]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Moved visibleloading check inside LoadingScreen
[lugaru.git] / Source / GameTick.cpp
index 1dfebb29955118d4bdef80c76b18a149c64382bd..a400c22321826144d3cb1db681c1c42408d54e67 100644 (file)
@@ -21,6 +21,21 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 // Enable full math definitions
 #define _USE_MATH_DEFINES
 
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Devtools/ConsoleCmds.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Campaign.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "User/Settings.hpp"
+#include "Utils/Folders.hpp"
+#include "Utils/Input.hpp"
+#include "Tutorial.hpp"
+
 #if PLATFORM_UNIX
 #include <sys/stat.h>
 #include <sys/types.h>
@@ -29,25 +44,11 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include <direct.h>
 #endif
 
-
-#include <limits>
-#include <ctime>
+#include <algorithm>
 #include <cmath>
+#include <ctime>
 #include <dirent.h>
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Settings.h"
-#include "Input.h"
-#include "Animation/Animation.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "ConsoleCmds.h"
-#include "Dialog.h"
-#include "Utils/Folders.h"
-#include "Hotspot.h"
-#include "Campaign.h"
-
-#include <algorithm>
+#include <limits>
 #include <set>
 
 using namespace std;
@@ -68,7 +69,6 @@ extern float screenwidth, screenheight;
 extern float gravity;
 extern int detail;
 extern float texdetail;
-extern Objects objects;
 extern int slomo;
 extern float slomodelay;
 extern bool floatjump;
@@ -90,7 +90,7 @@ extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
 extern XYZ windvector;
-extern bool debugmode;
+extern bool devtools;
 int leveltheme;
 extern int mainmenu;
 extern int oldmainmenu;
@@ -113,12 +113,7 @@ extern float skyboxlightb;
 extern float fadestart;
 extern float slomospeed;
 extern float slomofreq;
-extern int tutoriallevel;
 extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
 extern bool againbonus;
 extern bool reversaltrain;
 extern bool canattack;
@@ -318,8 +313,8 @@ static int findClosestObject()
     int closest = -1;
     float closestdist = std::numeric_limits<float>::max();
 
-    for (int i = 0; i < objects.numobjects; i++) {
-        float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+    for (int i = 0; i < Object::objects.size(); i++) {
+        float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
         if (distance < closestdist) {
             closestdist = distance;
             closest = i;
@@ -348,13 +343,9 @@ void Screenshot (void)
     char filename[1024];
     time_t t = time(NULL);
     struct tm *tme = localtime(&t);
-    sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+    sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
 
-#if defined(_WIN32)
-    mkdir("Screenshots");
-#endif
-
     save_screenshot(filename);
 }
 
@@ -423,78 +414,6 @@ int findPathDist(int start, int end)
     return smallestcount;
 }
 
