@ -808,7 +922,7 @@ static void ch_type(Game *game, const char *args)
                }
 }
 
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
 {
   int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
   for (int i = 0; i < n; i++)
@@ -818,7 +932,7 @@ static void ch_path(Game *game, const char *args)
     }
 }
 
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
 {
   hotspot[numhotspots]=player[0].coords;
 
@@ -835,7 +949,7 @@ static void ch_hs(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
 {
   int dlg;
   char buf1[32], buf2[64];
@@ -886,7 +1000,7 @@ static void ch_dialogue(Game *game, const char *args)
   numdialogues++;
 }
 
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
 {
   char buf1[32], buf2[64];
   int whichdi;
@@ -924,47 +1038,47 @@ static void ch_fixdialogue(Game *game, const char *args)
   ipstream.close();
 }
 
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
   dialoguetype[0] = dlg;
 }
 
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
 {
-  participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
+  participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].yaw;
 }
 
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
 {
   if (numdialogues)
     numdialogues--;
 }
 
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
 {
   if (numhotspots)
     numhotspots--;
 }
 
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
 {
   player[0].immobile = 1;
 }
 
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     player[i].immobile = 1;
 }
 
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
 {
   player[0].immobile = 0;
 }
 
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
 {
   player[0].armorhead=1;
   player[0].armorhigh=1;
@@ -993,7 +1107,7 @@ static void ch_default(Game *game, const char *args)
   }
 
   player[0].numclothes=0;
-  game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
+  LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
                        &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
                        &player[0].skeleton.skinsize);
 
@@ -1001,7 +1115,7 @@ static void ch_default(Game *game, const char *args)
   player[0].immobile=0;
 }
 
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
@@ -1012,8 +1126,8 @@ static void ch_play(Game *game, const char *args)
 
   for(int i=0;i<numdialogueboxes[whichdialogue];i++){
     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
+    player[participantfocus[whichdialogue][i]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+    player[participantfocus[whichdialogue][i]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
     player[participantfocus[whichdialogue][i]].velocity=0;
     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
     player[participantfocus[whichdialogue][i]].targetframe=0;
@@ -1025,49 +1139,49 @@ static void ch_play(Game *game, const char *args)
   playdialogueboxsound();
 }
 
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
 {
   maptype = mapkilleveryone;
 }
 
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
 {
   maptype = mapkillmost;
 }
 
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
 {
   maptype = mapkillsomeone;
 }
 
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
 {
   maptype = mapgosomewhere;
 }
 
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
 {
   viewdistance = atof(args)*100;
 }
 
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
 {
   fadestart = atof(args);
 }
 
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
 {
   slomospeed = atof(args);
   slomo = !slomo;
   slomodelay = 1000;
 }
 
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
 {
   slomofreq = atof(args);
 }
 
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
 
@@ -1075,41 +1189,42 @@ static void ch_skytint(Game *game, const char *args)
   skyboxlightg=skyboxg;
   skyboxlightb=skyboxb;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
 {
   skyboxtexture = !skyboxtexture;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(const string cmd)
 {
   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
   for (i = 0; i < n_cmds; i++)
-    if (stripfx(cmd, cmd_names[i]))
+    if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
       {
-       cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
-       break;
+                 cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
+               cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str());
+               break;
       }
   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
@@ -1151,7 +1266,7 @@ void Game::SetUpLighting(){
        light.ambient[2]*=(skyboxlightb+average)/2;
 }
 
-int Game::findPathDist(int start,int end){
+int findPathDist(int start,int end){
        int smallestcount,count,connected;
        int last,last2,last3,last4;
        int closest;
@@ -1218,7 +1333,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint){
                     objects.type[i]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
-                               if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
+                               if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.yaw[i])!=-1)return i;
                        }
                }
        }
@@ -1253,7 +1368,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
                                colviewer=startpoint;
                                coltarget=endpoint;
                 //FIXME: i/what
-                               if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
+                               if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.yaw[what])!=-1)return i;
                        }
                }
        }
@@ -1263,7 +1378,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
        return -1;
 }
 
-void Game::Setenvironment(int which)
+void Setenvironment(int which)
 {
        LOGFUNC;
 
@@ -1306,7 +1421,7 @@ void Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
                        ":Data:Textures:Skybox(snow):Left.jpg",
                        ":Data:Textures:Skybox(snow):Back.jpg",
                        ":Data:Textures:Skybox(snow):Right.jpg",
@@ -1344,7 +1459,7 @@ void Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
                        ":Data:Textures:Skybox(sand):Left.jpg",
                        ":Data:Textures:Skybox(sand):Back.jpg",
                        ":Data:Textures:Skybox(sand):Right.jpg",
@@ -1381,7 +1496,7 @@ void Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
                        ":Data:Textures:Skybox(grass):Left.jpg",
                        ":Data:Textures:Skybox(grass):Back.jpg",
                        ":Data:Textures:Skybox(grass):Right.jpg",
@@ -1399,22 +1514,71 @@ void Game::Setenvironment(int which)
        texdetail=temptexdetail;
 }
 
-void Game::Loadlevel(int which){
+void LoadCampaign() {
+       if(!accountactive)
+               return;
+       ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str()));
+       ipstream.ignore(256,':');
+       int numlevels;
+       ipstream >> numlevels;
+       campaignlevels.clear();
+       for(int i=0;i<numlevels;i++) {
+               CampaignLevel cl;
+               ipstream >> cl;
+               campaignlevels.push_back(cl);
+       }
+       ipstream.close();
+
+       ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
+       if(test.good()) {
+               LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
+       } else {
+               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
+       }
+
+       if(accountactive->getCampaignChoicesMade()==0) {
+               accountactive->setCampaignScore(0);
+               accountactive->resetFasttime();
+       }
+}
+
+vector<string> ListCampaigns() {
+       DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
+       struct dirent *campaign = NULL;
+       if(!campaigns) {
+               perror("Problem while loading campaigns");
+               cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
+               exit(EXIT_FAILURE);
+       }
+       vector<string> campaignNames;
+       while ((campaign = readdir(campaigns)) != NULL) {
+               string name(campaign->d_name);
+               if(name.length()<5)
+                       continue;
+               if(!name.compare(name.length()-4,4,".txt")) {
+                       campaignNames.push_back(name.substr(0,name.length()-4));
+               }
+       }
+       closedir(campaigns);
+       return campaignNames;
+}
+
+void 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); // challenges
            Loadlevel(buf);
-       }else
+       } else
            Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const char *name){
+void Loadlevel(const char *name) {
        int templength;
        float lamefloat;
        static const char *pfx = ":Data:Maps:";
@@ -1435,7 +1599,7 @@ void Game::Loadlevel(const char *name){
        gamestarted=1;
 
        numenvsounds=0;
-       //visibleloading=1;
+
        if(tutoriallevel!=-1)
         tutoriallevel=0;
        else
@@ -1443,7 +1607,7 @@ void Game::Loadlevel(const char *name){
 
        if(tutoriallevel==1)
         tutorialstage=0;
-       if(tutorialstage==0){
+       if(tutorialstage==0) {
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
@@ -1458,11 +1622,14 @@ 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;
 
@@ -1482,11 +1649,6 @@ void Game::Loadlevel(const char *name){
                if(accountactive)
             difficulty=accountactive->getDifficulty();
 
-               if(difficulty!=2)
-            minimap=1;
-               else
-            minimap=0;
-
                numhotspots=0;
                currenthotspot=-1;
                bonustime=1;
@@ -1586,7 +1748,7 @@ void Game::Loadlevel(const char *name){
                        skyboxlightb=skyboxb;
                }
                if(!stealthloading)
-            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
+            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].yaw,&player[0].targetyaw, &player[0].num_weapons);
                if(stealthloading)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
                player[0].originalcoords=player[0].coords;
@@ -1627,7 +1789,7 @@ void Game::Loadlevel(const char *name){
                 funpackf(tfile, "Bi", &dialoguetype[k]);
                 for(int l=0;l<10;l++){
                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
-                    funpackf(tfile, "Bf", &participantrotation[k][l]);
+                    funpackf(tfile, "Bf", &participantyaw[k][l]);
                 }
                 for(int l=0;l<numdialogueboxes[k];l++){
                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
@@ -1662,7 +1824,7 @@ void Game::Loadlevel(const char *name){
                     for(m=0;m<10;m++)
                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
 