-int Game::checkcollide(XYZ startpoint, XYZ endpoint)
-{
-    static XYZ colpoint, colviewer, coltarget;
-    static float minx, minz, maxx, maxz, miny, maxy;
-
-    minx = min(startpoint.x, endpoint.x) - 1;
-    miny = min(startpoint.y, endpoint.y) - 1;
-    minz = min(startpoint.z, endpoint.z) - 1;
-    maxx = max(startpoint.x, endpoint.x) + 1;
-    maxy = max(startpoint.y, endpoint.y) + 1;
-    maxz = max(startpoint.z, endpoint.z) + 1;
-
-    for (int i = 0; i < objects.numobjects; i++) {
-        if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
-                 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
-                 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
-                 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
-                 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
-                 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
-            if (     objects.type[i] != treeleavestype &&
-                     objects.type[i] != bushtype &&
-                     objects.type[i] != firetype) {
-                colviewer = startpoint;
-                coltarget = endpoint;
-                if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
-                    return i;
-            }
-        }
-    }
-
-    return -1;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
-{
-    static XYZ colpoint, colviewer, coltarget;
-    static float minx, minz, maxx, maxz, miny, maxy;
-    static int i; //FIXME: see below
-
-    minx = min(startpoint.x, endpoint.x) - 1;
-    miny = min(startpoint.y, endpoint.y) - 1;
-    minz = min(startpoint.z, endpoint.z) - 1;
-    maxx = max(startpoint.x, endpoint.x) + 1;
-    maxy = max(startpoint.y, endpoint.y) + 1;
-    maxz = max(startpoint.z, endpoint.z) + 1;
-
-    if (what != 1000) {
-        if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
-                 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
-                 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
-                 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
-                 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
-                 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
-            if (     objects.type[what] != treeleavestype &&
-                     objects.type[what] != bushtype &&
-                     objects.type[what] != firetype) {
-                colviewer = startpoint;
-                coltarget = endpoint;
-                //FIXME: i/what
-                if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
-                    return i;
-            }
-        }
-    }
-
-    if (what == 1000)
-        if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
-            return 1000;
-
-    return -1;
-}
-
 void Setenvironment(int which)
 {
     LOGFUNC;
@@ -517,10 +436,10 @@ void Setenvironment(int which)
         if (ambientsound)
             emit_stream_np(stream_wind);
 
-        objects.treetextureptr.load("Textures/SnowTree.png", 0);
-        objects.bushtextureptr.load("Textures/BushSnow.png", 0);
-        objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
-        objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
+        Object::treetextureptr.load("Textures/SnowTree.png", 0);
+        Object::bushtextureptr.load("Textures/BushSnow.png", 0);
+        Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+        Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
@@ -548,10 +467,10 @@ void Setenvironment(int which)
     } else if (environment == desertenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load("Textures/DesertTree.png", 0);
-        objects.bushtextureptr.load("Textures/BushDesert.png", 0);
-        objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
-        objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
+        Object::treetextureptr.load("Textures/DesertTree.png", 0);
+        Object::bushtextureptr.load("Textures/BushDesert.png", 0);
+        Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+        Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
 
         if (ambientsound)
@@ -583,10 +502,10 @@ void Setenvironment(int which)
     } else if (environment == grassyenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load("Textures/Tree.png", 0);
-        objects.bushtextureptr.load("Textures/Bush.png", 0);
-        objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
-        objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
+        Object::treetextureptr.load("Textures/Tree.png", 0);
+        Object::bushtextureptr.load("Textures/Bush.png", 0);
+        Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
+        Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
 
         if (ambientsound)
             emit_stream_np(stream_wind, 100.);
@@ -627,8 +546,7 @@ void Game::Loadlevel(int which)
     whichlevel = which;
 
     if (which == -1) {
-        tutoriallevel = -1;
-        Loadlevel("tutorial");
+        Loadlevel("tutorial", true);
     } else if (which >= 0 && which <= 15) {
         char buf[32];
         snprintf(buf, 32, "map%d", which + 1); // challenges
@@ -637,7 +555,7 @@ void Game::Loadlevel(int which)
         Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const std::string& name)
+void Game::Loadlevel(const std::string& name, bool tutorial)
 {
     int indemo; // FIXME this should be removed
     int templength;
@@ -648,25 +566,23 @@ void Game::Loadlevel(const std::string& name)
     LOG(std::string("Loading level...") + name);
 
     if (!gameon)
-        visibleloading = 1;
+        visibleloading = true;
     if (stealthloading)
-        visibleloading = 0;
+        visibleloading = false;
     if (!stillloading)
         loadtime = 0;
     gamestarted = 1;
 
     numenvsounds = 0;
 
-    if (tutoriallevel != -1)
-        tutoriallevel = 0;
-    else
-        tutoriallevel = 1;
+    Tutorial::active = tutorial;
 