-                    funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
+                    funpackf(tfile, "Bf Bf",&dialoguecamerayaw[k][l],&dialoguecamerapitch[k][l]);
                 }
             }
                }else
@@ -1680,7 +1842,7 @@ void Game::Loadlevel(const char *name){
 
                funpackf(tfile, "Bi", &objects.numobjects);
         for(int i=0;i<objects.numobjects;i++){
-            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
+            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.yaw[i],&objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
             if(objects.type[i]==treeleavestype)
                 objects.scale[i]=objects.scale[i-1];
         }
@@ -1754,10 +1916,10 @@ void Game::Loadlevel(const char *name){
                                else
                     player[i-howmanyremoved].immobile=0;
                                if(mapvers>=12)
-                    funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
+                    funpackf(tfile, "Bf",&player[i-howmanyremoved].yaw);
                                else
-                    player[i-howmanyremoved].rotation=0;
-                               player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
+                    player[i-howmanyremoved].yaw=0;
+                               player[i-howmanyremoved].targetyaw=player[i-howmanyremoved].yaw;
                                if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
                                        removeanother=1;
                                        howmanyremoved++;
@@ -1856,7 +2018,7 @@ void Game::Loadlevel(const char *name){
                        int j=objects.numobjects;
                        objects.numobjects=0;
                        for(int i=0;i<j;i++){
-                               objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
+                               objects.MakeObject(objects.type[i],objects.position[i],objects.yaw[i],objects.pitch[i],objects.scale[i]);
                                if(visibleloading)
                     LoadingScreen();
                        }
@@ -2056,7 +2218,7 @@ void Game::Loadlevel(const char *name){
             player[0].armorlow*=1.5;
                cameraloc=player[0].coords;
                cameraloc.y+=5;
-               rotation=player[0].rotation;
+               yaw=player[0].yaw;
 
                hawkcoords=player[0].coords;
                hawkcoords.y+=30;
@@ -2086,13 +2248,15 @@ void Game::Loadlevel(const char *name){
 
                if(!firstload)
                        firstload=1;
+       } else {
+               perror("Problem");
        }
        leveltime=0;
        loadingstuff=0;
        visibleloading=0;
 }
 
-void Game::doTutorial(){
+void doTutorial(){
     if(tutorialstagetime>tutorialmaxtime){
         tutorialstage++;
         tutorialsuccess=0;
@@ -2148,7 +2312,7 @@ void Game::doTutorial(){
                     if(Random()%2==0){
                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                     }
@@ -2350,8 +2514,6 @@ void Game::doTutorial(){
                                        weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
                 else 
                                        weapons[0].setType(staff);
-
-                //~ weapons.size()++;
             break; case 49:
                 canattack=0;
                 cananger=0;
@@ -2362,10 +2524,8 @@ void Game::doTutorial(){
                 weapons[1].position=1000;
                 weapons[1].tippoint=1000;
 
-                //~ weapons.size()=1;
                 weapons[0].setType(knife);
 
-                //~ weapons.size()++;
                 weapons[0].owner=0;
                 player[1].weaponactive=-1;
                 player[1].num_weapons=0;
@@ -2383,7 +2543,7 @@ void Game::doTutorial(){
                     if(Random()%2==0){
                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                     }
@@ -2427,7 +2587,7 @@ 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;
@@ -2470,7 +2630,7 @@ void Game::doTutorial(){
     }
 }
 
-void Game::doDebugKeys(){
+void doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
     if(debugmode){
         if(Input::isKeyPressed(SDLK_h)){
@@ -2546,8 +2706,8 @@ void Game::doDebugKeys(){
                         closest=i;
                     }
                 }
-            player[closest].rotation+=multiplier*50;
-            player[closest].targetrotation=player[closest].rotation;
+            player[closest].yaw+=multiplier*50;
+            player[closest].targetyaw=player[closest].yaw;
         }
 
 
@@ -2693,20 +2853,20 @@ 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;
                     if(player[closest].skeleton.free)
                         flatvelocity2=headjoint.velocity;
                     if(!player[closest].skeleton.free)
-                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)
                         flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
                     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;
@@ -2752,7 +2912,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -2765,7 +2925,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -2777,7 +2937,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -2789,7 +2949,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -2930,14 +3090,14 @@ void Game::doDebugKeys(){
                     if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
                     float temprotat,temprotat2;
-                    temprotat=editorrotation;
-                    temprotat2=editorrotation2;
+                    temprotat=editoryaw;
+                    temprotat2=editorpitch;
                     if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
                     if(temprotat2<0)temprotat2=Random()%360;
 
                     objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
                     if(editortype==treetrunktype)
-                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
+                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editoryaw-((int)editoryaw)%30,editorpitch,editorsize);
                 }
             }
 
@@ -2978,8 +3138,8 @@ void Game::doDebugKeys(){
                     player[numplayers].bled=0;
                     player[numplayers].speed=1+(float)(Random()%100)/1000;
 
-                    player[numplayers].targetrotation=player[0].targetrotation;
-                    player[numplayers].rotation=player[0].rotation;
+                    player[numplayers].targetyaw=player[0].targetyaw;
+                    player[numplayers].yaw=player[0].yaw;
 
                     player[numplayers].velocity=0;
                     player[numplayers].coords=player[0].coords;
@@ -3172,12 +3332,12 @@ void Game::doDebugKeys(){
             }
 
             if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation-=multiplier*100;
-                if(editorrotation<-.01)editorrotation=-.01;
+                editoryaw-=multiplier*100;
+                if(editoryaw<-.01)editoryaw=-.01;
             }
 
             if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation+=multiplier*100;
+                editoryaw+=multiplier*100;
             }
 
             if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
@@ -3198,12 +3358,12 @@ void Game::doDebugKeys(){
                 mapradius+=multiplier*10;
             }
             if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2+=multiplier*100;
+                editorpitch+=multiplier*100;
             }
 
             if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2-=multiplier*100;
-                if(editorrotation2<-.01)editorrotation2=-.01;
+                editorpitch-=multiplier*100;
+                if(editorpitch<-.01)editorpitch=-.01;
             }
             if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
                 int closest=-1;
@@ -3222,7 +3382,7 @@ void Game::doDebugKeys(){
     }
 }
 
-void Game::doJumpReversals(){
+void doJumpReversals(){
     for(int k=0;k<numplayers;k++)
         for(int i=k;i<numplayers;i++){
             if(i==k)continue;
@@ -3271,8 +3431,8 @@ void Game::doJumpReversals(){
                         player[i].target=0;
                         player[k].oldcoords=player[k].coords;
                         player[i].coords=player[k].coords;
-                        player[k].targetrotation=player[i].targetrotation;
-                        player[k].rotation=player[i].targetrotation;
+                        player[k].targetyaw=player[i].targetyaw;
+                        player[k].yaw=player[i].targetyaw;
                         if(player[k].aitype==attacktypecutoff)
                             player[k].stunned=.5;
                     }
@@ -3310,8 +3470,8 @@ void Game::doJumpReversals(){
                         player[k].target=0;
                         player[i].oldcoords=player[i].coords;
                         player[k].coords=player[i].coords;
-                        player[i].targetrotation=player[k].targetrotation;
-                        player[i].rotation=player[k].targetrotation;
+                        player[i].targetyaw=player[k].targetyaw;
+                        player[i].yaw=player[k].targetyaw;
                         if(player[i].aitype==attacktypecutoff)
                             player[i].stunned=.5;
                     }
@@ -3320,21 +3480,21 @@ void Game::doJumpReversals(){
         }
 }
 
-void Game::doAerialAcrobatics(){
+void doAerialAcrobatics(){
        static XYZ facing,flatfacing;
     for(int k=0;k<numplayers;k++){
         player[k].turnspeed=500;
 
         if((player[k].isRun()&&
-                    ((player[k].targetrotation!=rabbitrunninganim&&
-                      player[k].targetrotation!=wolfrunninganim)||
+                    ((player[k].targetyaw!=rabbitrunninganim&&
+                      player[k].targetyaw!=wolfrunninganim)||
                      player[k].targetframe==4))||
                 player[k].targetanimation==removeknifeanim||
                 player[k].targetanimation==crouchremoveknifeanim||
                 player[k].targetanimation==flipanim||
                 player[k].targetanimation==fightsidestep||
                 player[k].targetanimation==walkanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed);
         }
 
 
@@ -3350,11 +3510,11 @@ void Game::doAerialAcrobatics(){
                  player[k].targetanimation!=rabbitkickanim&&
                  (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
                  (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed*2);
         }
 
         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed*4);
         }
 
         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
@@ -3395,7 +3555,7 @@ void Game::doAerialAcrobatics(){
                     if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
                             player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
-                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
+                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i])!=-1){
                         flatfacing=lowpoint-player[k].coords;
                         player[k].coords=lowpoint;
                         player[k].coords.y-=1.3;
@@ -3411,19 +3571,19 @@ void Game::doAerialAcrobatics(){
                                 player[k].jumpkeydown){
                             lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
                             XYZ tempcoords1=lowpoint;
-                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[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);
 
-                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
                                 if(lowpointtarget.z<0)
-                                    player[k].rotation=180-player[k].rotation;
-                                player[k].targetrotation=player[k].rotation;
-                                player[k].lowrotation=player[k].rotation;
+                                    player[k].yaw=180-player[k].yaw;
+                                player[k].targetyaw=player[k].yaw;
+                                player[k].lowyaw=player[k].yaw;
                                 if(k==0)
                                     numwallflipped++;
                             }
@@ -3431,52 +3591,52 @@ void Game::doAerialAcrobatics(){
                             {
                                 lowpoint=tempcoords1;
                                 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]);
+                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[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);
 
-                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                    player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                    if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                    player[k].targetrotation=player[k].rotation;
-                                    player[k].lowrotation=player[k].rotation;
+                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                    player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                    if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                    player[k].targetyaw=player[k].yaw;
+                                    player[k].lowyaw=player[k].yaw;
                                     if(k==0)numwallflipped++;
                                 }
                                 else
                                 {
                                     lowpoint=tempcoords1;
                                     lowpointtarget=lowpoint+player[k].facing*2;
-                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[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);
 
-                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                        if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                        player[k].targetrotation=player[k].rotation;
-                                        player[k].lowrotation=player[k].rotation;
+                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                        player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                        if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                        player[k].targetyaw=player[k].yaw;
+                                        player[k].lowyaw=player[k].yaw;
                                         if(k==0)numwallflipped++;
                                     }
                                     else
                                     {
                                         lowpoint=tempcoords1;
                                         lowpointtarget=lowpoint-player[k].facing*2;
-                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[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);
 
-                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                            player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                            if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                            player[k].rotation+=180;
-                                            player[k].targetrotation=player[k].rotation;
-                                            player[k].lowrotation=player[k].rotation;
+                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                            player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                            if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                            player[k].yaw+=180;
+                                            player[k].targetyaw=player[k].yaw;
+                                            player[k].lowyaw=player[k].yaw;
                                             if(k==0)numwallflipped++;
                                         }
                                     }
@@ -3489,7 +3649,7 @@ void Game::doAerialAcrobatics(){
                     lowpoint2=player[k].coords;
                     lowpoint=player[k].coords;
                     lowpoint.y+=2;
-                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.yaw[i])!=-1){
                         player[k].coords=colpoint;
                         player[k].collide=1;
                         tempcollide=1;
@@ -3537,7 +3697,7 @@ void Game::doAerialAcrobatics(){
                     lowpoint=player[k].coords;
                     lowpoint.y+=1.35;
                     if(objects.type[i]!=rocktype)
-                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
+                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.yaw[i],&objects.model[i])!=-1){
                             if(player[k].targetanimation!=jumpupanim&&
                                     player[k].targetanimation!=jumpdownanim&&
                                     player[k].onterrain)
@@ -3553,14 +3713,14 @@ void Game::doAerialAcrobatics(){
                                      player[k].targetanimation==jumpupanim||
                                      player[k].targetanimation==jumpdownanim)){
                                 lowpoint=player[k].coords;
-                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
+                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
                                 lowpoint=player[k].coords;
                                 lowpoint.y+=.05;
                                 facing=0;
                                 facing.z=-1;
-                                facing=DoRotation(facing,0,player[k].targetrotation+180,0);
+                                facing=DoRotation(facing,0,player[k].targetyaw+180,0);
                                 lowpointtarget=lowpoint+facing*1.4;
-                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                 if(whichhit!=-1){
                                     lowpoint=player[k].coords;
                                     lowpoint.y+=.1;
@@ -3589,7 +3749,7 @@ void Game::doAerialAcrobatics(){
                                     lowpointtarget6.y+=45/13;
                                     lowpointtarget6+=facing*.6;
                                     lowpointtarget7.y+=90/13;
-                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                     if(objects.friction[i]>.5)
                                         if(whichhit!=-1){
                                             if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
@@ -3597,28 +3757,28 @@ void Game::doAerialAcrobatics(){
                                             if(checkcollide(lowpoint7,lowpointtarget7)==-1)
                                                 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
                                                     if(     objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1)
                                                         for(int j=0;j<45;j++){
                                                             lowpoint=player[k].coords;
                                                             lowpoint.y+=(float)j/13;
                                                             lowpointtarget=lowpoint+facing*1.4;
                                                             if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
-                                                                        &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
+                                                                        &colpoint2,&objects.position[i],&objects.yaw[i])==-1){
                                                                 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
                                                                     break;
                                                                 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
-                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
+                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0);
                                                                     lowpoint=player[k].coords;
                                                                     lowpoint.y+=(float)j/13;
                                                                     lowpointtarget=lowpoint+facing*1.3;
                                                                     flatfacing=player[k].coords;
-                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
+                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0)*.01;
                                                                     player[k].coords.y=lowpointtarget.y-.07;
                                                                     player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
 
@@ -3629,12 +3789,12 @@ void Game::doAerialAcrobatics(){
                                                                         }
                                                                         emit_sound_at(jumpsound, player[k].coords, 128.);
 
-                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                                                        player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
                                                                         if(lowpointtarget.z<0)
-                                                                            player[k].rotation=180-player[k].rotation;
-                                                                        player[k].targetrotation=player[k].rotation;
-                                                                        player[k].lowrotation=player[k].rotation;
+                                                                            player[k].yaw=180-player[k].yaw;
+                                                                        player[k].targetyaw=player[k].yaw;
+                                                                        player[k].lowyaw=player[k].yaw;
 
                                                                         //player[k].velocity=lowpointtarget*.03;
                                                                         player[k].velocity=0;
@@ -3650,7 +3810,7 @@ void Game::doAerialAcrobatics(){
                                                                         player[k].targetframe=1;
                                                                         //hang ledge (?)
                                                                         if(j>25){
-                                                                            setAnimation(k,hanganim);
+                                                                            player[k].setAnimation(hanganim);
                                                                             player[k].jumppower=0;
                                                                         }
                                                                     }
@@ -3681,7 +3841,7 @@ 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.);
@@ -3695,7 +3855,7 @@ void Game::doAerialAcrobatics(){
     }
 }
 
-void Game::doAttacks(){
+void doAttacks(){
     static XYZ relative;
     static int randattack;
     static bool playerrealattackkeydown=0;
@@ -3756,20 +3916,20 @@ 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].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                    player[k].setAnimation(dodgebackanim);
+                                    player[k].targetyaw=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].targetrotation=-rotation+180;
+                            player[k].setAnimation(backhandspringanim);
+                            player[k].targetyaw=-yaw+180;
                             if(player[k].leftkeydown)
-                                player[k].targetrotation-=45;
+                                player[k].targetyaw-=45;
                             if(player[k].rightkeydown)
-                                player[k].targetrotation+=45;
-                            player[k].rotation=player[k].targetrotation;
+                                player[k].targetyaw+=45;
+                            player[k].yaw=player[k].targetyaw;
                             player[k].jumppower-=2;
                         }
                     }
@@ -4005,9 +4165,9 @@ void Game::doAttacks(){
                                             player[k].targetframe=player[i].targetframe;
                                             player[k].target=player[i].target;
                                             player[k].velocity=0;
-                                            player[k].targetrotation=player[i].rotation;
-                                            player[k].rotation=player[i].rotation;
-                                            player[i].targetrotation=player[i].rotation;
+                                            player[k].targetyaw=player[i].yaw;
+                                            player[k].yaw=player[i].yaw;
+                                            player[i].targetyaw=player[i].yaw;
                                         }
                                     }
                                     if(animation[player[k].targetanimation].attack==normalattack&&
@@ -4017,7 +4177,7 @@ void Game::doAttacks(){
                                         player[k].targetframe=0;
                                         player[k].target=0;
 
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                         player[k].lastattack3=player[k].lastattack2;
                                         player[k].lastattack2=player[k].lastattack;
@@ -4026,7 +4186,7 @@ void Game::doAttacks(){
                                     if(player[k].targetanimation==knifefollowanim&&
                                             player[k].victim==&player[i]){
                                         oldattackkey=1;
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                         player[k].victim=&player[i];
                                         player[k].hasvictim=1;
@@ -4047,10 +4207,10 @@ void Game::doAttacks(){
                                         player[k].velocity=0;
                                         player[k].oldcoords=player[k].coords;
                                         player[i].coords=player[k].coords;
-                                        player[i].targetrotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
-                                        player[k].rotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
+                                        player[i].targetyaw=player[k].targetyaw;
+                                        player[i].yaw=player[k].targetyaw;
+                                        player[k].yaw=player[k].targetyaw;
+                                        player[i].yaw=player[k].targetyaw;
                                     }
                                 }
                         }
@@ -4154,15 +4314,15 @@ 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);
+                                    player[k].targetyaw=roughDirectionTo(player[k].coords,targetpoint);
                                     player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
 
                                     if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+                                        player[k].targetyaw+=(float)(abs(Random()%100)-50)/4;
                                     }
 
                                     if(player[k].targetanimation==staffgroundsmashanim)
@@ -4173,7 +4333,7 @@ void Game::doAttacks(){
                                     player[k].lastattack=player[k].targetanimation;
 
                                     if(player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=30;
+                                        player[k].targetyaw+=30;
                                     }
                                 }
                             }
@@ -4211,7 +4371,7 @@ 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){
@@ -4229,7 +4389,7 @@ void Game::doAttacks(){
     }
 }
 