-    if (tutoriallevel == 1)
-        tutorialstage = 0;
-    if (tutorialstage == 0) {
-        tutorialstagetime = 0;
-        tutorialmaxtime = 1;
+    if (Tutorial::active) {
+        Tutorial::stage = 0;
+    }
+    if (Tutorial::stage == 0) {
+        Tutorial::stagetime = 0;
+        Tutorial::maxtime = 1;
     }
     pause_sound(whooshsound);
     pause_sound(stream_firesound);
@@ -692,8 +608,9 @@ void Game::Loadlevel(const std::string& name)
     damagedealt = 0;
     damagetaken = 0;
 
-    if (accountactive)
-        difficulty = accountactive->getDifficulty();
+    if (Account::hasActive()) {
+        difficulty = Account::active().getDifficulty();
+    }
 
     Hotspot::hotspots.clear();
     Hotspot::current = -1;
@@ -740,21 +657,13 @@ void Game::Loadlevel(const std::string& name)
     if (!stealthloading) {
         terrain.numdecals = 0;
         Sprite::deleteSprites();
-        for (int i = 0; i < objects.numobjects; i++)
-            objects.model[i].numdecals = 0;
-
-        int j = objects.numobjects;
-        for (int i = 0; i < j; i++) {
-            objects.DeleteObject(0);
-            if (visibleloading)
-                LoadingScreen();
-        }
 
-        for (int i = 0; i < subdivision; i++)
-            for (int j = 0; j < subdivision; j++)
+        for (int i = 0; i < subdivision; i++) {
+            for (int j = 0; j < subdivision; j++) {
                 terrain.patchobjectnum[i][j] = 0;
-        if (visibleloading)
-            LoadingScreen();
+            }
+        }
+        Game::LoadingScreen();
     }
 
     weapons.clear();
@@ -811,8 +720,7 @@ void Game::Loadlevel(const std::string& name)
             weapons.push_back(Weapon(type, 0));
         }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
@@ -847,12 +755,7 @@ void Game::Loadlevel(const std::string& name)
 
     funpackf(tfile, "Bi", &environment);
 
-    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.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];
-    }
+    Object::LoadObjectsFromFile(tfile, stealthloading);
 
     if (mapvers >= 7) {
         int numhotspots;
@@ -862,7 +765,7 @@ void Game::Loadlevel(const std::string& name)
             numhotspots = 0;
         }
         Hotspot::hotspots.resize(numhotspots);
-        for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
             funpackf(tfile, "Bi", &templength);
             if (templength)
@@ -876,48 +779,30 @@ void Game::Loadlevel(const std::string& name)
         Hotspot::hotspots.clear();
     }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     if (!stealthloading) {
-        objects.center = 0;
-        for (int i = 0; i < objects.numobjects; i++)
-            objects.center += objects.position[i];
-        objects.center /= objects.numobjects;
-
-
-        if (visibleloading)
-            LoadingScreen();
-
-        float maxdistance = 0;
-        float tempdist;
-        for (int i = 0; i < objects.numobjects; i++) {
-            tempdist = distsq(&objects.center, &objects.position[i]);
-            if (tempdist > maxdistance) {
-                maxdistance = tempdist;
-            }
-        }
-        objects.radius = fast_sqrt(maxdistance);
+        Object::ComputeCenter();
+        Object::ComputeRadius();
     }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     int numplayers;
     funpackf(tfile, "Bi", &numplayers);
     if (numplayers > maxplayers) {
         cout << "Warning: this level contains more players than allowed" << endl;
     }
+    unsigned j = 1;
     for (int i = 1; i < numplayers; i++) {
-        unsigned j = 1;
         try {
             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
             j++;
         } catch (InvalidPersonException e) {
+            cerr << "Invalid Person found in " << name << endl;
         }
     }
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bi", &numpathpoints);
     if (numpathpoints > 30 || numpathpoints < 0)
@@ -928,8 +813,7 @@ void Game::Loadlevel(const std::string& name)
             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
         }
     }
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
 