-void Game::doPlayerCollisions(){
+void doPlayerCollisions(){
        static XYZ rotatetarget;
     static float collisionradius;
     if(numplayers>1)
@@ -4275,9 +4435,9 @@ 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)
@@ -4300,7 +4460,7 @@ void Game::doPlayerCollisions(){
                                 player[0].coords.y=player[l].coords.y;
                                 player[l].velocity=player[0].velocity;
                                 player[l].skeleton.free=0;
-                                player[l].rotation=0;
+                                player[l].yaw=0;
                                 player[l].RagDoll(0);
                                 player[l].DoDamage(20);
                                 camerashake+=.3;
@@ -4371,18 +4531,18 @@ 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;
                                             }
@@ -4430,7 +4590,7 @@ void Game::doPlayerCollisions(){
             }
 }
 
-void Game::doAI(int i){
+void doAI(int i){
     static bool connected;
     if(player[i].aitype!=playercontrolled&&indialogue==-1){
         player[i].jumpclimb=0;
@@ -4534,8 +4694,8 @@ void Game::doAI(int i){
             }
             player[i].losupdatedelay-=multiplier;
 
-            player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
-            player[i].lookrotation=player[i].targetrotation;
+            player[i].targetyaw=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
+            player[i].lookyaw=player[i].targetyaw;
 
             //reached target point
             if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
@@ -4554,7 +4714,7 @@ 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;
             }
 
@@ -4566,8 +4726,8 @@ 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)
-                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+            if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
+                player[i].targetyaw+=90*(player[i].whichdirection*2-1);
 
             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
                 player[i].jumpkeydown=0;
@@ -4598,9 +4758,9 @@ 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].yaw,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].yaw,0)
                                                                 *player[j].scale+player[j].coords)||
                                                     (player[j].targetanimation==hanganim&&
                                                      normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
@@ -4631,8 +4791,8 @@ void Game::doAI(int i){
 
             if(player[i].aiupdatedelay<0){
                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
-                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
+                    player[i].lookyaw=player[i].targetyaw;
                     player[i].aiupdatedelay=.05;
 
                     if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
@@ -4658,7 +4818,7 @@ void Game::doAI(int i){
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                     if(!player[i].avoidsomething)
-                        player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                        player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                     else{
                         XYZ leftpos,rightpos;
                         float leftdist,rightdist;
@@ -4667,9 +4827,9 @@ void Game::doAI(int i){
                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
                         if(leftdist<rightdist)
-                            player[i].targetrotation+=90;
+                            player[i].targetyaw+=90;
                         else
-                            player[i].targetrotation-=90;
+                            player[i].targetyaw-=90;
                     }
                 }
             }
@@ -4692,7 +4852,7 @@ 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;
                 }
             }
@@ -4741,9 +4901,9 @@ 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].yaw,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].yaw,0)*
                                                             player[j].scale+player[j].coords)&&
                                                     !player[j].isWallJump())||
                                                 (player[j].targetanimation==hanganim&&
@@ -4798,8 +4958,8 @@ void Game::doAI(int i){
                         j=checkcollide(test2,test);
                     if(j==-1){
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
-                        player[i].targetrotation+=180;
+                        player[i].setAnimation(player[i].getStop());
+                        player[i].targetyaw+=180;
                         player[i].stunned=.5;
                         //player[i].aitype=passivetype;
                         player[i].aitype=pathfindtype;
@@ -4816,8 +4976,8 @@ void Game::doAI(int i){
             }
             //check out last seen location
             if(player[i].aiupdatedelay<0){
-                player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
-                player[i].lookrotation=player[i].targetrotation;
+                player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].lastseen);
+                player[i].lookyaw=player[i].targetyaw;
                 player[i].aiupdatedelay=.05;
                 player[i].forwardkeydown=1;
 
@@ -4837,7 +4997,7 @@ void Game::doAI(int i){
                 player[i].throwkeydown=0;
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                    if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    if(!player[i].avoidsomething)player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                     else{
                         XYZ leftpos,rightpos;
                         float leftdist,rightdist;
@@ -4845,8 +5005,8 @@ void Game::doAI(int i){
                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                        if(leftdist<rightdist)player[i].targetrotation+=90;
-                        else player[i].targetrotation-=90;
+                        if(leftdist<rightdist)player[i].targetyaw+=90;
+                        else player[i].targetyaw-=90;
                     }
                 }
             }
@@ -4877,9 +5037,9 @@ 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].yaw,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].yaw,0)*
                                             player[0].scale+player[0].coords)==-1)||
                                     (player[0].targetanimation==hanganim&&normaldotproduct(
                                         player[0].facing,player[i].coords-player[0].coords)<0)){
@@ -4910,25 +5070,25 @@ 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;
                             }
@@ -4948,8 +5108,8 @@ 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;
 
@@ -4964,8 +5124,8 @@ void Game::doAI(int i){
 
                 //seek out ally
                 if(player[i].ally>0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
-                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].targetyaw=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
+                    player[i].lookyaw=player[i].targetyaw;
                     player[i].aiupdatedelay=.05;
                     player[i].forwardkeydown=1;
 
@@ -4982,7 +5142,7 @@ void Game::doAI(int i){
 
                     if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                         if(!player[i].avoidsomething)
-                            player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                            player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                         else{
                             XYZ leftpos,rightpos;
                             float leftdist,rightdist;
@@ -4991,9 +5151,9 @@ void Game::doAI(int i){
                             leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
                             rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
                             if(leftdist<rightdist)
-                                player[i].targetrotation+=90;
+                                player[i].targetyaw+=90;
                             else
-                                player[i].targetrotation-=90;
+                                player[i].targetyaw-=90;
                         }
                     }
                 }
@@ -5052,15 +5212,15 @@ void Game::doAI(int i){
                             player[i].lastseentime=1;
                         }
                         //TODO: factor these out as moveToward()
-                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
-                        player[i].lookrotation=player[i].targetrotation;
+                        player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
+                        player[i].lookyaw=player[i].targetyaw;
                         player[i].aiupdatedelay=.05;
                         player[i].forwardkeydown=1;
 
 
                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                             if(!player[i].avoidsomething)
-                                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                                player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                             else{
                                 XYZ leftpos,rightpos;
                                 float leftdist,rightdist;
@@ -5069,9 +5229,9 @@ void Game::doAI(int i){
                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
                                 if(leftdist<rightdist)
-                                    player[i].targetrotation+=90;
+                                    player[i].targetyaw+=90;
                                 else
-                                    player[i].targetrotation-=90;
+                                    player[i].targetyaw-=90;
                             }
                         }
                     }
@@ -5110,14 +5270,14 @@ void Game::doAI(int i){
                         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].targetrotation+=90*(abs(Random()%2)*2-1);
+                                    player[i].setAnimation(rollanim);
+                                player[i].targetyaw+=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;
@@ -5141,7 +5301,7 @@ void Game::doAI(int i){
                                 weapons[i].velocity.x==0&&
                                 weapons[i].velocity.z==0&&
                                 weapons[i].velocity.y==0){
-                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16){
+                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
                                 player[i].wentforweapon++;
                                 player[i].lastchecktime=6;
                                 player[i].aitype=getweapontype;
@@ -5170,10 +5330,10 @@ 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].targetrotation+=180;
+                        player[i].setAnimation(player[i].getStop());
+                        player[i].targetyaw+=180;
                         player[i].stunned=.5;
                         player[i].aitype=pathfindtype;
                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
@@ -5183,7 +5343,7 @@ 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 (?)
@@ -5219,8 +5379,8 @@ void Game::doAI(int i){
                         findDistancefast(&rotatetarget,&player[i].coords))
                     targetpoint+=player[0].velocity*
                         findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
-                player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
-                player[i].lookrotation=player[i].targetrotation;
+                player[i].targetyaw=roughDirectionTo(player[i].coords,targetpoint);
+                player[i].lookyaw=player[i].targetyaw;
                 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
 
                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
@@ -5256,7 +5416,7 @@ void Game::doAI(int i){
                 player[i].throwkeydown=0;
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
-                    player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                 //attack!!!
                 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
                     player[i].attackkeydown=1;
@@ -5332,8 +5492,8 @@ 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)
@@ -5365,7 +5525,7 @@ void Game::doAI(int i){
                 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
             if(player[i].pause)
                 player[i].lastseentime=1;
-            player[i].targetrotation=player[i].rotation;
+            player[i].targetyaw=player[i].yaw;
             player[i].forwardkeydown=0;
             player[i].leftkeydown=0;
             player[i].backkeydown=0;
@@ -5381,15 +5541,15 @@ void Game::doAI(int i){
         facing=0;
         facing.z=-1;
 