@@ -939,27 +823,17 @@ void Game::Loadlevel(const std::string& name)
     oldenvironment = environment;
 
     if (!stealthloading) {
-        int j = objects.numobjects;
-        objects.numobjects = 0;
-        for (int i = 0; i < j; i++) {
-            objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
-            if (visibleloading)
-                LoadingScreen();
-        }
-
+        Object::AddObjectsToTerrain();
         terrain.DoShadows();
-        if (visibleloading)
-            LoadingScreen();
-        objects.DoShadows();
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
+        Object::DoShadows();
+        Game::LoadingScreen();
     }
 
     fclose(tfile);
 
     for (unsigned i = 0; i < Person::players.size(); i++) {
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
         if (i == 0) {
             Person::players[i]->burnt = 0;
             Person::players[i]->bled = 0;
@@ -1014,8 +888,7 @@ void Game::Loadlevel(const std::string& name)
         }
 
 
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
 
         if (cellophane) {
             Person::players[i]->proportionhead.z = 0;
@@ -1081,8 +954,7 @@ void Game::Loadlevel(const std::string& name)
     hawkcoords = Person::players[0]->coords;
     hawkcoords.y += 30;
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     LOG("Starting background music...");
 
@@ -1105,542 +977,14 @@ void Game::Loadlevel(const std::string& name)
         firstload = 1;
 
     leveltime = 0;
-    visibleloading = 0;
+    wonleveltime = 0;
+    visibleloading = false;
 }
 