-        XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+        XYZ flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
         facing=flatfacing;
 
         if(player[i].aitype==attacktypecutoff){
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
+            player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[0].coords);
+            player[i].targetheadpitch=pitchTo(player[i].coords,player[0].coords);
         }else if(player[i].howactive>=typesleeping){
-            player[i].targetheadrotation=player[i].targetrotation;
-            player[i].targetheadrotation2=0;
+            player[i].targetheadyaw=player[i].targetyaw;
+            player[i].targetheadpitch=0;
         }else{
             if(player[i].interestdelay<=0){
                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
@@ -5399,12 +5559,70 @@ void Game::doAI(int i){
                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
                 player[i].headtarget+=player[i].facing*1.5;
             }
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+            player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[i].headtarget);
+            player[i].targetheadpitch=pitchTo(player[i].coords,player[i].headtarget);
         }
     }
 }
 
+
+
+void updateSettingsMenu(){
+    char sbuf[256];
+    if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)
+        sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
+    else
+        sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
+    Menu::setText(0,sbuf);
+    if(newdetail==0) Menu::setText(1,"Detail: Low");
+    if(newdetail==1) Menu::setText(1,"Detail: Medium");
+    if(newdetail==2) Menu::setText(1,"Detail: High");
+    if(bloodtoggle==0) Menu::setText(2,"Blood: Off");
+    if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail");
+    if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)");
+    if(difficulty==0) Menu::setText(3,"Difficulty: Easier");
+    if(difficulty==1) Menu::setText(3,"Difficulty: Difficult");
+    if(difficulty==2) Menu::setText(3,"Difficulty: Insane");
+    Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)");
+    Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled");
+    Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled");
+    Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No");
+    sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5));
+    Menu::setText(10,sbuf);
+    sprintf (sbuf, "Volume: %d%%", (int)(volume*100));
+    Menu::setText(11,sbuf);
+    Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off");
+    if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)
+        sprintf (sbuf, "Back");
+    else
+        sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
+    Menu::setText(8,sbuf);
+}
+
+void updateStereoConfigMenu(){
+    char sbuf[256];
+    sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+    Menu::setText(0,sbuf);
+    sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+    Menu::setText(1,sbuf);
+    sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+    Menu::setText(2,sbuf);
+}
+
+void updateControlsMenu(){
+    Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey)));
+    Menu::setText(1,(string)"Back: "    +(keyselect==1?"_":Input::keyToChar(backkey)));
+    Menu::setText(2,(string)"Left: "    +(keyselect==2?"_":Input::keyToChar(leftkey)));
+    Menu::setText(3,(string)"Right: "   +(keyselect==3?"_":Input::keyToChar(rightkey)));
+    Menu::setText(4,(string)"Crouch: "  +(keyselect==4?"_":Input::keyToChar(crouchkey)));
+    Menu::setText(5,(string)"Jump: "    +(keyselect==5?"_":Input::keyToChar(jumpkey)));
+    Menu::setText(6,(string)"Draw: "    +(keyselect==6?"_":Input::keyToChar(drawkey)));
+    Menu::setText(7,(string)"Throw: "   +(keyselect==7?"_":Input::keyToChar(throwkey)));
+    Menu::setText(8,(string)"Attack: "  +(keyselect==8?"_":Input::keyToChar(attackkey)));
+    if(debugmode)
+        Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey)));
+}
+
 /*
 Values of mainmenu :
 1 Main menu
@@ -5420,10 +5638,155 @@ Values of mainmenu :
 11 Same that 9 ??? => unused
 18 stereo configuration
 */
-    
-void Game::MenuTick(){
+
+void Game::LoadMenu(){
+    Menu::clearMenu();
+    switch(mainmenu) {
+        case 1:
+        case 2:
+            Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128);
+            Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32);
+            Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32);
+            Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32);
+        break;
+        case 3:
+            Menu::addButton( 0,"",10+20,440);
+            Menu::addButton( 1,"",10+60,405);
+            Menu::addButton( 2,"",10+70,370);
+            Menu::addButton( 3,"",10+20-1000,335-1000);
+            Menu::addButton( 4,"",10   ,335);
+            Menu::addButton( 5,"",10+60,300);
+            Menu::addButton( 6,"",10+70,265);
+            Menu::addButton( 9,"",10   ,230);
+            Menu::addButton(10,"",20   ,195);
+            Menu::addButton(11,"",10+60,160);
+            Menu::addButton(13,"",30   ,125);
+            Menu::addButton( 7,"-Configure Controls-",10+15, 90);
+            Menu::addButton(12,"-Configure Stereo -",10+15, 55);
+            Menu::addButton(8,"Back",10,10);
+            updateSettingsMenu();
+        break;
+        case 4:
+            Menu::addButton(0,"",10   ,400);
+            Menu::addButton(1,"",10+40,360);
+            Menu::addButton(2,"",10+40,320);
+            Menu::addButton(3,"",10+30,280);
+            Menu::addButton(4,"",10+20,240);
+            Menu::addButton(5,"",10+40,200);
+            Menu::addButton(6,"",10+40,160);
+            Menu::addButton(7,"",10+30,120);
+            Menu::addButton(8,"",10+20,80);
+            if(debugmode)
+                Menu::addButton(9,"",10+10,40);
+            Menu::addButton(debugmode?10:9,"Back",10,10);
+            updateControlsMenu();
+        break;
+        case 5: {
+            LoadCampaign();
+            Menu::addLabel(-1,accountactive->getName(),5,400);
+            Menu::addButton(1,"Tutorial",5,300);
+            Menu::addButton(2,"Challenge",5,240);
+            Menu::addButton(3,"Delete User",400,10);
+            Menu::addButton(4,"Main Menu",5,10);
+            Menu::addButton(5,"Change User",5,180);
+            Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420);
+
+            //show campaign map
+            //with (2,-5) offset from old code
+            Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400);
+            //show levels
+            int numlevels = accountactive->getCampaignChoicesMade();
+            numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1;
+            for(int i=0;i<numlevels;i++){
+                XYZ midpoint=campaignlevels[i].getCenter();
+                float itemsize=campaignlevels[i].getWidth();
+                const bool active=i>=accountactive->getCampaignChoicesMade();
+                if(!active)
+                    itemsize/=2;
+
+                if(i>=1){
+                    XYZ start=campaignlevels[i-1].getCenter();
+                    Menu::addMapLine(start.x,start.y,midpoint.x-start.x,midpoint.y-start.y,0.5,active?1:0.5,active?1:0.5,0,0);
+                }
+                Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture,
+                        midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0);
+
+                if(active){
+                    Menu::addMapLabel(-2,campaignlevels[i].description,
+                            campaignlevels[i].getStartX()+10,
+                            campaignlevels[i].getStartY()-4);
+                }
+            }
+        } break;
+        case 6:
+            Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400);
+            Menu::addButton(1,"Yes",10,360);
+            Menu::addButton(2,"No",10,320);
+            break;
+        case 7:
+            if(Account::getNbAccounts()<8)
+                Menu::addButton(0,"New User",10,400);
+            else
+                Menu::addLabel(0,"No More Users",10,400);
+            Menu::addLabel(-2,"",20,400);
+            Menu::addButton(Account::getNbAccounts()+1,"Back",10,10);
+            for(int i=0;i<Account::getNbAccounts();i++)
+                Menu::addButton(i+1,Account::get(i)->getName(),10,340-20*(i+1));
+            break;
+        case 8:
+            Menu::addButton(0,"Easier",10,400);
+            Menu::addButton(1,"Difficult",10,360);
+            Menu::addButton(2,"Insane",10,320);
+            break;
+        case 9:
+            for(int i=0;i<numchallengelevels;i++){
+                char temp[255];
+                string name="";
+                sprintf (temp, "Level %d",i+1);
+                for(int j=strlen(temp);j<17;j++)
+                        strcat(temp," ");
+                name+=temp;
+                sprintf (temp, "%d",(int)accountactive->getHighScore(i));
+                for(int j=strlen(temp);j<(32-17);j++)
+                        strcat(temp," ");
+                name+=temp;
+                sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
+                if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
+                name+=temp;
+                sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
+                name+=temp;
+
+                Menu::addButton(i,name,10,400-i*25,i>accountactive->getProgress()?0.5:1,0,0);
+            }
+
+            Menu::addButton(-1,"             High Score      Best Time",10,440);
+            Menu::addButton(numchallengelevels,"Back",10,10);
+            break;
+        case 10: {
+            Menu::addLabel(0,"Congratulations!",220,330);
+            Menu::addLabel(1,"You have avenged your family and",140,300);
+            Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270);
+            Menu::addButton(3,"Back",10,10);
+            char sbuf[256];
+            sprintf(sbuf,"Your score:         %d",(int)accountactive->getCampaignScore());
+            Menu::addLabel(4,sbuf,190,200);
+            sprintf(sbuf,"Highest score:      %d",(int)accountactive->getCampaignHighScore());
+            Menu::addLabel(5,sbuf,190,180);
+        } break;
+        case 18:
+            Menu::addButton(0,"",70,400);
+            Menu::addButton(1,"",10,360);
+            Menu::addButton(2,"",40,320);
+            Menu::addButton(3,"Back",10,10);
+            updateStereoConfigMenu();
+        break;
+    }
+}
+
+void MenuTick(){
     //menu buttons
-    
+    selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight);
+
     // some specific case where we do something even if the left mouse button is not pressed.
        if((mainmenu==5) && (endgame==2)) {
                accountactive->endGame();
@@ -5431,9 +5794,15 @@ void Game::MenuTick(){
        }
        if(mainmenu==10)
                endgame=2;
-       if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
+       if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){
                stereoseparation-=0.001;
-               
+        updateStereoConfigMenu();
+    }
+
+    static int oldmainmenu=mainmenu;
+
+    char sbuf[256];
+
     if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
                switch(mainmenu) {
                        case 1:
@@ -5533,7 +5902,6 @@ void Game::MenuTick(){
                                                break;
                                        case 6:
                                                musictoggle = !musictoggle;
-
                                                if(musictoggle) {
                                                  emit_stream_np(stream_menutheme);
                                                } else {
@@ -5546,7 +5914,6 @@ void Game::MenuTick(){
                                                                musicvolume[i]=0;
                                                        }
                                                }
-
                                                break;
                                        case 7: // controls
                                                flash();
@@ -5556,8 +5923,7 @@ void Game::MenuTick(){
                                                break;
                                        case 8:
                                                flash();
-                                               
-                                               SaveSettings(*this);
+                                               SaveSettings();
                                                mainmenu=gameon?2:1;
                                                break;
                                        case 9:
@@ -5565,16 +5931,17 @@ void Game::MenuTick(){
                                                break;
                                        case 10:
                                                usermousesensitivity+=.2;
-                                               if(usermousesensitivity>2) usermousesensitivity=.2;
+                                               if(usermousesensitivity>2)
+                            usermousesensitivity=.2;
                                                break;
                                        case 11:
                                                volume+=.1f;
-                                               if(volume>1.0001f) volume=0;
+                                               if(volume>1.0001f)
+                            volume=0;
                                                OPENAL_SetSFXMasterVolume((int)(volume*255));
                                                break;
                                        case 12:
                                                flash();
-                                               
                                                newstereomode = stereomode;
                                                mainmenu=18;
                                                keyselect=-1;
@@ -5583,25 +5950,26 @@ void Game::MenuTick(){
                                                showdamagebar = !showdamagebar;
                                                break;
                                }
+                updateSettingsMenu();
                                break;
                        case 4:
                                if(!waiting) {
                                        fireSound();
-                                       if(selected<9 && keyselect==-1)
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
                                                keyselect=selected;
                                        if(keyselect!=-1)
                                                setKeySelected();
-                                       if(selected==9){
+                                       if(selected==(debugmode?10:9)){
                                                flash();
-
                                                mainmenu=3;
                                        }
                                }
+                updateControlsMenu();
                                break;
                        case 5:
                                fireSound();
                                flash();
-                               if((selected-NB_CAMPAIGN_MENU_ITEM-1 >= accountactive->getCampaignChoicesMade())) {
+                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
                                        startbonustotal=0;
 