-void doTutorial()
-{
-    if (tutorialstagetime > tutorialmaxtime) {
-        tutorialstage++;
-        tutorialsuccess = 0;
-        if (tutorialstage <= 1) {
-            canattack = 0;
-            cananger = 0;
-            reversaltrain = 0;
-        }
-        switch (tutorialstage) {
-        case 1:
-            tutorialmaxtime = 5;
-            break;
-        case 2:
-            tutorialmaxtime = 2;
-            break;
-        case 3:
-            tutorialmaxtime = 600;
-            break;
-        case 4:
-            tutorialmaxtime = 1000;
-            break;
-        case 5:
-            tutorialmaxtime = 600;
-            break;
-        case 6:
-            tutorialmaxtime = 600;
-            break;
-        case 7:
-            tutorialmaxtime = 600;
-            break;
-        case 8:
-            tutorialmaxtime = 600;
-            break;
-        case 9:
-            tutorialmaxtime = 600;
-            break;
-        case 10:
-            tutorialmaxtime = 2;
-            break;
-        case 11:
-            tutorialmaxtime = 1000;
-            break;
-        case 12:
-            tutorialmaxtime = 1000;
-            break;
-        case 13:
-            tutorialmaxtime = 2;
-            break;
-        case 14: {
-            tutorialmaxtime = 3;
-
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Person::players[1]->coords = (temp + temp2) / 2;
-
-            emit_sound_at(fireendsound, Person::players[1]->coords);
-
-            for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
-                if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
-                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
-                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
-                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
-                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                }
-            }
-        }
-        break;
-        case 15:
-            tutorialmaxtime = 500;
-            break;
-        case 16:
-            tutorialmaxtime = 500;
-            break;
-        case 17:
-            tutorialmaxtime = 500;
-            break;
-        case 18:
-            tutorialmaxtime = 500;
-            break;
-        case 19:
-            tutorialstage = 20;
-            break;
-        case 20:
-            tutorialmaxtime = 500;
-            break;
-        case 21:
-            tutorialmaxtime = 500;
-            if (bonus == cannon) {
-                bonus = Slicebonus;
-                againbonus = 1;
-            } else
-                againbonus = 0;
-            break;
-        case 22:
-            tutorialmaxtime = 500;
-            break;
-        case 23:
-            tutorialmaxtime = 500;
-            break;
-        case 24:
-            tutorialmaxtime = 500;
-            break;
-        case 25:
-            tutorialmaxtime = 500;
-            break;
-        case 26:
-            tutorialmaxtime = 2;
-            break;
-        case 27:
-            tutorialmaxtime = 4;
-            reversaltrain = 1;
-            cananger = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 28:
-            tutorialmaxtime = 400;
-            break;
-        case 29:
-            tutorialmaxtime = 400;
-            Person::players[0]->escapednum = 0;
-            break;
-        case 30:
-            tutorialmaxtime = 4;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 31:
-            tutorialmaxtime = 13;
-            break;
-        case 32:
-            tutorialmaxtime = 8;
-            break;
-        case 33:
-            tutorialmaxtime = 400;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 34:
-            tutorialmaxtime = 400;
-            break;
-        case 35:
-            tutorialmaxtime = 400;
-            break;
-        case 36:
-            tutorialmaxtime = 2;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 37:
-            damagedealt = 0;
-            damagetaken = 0;
-            tutorialmaxtime = 50;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 38:
-            tutorialmaxtime = 4;
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 39: {
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Weapon w(knife, -1);
-            w.position = (temp + temp2) / 2;
-            w.tippoint = (temp + temp2) / 2;
-
-            w.velocity = 0.1;
-            w.tipvelocity = 0.1;
-            w.missed = 1;
-            w.hitsomething = 0;
-            w.freetime = 0;
-            w.firstfree = 1;
-            w.physics = 1;
-
-            weapons.push_back(w);
-        }
-        break;
-        case 40:
-            tutorialmaxtime = 300;
-            break;
-        case 41:
-            tutorialmaxtime = 300;
-            break;
-        case 42:
-            tutorialmaxtime = 8;
-            break;
-        case 43:
-            tutorialmaxtime = 300;
-            break;
-        case 44:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-
-            tutorialmaxtime = 300;
-            break;
-        case 45:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            tutorialmaxtime = 300;
-            break;
-        case 46:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            weapons[0].setType(sword);
-
-            tutorialmaxtime = 300;
-            break;
-        case 47: {
-            tutorialmaxtime = 10;
-
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Weapon w(sword, -1);
-            w.position = (temp + temp2) / 2;
-            w.tippoint = (temp + temp2) / 2;
-
-            w.velocity = 0.1;
-            w.tipvelocity = 0.1;
-            w.missed = 1;
-            w.hitsomething = 0;
-            w.freetime = 0;
-            w.firstfree = 1;
-            w.physics = 1;
-
-            weapons.push_back(w);
-
-            weapons[0].owner = 1;
-            weapons[1].owner = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 1;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-        }
-        break;
-        case 48:
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-
-            tutorialmaxtime = 15;
-
-            weapons[0].owner = 1;