                                        loading=2;
@@ -5611,7 +5979,7 @@ void Game::MenuTick(){
                                                TickOnceAfter();
                                        else
                                                LoadStuff();
-                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade();
+                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
                                        actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
                                        visibleloading=1;
                                        stillloading=1;
@@ -5630,9 +5998,9 @@ void Game::MenuTick(){
                                                targetlevel=-1;
                                                if(firstload) {
                                                        TickOnceAfter();
-                                                       Loadlevel(-1);
                                                } else
                                                        LoadStuff();
+                                               Loadlevel(-1);
 
                                                mainmenu=0;
                                                gameon=1;
@@ -5662,10 +6030,7 @@ void Game::MenuTick(){
                                                                c=campaigns.begin();
                                                        accountactive->setCurrentCampaign(*c);
                                                }
-                                               if(Mainmenuitems[7])
-                                                       glDeleteTextures(1,&Mainmenuitems[7]); // we delete the world texture so load campaign will reload it
-                                               Mainmenuitems[7] = 0;
-                                               LoadCampaign();
+                                               LoadMenu();
                                                break;
                                }
                                break;
@@ -5690,7 +6055,10 @@ void Game::MenuTick(){
                                        accountactive=Account::get(selected-1);
                                } else if (selected == Account::getNbAccounts()+1) {
                                        flash();
-                                       mainmenu=5;
+                    if(accountactive)
+                        mainmenu=5;
+                    else
+                        mainmenu=1;
                                        for(int j=0;j<255;j++){
                                                displaytext[0][j]=0;
                                        }
@@ -5716,9 +6084,11 @@ void Game::MenuTick(){
                                        loading=2;
                                        loadtime=0;
                                        targetlevel=selected;
-                                       if(firstload)TickOnceAfter();
-                                       if(!firstload)LoadStuff();
-                                       else Loadlevel(selected);
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       Loadlevel(selected);
                                        campaign=0;
 
                                        mainmenu=0;
@@ -5761,6 +6131,7 @@ void Game::MenuTick(){
                                                InitStereo(stereomode);
                                        }
                                }
+                updateStereoConfigMenu();
                                break;
                }
        }
@@ -5768,13 +6139,13 @@ void Game::MenuTick(){
     if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
         tryquit=1;
         if(mainmenu==3) {
-            SaveSettings(*this);
+            SaveSettings();
         }
     }
 
     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
 
-    if(entername) {
+    if(entername){
         inputText(displaytext[0],&displayselected,&displaychars[0]);
         if(!waiting) { // the input as finished
             if(displaychars[0]){ // with enter
@@ -5794,6 +6165,7 @@ void Game::MenuTick(){
                 displayselected=0;
             }
             entername=0;
+            LoadMenu();
         }
         
         displayblinkdelay-=multiplier;
@@ -5802,6 +6174,16 @@ void Game::MenuTick(){
             displayblink=1-displayblink;
         }
     }
+
+    if(entername){
+        Menu::setText(0,displaytext[0],20,400,-1,-1);
+        Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1);
+    }
+
+    if(oldmainmenu!=mainmenu)
+        LoadMenu();
+       oldmainmenu=mainmenu;
+
 }
 
 void Game::Tick(){
@@ -5882,10 +6264,9 @@ void Game::Tick(){
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
-                       LoadCampaign();
+                       LoadMenu();
         }
         //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;
@@ -5907,7 +6288,7 @@ void Game::Tick(){
             }
             //finished with settings menu
                        if(mainmenu==3){
-                               SaveSettings(*this);
+                               SaveSettings();
                        }
             //effects
                        if(mainmenu>=3&&mainmenu!=8){
@@ -5967,9 +6348,9 @@ void Game::Tick(){
                if(chatting)
             keyboardfrozen=true;
 
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+               if(Input::isKeyPressed(consolekey)&&debugmode) {
                        console=!console;
-                       if(console){
+                       if(console) {
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        } else {
                                freeze=0;
@@ -5979,14 +6360,13 @@ void Game::Tick(){
 
                if(console)
             freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+               if(console&&!Input::isKeyDown(SDLK_LMETA)) {
                        inputText(consoletext[0],&consoleselected,&consolechars[0]);
                        if(!waiting) {
-                               archiveselected=0;
-                               if(consolechars[0]>0){
-                    consoletext[0][consolechars[0]]=' ';
-                    cmd_dispatch(this, consoletext[0]);
-                                       for(int k=14;k>=1;k--){
+                               if(consolechars[0]>0) {
+                    consoletext[0][consolechars[0]]='\0';
+                    cmd_dispatch(consoletext[0]);
+                                       for(int k=14;k>=1;k--) {
                                                for(int j=0;j<255;j++)
                                                        consoletext[k][j]=consoletext[k-1][j];
                                                consolechars[k]=consolechars[k-1];
@@ -5999,7 +6379,7 @@ void Game::Tick(){
                        }
 
                        consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
+                       if(consoleblinkdelay<=0) {
                                consoleblinkdelay=.3;
                                consoleblink=1-consoleblink;
                        }
@@ -6010,7 +6390,7 @@ void Game::Tick(){
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
                        if(mainmenu==3) {
-                               SaveSettings(*this);
+                               SaveSettings();
                        }
                }
 
@@ -6039,10 +6419,11 @@ void Game::Tick(){
 
 
 
-        //TODO: what is this test?
                if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
 
             //dialogues
+            static float talkdelay = 0;
+
                        if(indialogue!=-1)
                 talkdelay=1;
                        talkdelay-=multiplier;
@@ -6086,8 +6467,8 @@ void Game::Tick(){
                             whichdialogue=i;
                             for(int j=0;j<numdialogueboxes[whichdialogue];j++){
                                 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
                                 player[participantfocus[whichdialogue][j]].velocity=0;
                                 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
                                 player[participantfocus[whichdialogue][j]].targetframe=0;
@@ -6226,13 +6607,13 @@ void Game::Tick(){
                     facing=0;
                     facing.z=-1;
 
-                    facing=DoRotation(facing,-rotation2,0,0);
-                    facing=DoRotation(facing,0,0-rotation,0);
+                    facing=DoRotation(facing,-pitch,0,0);
+                    facing=DoRotation(facing,0,0-yaw,0);
 
                     flatfacing=0;
                     flatfacing.z=-1;
 
-                    flatfacing=DoRotation(flatfacing,0,-rotation,0);
+                    flatfacing=DoRotation(flatfacing,0,-yaw,0);
 
                     if(Input::isKeyDown(forwardkey))
                         viewer+=facing*multiplier*4;
@@ -6273,7 +6654,7 @@ void Game::Tick(){
                         if(whichend!=-1){
                             participantfocus[whichdialogue][indialogue]=whichend;
                             participantlocation[whichdialogue][whichend]=player[whichend].coords;
-                            participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+                            participantyaw[whichdialogue][whichend]=player[whichend].yaw;
                         }
                         if(whichend==-1){
                             participantfocus[whichdialogue][indialogue]=-1;
@@ -6284,8 +6665,8 @@ void Game::Tick(){
                             cameramode=0;
                         }
                         dialoguecamera[whichdialogue][indialogue]=viewer;
-                        dialoguecamerarotation[whichdialogue][indialogue]=rotation;
-                        dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
+                        dialoguecamerayaw[whichdialogue][indialogue]=yaw;
+                        dialoguecamerapitch[whichdialogue][indialogue]=pitch;
                         indialogue++;
                         if(indialogue<numdialogueboxes[whichdialogue]){
                             if(dialogueboxsound[whichdialogue][indialogue]!=0){
@@ -6331,8 +6712,8 @@ void Game::Tick(){
                     pause_sound(whooshsound);
                     viewer=dialoguecamera[whichdialogue][indialogue];
                     viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
-                    rotation=dialoguecamerarotation[whichdialogue][indialogue];
-                    rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
+                    yaw=dialoguecamerayaw[whichdialogue][indialogue];
+                    pitch=dialoguecamerapitch[whichdialogue][indialogue];
                     if(dialoguetime>0.5)
                         if(     Input::isKeyPressed(SDLK_1)||
                                 Input::isKeyPressed(SDLK_2)||
@@ -6377,7 +6758,7 @@ 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;
@@ -6400,10 +6781,10 @@ void Game::Tick(){
 
 
             dialoguetime+=multiplier;
-            hawkrotation+=multiplier*25;
+            hawkyaw+=multiplier*25;
             realhawkcoords=0;
             realhawkcoords.x=25;
-            realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
+            realhawkcoords=DoRotation(realhawkcoords,0,hawkyaw,0)+hawkcoords;
             hawkcalldelay-=multiplier/2;
 
             if(hawkcalldelay<=0){
@@ -6459,9 +6840,9 @@ void Game::Tick(){
 
             //?
             for(int i=0;i<numplayers;i++){
-                static float oldtargetrotation;
+                static float oldtargetyaw;
                 if(!player[i].skeleton.free){
-                    oldtargetrotation=player[i].targetrotation;
+                    oldtargetyaw=player[i].targetyaw;
                     if(i==0&&indialogue==-1){
                         //TODO: refactor repetitive code
                         if(!animation[player[0].targetanimation].attack&&
@@ -6474,26 +6855,26 @@ void Game::Tick(){
                                 player[0].targetanimation!=walljumprightkickanim&&
                                 player[0].targetanimation!=walljumpleftkickanim){
                             if(cameramode)
-                                player[0].targetrotation=0;
+                                player[0].targetyaw=0;
                             else
-                                player[0].targetrotation=-rotation+180;
+                                player[0].targetyaw=-yaw+180;
                         }
 
                         facing=0;
                         facing.z=-1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
                         if(cameramode){
                             facing=flatfacing;
                         }else{
-                            facing=DoRotation(facing,-rotation2,0,0);
-                            facing=DoRotation(facing,0,0-rotation,0);
+                            facing=DoRotation(facing,-pitch,0,0);
+                            facing=DoRotation(facing,0,0-yaw,0);
                         }
 
-                        player[0].lookrotation=-rotation;
+                        player[0].lookyaw=-yaw;
 
-                        player[i].targetheadrotation=rotation;
-                        player[i].targetheadrotation2=rotation2;
+                        player[i].targetheadyaw=yaw;
+                        player[i].targetheadpitch=pitch;
                     }
                     if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
                         if(!animation[player[i].targetanimation].attack&&
@@ -6505,23 +6886,23 @@ void Game::Tick(){
                                 player[i].targetanimation!=dodgebackanim&&
                                 player[i].targetanimation!=walljumprightkickanim&&
                                 player[i].targetanimation!=walljumpleftkickanim){
-                            player[i].targetrotation=-player[i].lookrotation+180;
+                            player[i].targetyaw=-player[i].lookyaw+180;
                         }
 
                         facing=0;
                         facing.z=-1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
 
-                        facing=DoRotation(facing,-player[i].lookrotation2,0,0);
-                        facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+                        facing=DoRotation(facing,-player[i].lookpitch,0,0);
+                        facing=DoRotation(facing,0,0-player[i].lookyaw,0);
 
-                        player[i].targetheadrotation=player[i].lookrotation;
-                        player[i].targetheadrotation2=player[i].lookrotation2;
+                        player[i].targetheadyaw=player[i].lookyaw;
+                        player[i].targetheadpitch=player[i].lookpitch;
                     }
                     if(indialogue!=-1){
-                        player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
-                        player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+                        player[i].targetheadyaw=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
+                        player[i].targetheadpitch=pitchOf(participantfacing[whichdialogue][indialogue][i]);
                     }
 
                     if(leveltime<.5)
@@ -6567,7 +6948,7 @@ void Game::Tick(){
                     doAI(i);
 
                     if(animation[player[i].targetanimation].attack==reversed){
-                        //player[i].targetrotation=player[i].rotation;
+                        //player[i].targetyaw=player[i].yaw;
                         player[i].forwardkeydown=0;
                         player[i].leftkeydown=0;
                         player[i].backkeydown=0;
@@ -6642,8 +7023,8 @@ void Game::Tick(){
                                                     player[i].isIdle()||
                                                     player[i].aitype!=playercontrolled){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,crouchremoveknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
+                                                player[i].setAnimation(crouchremoveknifeanim);
+                                                player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[j].position);
                                                 player[i].hasvictim=0;
                                             }
                                             if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
@@ -6675,8 +7056,8 @@ void Game::Tick(){
                                                 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[j].position);
+                                                player[i].setAnimation(removeknifeanim);
+                                                player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[j].position);
                                             }
                                             if(player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
@@ -6728,8 +7109,8 @@ void Game::Tick(){
                                                         player[i].throwtogglekeydown=1;
                                                         player[i].victim=&player[j];
                                                         player[i].hasvictim=1;
-                                                        setAnimation(i,crouchremoveknifeanim);
-                                                        player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                        player[i].setAnimation(crouchremoveknifeanim);
+                                                        player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords);
                                                     }
                                                     if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
                                                         player[i].throwtogglekeydown=1;
@@ -6790,10 +7171,10 @@ 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[k].owner=i;
                                                             if(player[i].num_weapons>0){
@@ -6823,12 +7204,12 @@ 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].yaw,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,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].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                                player[i].setAnimation(knifethrowanim);
+                                                                player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords);
                                                                 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
                                                             }
                                                             if(player[i].isFlip()){
@@ -6837,7 +7218,7 @@ void Game::Tick(){
                                                                     player[i].victim=&player[j];
                                                                     XYZ aim;
                                                                     weapons[player[i].weaponids[0]].owner=-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);
+                                                                    aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->yaw,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].yaw,0)*player[i].scale);
                                                                     Normalise(&aim);
 
                                                                     aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
@@ -6900,7 +7281,7 @@ void Game::Tick(){
                                     isgood=false;
                             if(isgood&&player[i].creature!=wolftype){
                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    setAnimation(i,drawrightanim);
+                                    player[i].setAnimation(drawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if((player[i].isIdle()||
@@ -6909,11 +7290,11 @@ void Game::Tick(){
                                              player[i].isRun()))&&
                                         player[i].num_weapons&&
                                         weapons[player[i].weaponids[0]].getType()==sword){
-                                    setAnimation(i,drawleftanim);
+                                    player[i].setAnimation(drawleftanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    setAnimation(i,crouchdrawrightanim);
+                                    player[i].setAnimation(crouchdrawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                             }
@@ -6930,9 +7311,9 @@ void Game::Tick(){
                                                        player[i].attackkeydown&&
                                                        musictype!=stream_fighttheme) {
                                                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
-                                                                       setAnimation(i,crouchstabanim);
+                                                                       player[i].setAnimation(crouchstabanim);
                                                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
-                                                                       setAnimation(i,swordgroundstabanim);
+                                                                       player[i].setAnimation(swordgroundstabanim);
                                                                player[i].hasvictim=0;
                                                }
                                        }
@@ -6945,7 +7326,7 @@ void Game::Tick(){
                         absflatfacing=0;
                         absflatfacing.z=-1;
 