-            weapons[1].owner = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 1;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            if (Person::players[0]->weaponactive != -1)
-                weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
-            else
-                weapons[0].setType(staff);
-            break;
-        case 49:
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-
-            tutorialmaxtime = 200;
-
-            weapons[1].position = 1000;
-            weapons[1].tippoint = 1000;
-
-            weapons[0].setType(knife);
-
-            weapons[0].owner = 0;
-            Person::players[1]->weaponactive = -1;
-            Person::players[1]->num_weapons = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 0;
-
-            break;
-        case 50: {
-            tutorialmaxtime = 8;
-
-            XYZ temp, temp2;
-            emit_sound_at(fireendsound, Person::players[1]->coords);
-
-            for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
-                if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
-                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
-                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
-                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
-                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                }
-            }
-
-            Person::players[1]->num_weapons = 0;
-            Person::players[1]->weaponstuck = -1;
-            Person::players[1]->weaponactive = -1;
-
-            weapons.clear();
-        }
-        break;
-        case 51:
-            tutorialmaxtime = 80000;
-            break;
-        default:
-            break;
-        }
-        if (tutorialstage <= 51)
-            tutorialstagetime = 0;
-    }
-
-    //Tutorial success
-    if (tutorialstagetime < tutorialmaxtime - 3) {
-        switch (tutorialstage) {
-        case 3:
-            if (deltah || deltav)
-                tutorialsuccess += multiplier;
-            break;
-        case 4:
-            if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
-                tutorialsuccess += multiplier;
-            break;
-        case 5:
-            if (Person::players[0]->jumpkeydown)
-                tutorialsuccess = 1;
-            break;
-        case 6:
-            if (Person::players[0]->isCrouch())
-                tutorialsuccess = 1;
-            break;
-        case 7:
-            if (Person::players[0]->animTarget == rollanim)
-                tutorialsuccess = 1;
-            break;
-        case 8:
-            if (Person::players[0]->animTarget == sneakanim)
-                tutorialsuccess += multiplier;
-            break;
-        case 9:
-            if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
-                tutorialsuccess += multiplier;
-            break;
-        case 11:
-            if (Person::players[0]->isWallJump())
-                tutorialsuccess = 1;
-            break;
-        case 12:
-            if (Person::players[0]->animTarget == flipanim)
-                tutorialsuccess = 1;
-            break;
-        case 15:
-            if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 16:
-            if (Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 17:
-            if (Person::players[0]->animTarget == spinkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 18:
-            if (Person::players[0]->animTarget == sweepanim)
-                tutorialsuccess = 1;
-            break;
-        case 19:
-            if (Person::players[0]->animTarget == dropkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 20:
-            if (Person::players[0]->animTarget == rabbitkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 21:
-            if (bonus == cannon)
-                tutorialsuccess = 1;
-            break;
-        case 22:
-            if (bonus == spinecrusher)
-                tutorialsuccess = 1;
-            break;
-        case 23:
-            if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 24:
-            if (Person::players[0]->animTarget == rabbittacklinganim)
-                tutorialsuccess = 1;
-            break;
-        case 25:
-            if (Person::players[0]->animTarget == backhandspringanim)
-                tutorialsuccess = 1;
-            break;
-        case 28:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
-                tutorialsuccess = 1;
-            break;
-        case 29:
-            if (Person::players[0]->escapednum == 2) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 33:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 34:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 35:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 40:
-            if (Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 41:
-            if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 43:
-            if (Person::players[0]->animTarget == knifeslashstartanim)
-                tutorialsuccess = 1;
-            break;
-        case 44:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 45:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 46:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 49:
-            if (Person::players[1]->weaponstuck != -1)
-                tutorialsuccess = 1;
-            break;
-        default:
-            break;
-        }
-        if (tutorialsuccess >= 1)
-            tutorialstagetime = tutorialmaxtime - 3;
-
-
-        if (tutorialstagetime == tutorialmaxtime - 3) {
-            emit_sound_np(consolesuccesssound);
-        }
-
-        if (tutorialsuccess >= 1) {
-            if (tutorialstage == 34 || tutorialstage == 35)
-                tutorialstagetime = tutorialmaxtime - 1;
-        }
-    }
-
-    if (tutorialstage < 14 || tutorialstage >= 50) {
-        Person::players[1]->coords.y = 300;
-        Person::players[1]->velocity = 0;
-    }
-}
-
-void doDebugKeys()
+void doDevKeys()
 {
     float headprop, bodyprop, armprop, legprop;
-    if (!debugmode) {
+    if (!devtools) {
         return;
     }
 