-                        absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
+                        absflatfacing=DoRotation(absflatfacing,0,-yaw,0);
                     } else
                                                absflatfacing=flatfacing;
 
@@ -7005,7 +7386,7 @@ 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()||
@@ -7014,7 +7395,7 @@ void Game::Tick(){
                                       player[i].rightkeydown||
                                       player[i].forwardkeydown||
                                       player[i].backkeydown))){
-                                setAnimation(i,rollanim);
+                                player[i].setAnimation(rollanim);
                                 player[i].transspeed=20;
                             }
                         }
@@ -7049,19 +7430,19 @@ 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;
                             }
                         }
                         if(player[i].forwardkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown)||
@@ -7070,9 +7451,9 @@ 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;
@@ -7081,7 +7462,7 @@ 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;
                             }
@@ -7094,7 +7475,7 @@ void Game::Tick(){
                         if (player[i].rightkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown)||
@@ -7102,7 +7483,7 @@ 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;
@@ -7113,15 +7494,15 @@ void Game::Tick(){
                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
                             }
-                            player[i].targetrotation-=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation+=45;
-                            if(player[i].backkeydown)player[i].targetrotation-=45;
+                            player[i].targetyaw-=90;
+                            if(player[i].forwardkeydown)player[i].targetyaw+=45;
+                            if(player[i].backkeydown)player[i].targetyaw-=45;
                             movekey=1;
                         }
                         if ( player[i].leftkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown)||
@@ -7129,7 +7510,7 @@ 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;
@@ -7140,15 +7521,15 @@ void Game::Tick(){
                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
                             }
-                            player[i].targetrotation+=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation-=45;
-                            if(player[i].backkeydown)player[i].targetrotation+=45;
+                            player[i].targetyaw+=90;
+                            if(player[i].forwardkeydown)player[i].targetyaw-=45;
+                            if(player[i].backkeydown)player[i].targetyaw+=45;
                             movekey=1;
                         }
                         if(player[i].backkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown)||
@@ -7156,7 +7537,7 @@ 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;
@@ -7179,7 +7560,7 @@ void Game::Tick(){
                                 player[i].grabdelay=1;
                             }
                             if ( !player[i].leftkeydown&&!player[i].rightkeydown)
-                                player[i].targetrotation+=180;
+                                player[i].targetyaw+=180;
                             movekey=1;
                         }
                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
@@ -7192,15 +7573,15 @@ void Game::Tick(){
                                     ((player[i].targetanimation!=rabbitrunninganim&&
                                       player[i].targetanimation!=wolfrunninganim)||i!=0)){
                                 player[i].jumpstart=0;
-                                setAnimation(i,jumpupanim);
-                                player[i].rotation=player[i].targetrotation;
+                                player[i].setAnimation(jumpupanim);
+                                player[i].yaw=player[i].targetyaw;
                                 player[i].transspeed=20;
                                 player[i].FootLand(0,1);
                                 player[i].FootLand(1,1);
 
                                 facing=0;
                                 facing.z=-1;
-                                flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
+                                flatfacing=DoRotation(facing,0,player[i].targetyaw+180,0);
 
                                 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
                                 if(!movekey)player[i].velocity=0;
@@ -7239,7 +7620,7 @@ 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;
@@ -7264,7 +7645,7 @@ 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)
@@ -7277,27 +7658,27 @@ 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)
-                    player[i].targetrotation=oldtargetrotation;
+                    player[i].targetyaw=oldtargetyaw;
             }
 
             //Rotation
             for(int k=0;k<numplayers;k++){
-                if(fabs(player[k].rotation-player[k].targetrotation)>180){
-                    if(player[k].rotation>player[k].targetrotation)
-                        player[k].rotation-=360;
+                if(fabs(player[k].yaw-player[k].targetyaw)>180){
+                    if(player[k].yaw>player[k].targetyaw)
+                        player[k].yaw-=360;
                     else
-                        player[k].rotation+=360;
+                        player[k].yaw+=360;
                 }
 
                 //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());
+                if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
+                    player[k].setAnimation(player[k].getStop());
 
                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
                     player[k].targettilt=0;
@@ -7317,7 +7698,7 @@ void Game::Tick(){
                 }
 
                 if(player[k].isRun())
-                    player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+                    player[k].targettilt=(player[k].yaw-player[k].targetyaw)/4;
 
                 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
                 player[k].grabdelay-=multiplier;
@@ -7393,7 +7774,7 @@ void Game::Tick(){
                             if(Random()%2==0){
                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                             }
@@ -7405,7 +7786,7 @@ void Game::Tick(){
                             if(Random()%2==0){
                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                             }
@@ -7429,14 +7810,14 @@ void Game::Tick(){
             upvector=0;
             upvector.z=-1;
 
-            upvector=DoRotation(upvector,-rotation2+90,0,0);
-            upvector=DoRotation(upvector,0,0-rotation,0);
+            upvector=DoRotation(upvector,-pitch+90,0,0);
+            upvector=DoRotation(upvector,0,0-yaw,0);
 
             facing=0;
             facing.z=-1;
 
-            facing=DoRotation(facing,-rotation2,0,0);
-            facing=DoRotation(facing,0,0-rotation,0);
+            facing=DoRotation(facing,-pitch,0,0);
+            facing=DoRotation(facing,0,0-yaw,0);
 
 
             static float ori[6];
@@ -7460,18 +7841,18 @@ void Game::Tick(){
 
 void Game::TickOnce(){
        if(mainmenu)
-               rotation+=multiplier*5;
+               yaw+=multiplier*5;
        else
                if(directing||indialogue==-1) {
-                       rotation+=deltah*.7;
+                       yaw+=deltah*.7;
                        if(!invertmouse)
-                rotation2+=deltav*.7;
+                pitch+=deltav*.7;
                        if(invertmouse)
-                rotation2-=deltav*.7;
-                       if(rotation2>90)
-                rotation2=90;
-                       if(rotation2<-70)
-                rotation2=-70;
+                pitch-=deltav*.7;
+                       if(pitch>90)
+                pitch=90;
+                       if(pitch<-70)
+                pitch=-70;
                }
 }
 
@@ -7487,6 +7868,7 @@ void Game::TickOnceAfter(){
        static float cameraspeed;
 
        if(!mainmenu){
+        static int oldmusictype=musictype;
 
                if(environment==snowyenvironment)
             leveltheme=stream_snowtheme;
@@ -7608,11 +7990,11 @@ 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++)
@@ -7626,18 +8008,21 @@ 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;
@@ -7667,8 +8052,8 @@ void Game::TickOnceAfter(){
                        if(leveltime<1){
                                loading=0;
                                changedelay=.1;
-                               alldead=0;
-                               winhotspot=0;
+                               alldead=false;
+                               winhotspot=false;
                                killhotspot=0;
                        }
 
@@ -7733,7 +8118,7 @@ void Game::TickOnceAfter(){
                 // 0 = load next level
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
-                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1){
+                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
                                        if(campaignlevels[actuallevel].nextlevel.empty())
                                                endgame=1;
                                } else if(mainmenu==0&&winfreeze) {
@@ -7779,8 +8164,8 @@ void Game::TickOnceAfter(){
        facing=0;
        facing.z=-1;
 
-       facing=DoRotation(facing,-rotation2,0,0);
-       facing=DoRotation(facing,0,0-rotation,0);
+       facing=DoRotation(facing,-pitch,0,0);
+       facing=DoRotation(facing,0,0-yaw,0);
        viewerfacing=facing;
 
        if(!cameramode){
@@ -7794,7 +8179,7 @@ void Game::TickOnceAfter(){
                        }
                        target.y+=.1;
                }
-               if(player[0].skeleton.free!=2&&!autocam){
+               if(player[0].skeleton.free!=2/*&&!autocam*/){
                        cameraspeed=20;
                        if(findLengthfast(&player[0].velocity)>400){
                                cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
@@ -7819,13 +8204,13 @@ void Game::TickOnceAfter(){
                                        int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
+                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
                                }
             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                     colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
                         viewer=colviewer;
                     }
                 }
@@ -7835,6 +8220,8 @@ void Game::TickOnceAfter(){
                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
             }
                }
+        /*
+        //what did autocam do?
                if(player[0].skeleton.free!=2&&autocam){
                        cameraspeed=20;
                        if(findLengthfast(&player[0].velocity)>400){
@@ -7861,13 +8248,13 @@ void Game::TickOnceAfter(){
                                        int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
+                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
                                }
             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                     colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
                         viewer=colviewer;
                     }
                 }
@@ -7877,6 +8264,7 @@ void Game::TickOnceAfter(){
                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
             }
                }
+        */
                if(camerashake>.8)camerashake=.8;
                //if(woozy>10)woozy=10;
                //woozy+=multiplier;