@@ -1682,9 +1026,9 @@ void doDebugKeys()
 
         /* Grow tree leaves?? */
         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
-            for (int i = 0; i < objects.numobjects; i++) {
-                if (objects.type[i] == treeleavestype) {
-                    objects.scale[i] *= .9;
+            for (int i = 0; i < Object::objects.size(); i++) {
+                if (Object::objects[i]->type == treeleavestype) {
+                    Object::objects[i]->scale *= .9;
                 }
             }
         }
@@ -1773,9 +1117,8 @@ void doDebugKeys()
                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
                     armprop = Person::players[closest]->proportionarms.x / 1.1;
                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
-                }
-
-                if (Person::players[closest]->creature == rabbittype) {
+                } else {
+                    // rabbittype
                     headprop = Person::players[closest]->proportionhead.x / 1.2;
                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
                     armprop = Person::players[closest]->proportionarms.x / 1.00;
@@ -1850,7 +1193,7 @@ void doDebugKeys()
                 XYZ headspurtdirection;
                 //int i = Person::players[closest]->skeleton.jointlabels[head];
                 Joint& headjoint = Person::players[closest]->joint(head);
-                for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+                for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1894,7 +1237,7 @@ void doDebugKeys()
                 emit_sound_at(splattersound, blah);
                 emit_sound_at(breaksound2, blah);
 
-                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1911,7 +1254,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1927,7 +1270,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1943,7 +1286,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1968,7 +1311,7 @@ void doDebugKeys()
                                 Person::players[j]->skeleton.free = 1;
                             Person::players[j]->skeleton.longdead = 0;
                             Person::players[j]->RagDoll(0);
-                            for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+                            for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
                                     flatvelocity2 = temppos - Person::players[closest]->coords;
@@ -2026,12 +1369,13 @@ void doDebugKeys()
 
         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             int closest = findClosestObject();
-            if (closest >= 0)
-                objects.position[closest].y -= 500;
+            if (closest >= 0) {
+                Object::objects[closest]->position.y -= 500;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            if (objects.numobjects < max_objects - 1) {
+            if (Object::objects.size() < max_objects - 1) {
                 XYZ scenecoords;
                 scenecoords.x = Person::players[0]->coords.x;
                 scenecoords.z = Person::players[0]->coords.z;
@@ -2040,7 +1384,6 @@ void doDebugKeys()
                     scenecoords.y = Person::players[0]->coords.y - .5;
                 if (editortype == firetype)
                     scenecoords.y = Person::players[0]->coords.y - .5;
-                //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
                 float temprotat, temprotat2;
                 temprotat = editoryaw;
                 temprotat2 = editorpitch;
@@ -2049,9 +1392,9 @@ void doDebugKeys()
                 if (temprotat2 < 0)
                     temprotat2 = Random() % 360;
 
-                objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+                Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
                 if (editortype == treetrunktype)
-                    objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                    Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
             }
         }
 
@@ -2090,9 +1433,8 @@ void doDebugKeys()
                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
                 armprop = Person::players[0]->proportionarms.x / 1.1;
                 legprop = Person::players[0]->proportionlegs.x / 1.1;
-            }
-
-            if (Person::players[0]->creature == rabbittype) {
+            } else {
+                // rabbittype
                 headprop = Person::players[0]->proportionhead.x / 1.2;
                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
                 armprop = Person::players[0]->proportionarms.x / 1.00;
@@ -2197,11 +1539,13 @@ void doDebugKeys()
             if (pathpointselected >= numpathpoints)
                 pathpointselected = -1;
         }
+
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             pathpointselected--;
             if (pathpointselected <= -2)
                 pathpointselected = numpathpoints - 1;
         }
+
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             if (pathpointselected != -1) {
                 numpathpoints--;
@@ -2269,6 +1613,7 @@ void doDebugKeys()
         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             mapradius += multiplier * 10;
         }
+
         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editorpitch += multiplier * 100;
         }
@@ -2278,10 +1623,12 @@ void doDebugKeys()
             if (editorpitch < -.01)
                 editorpitch = -.01;
         }
-        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+
+        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestObject();
-            if (closest >= 0)
-                objects.DeleteObject(closest);
+            if (closest >= 0) {
+                Object::DeleteObject(closest);
+            }
         }
     }
 }
@@ -2448,9 +1795,9 @@ void doAerialAcrobatics()
 
             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                if (objects.type[i] != rocktype ||
-                        objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
-                        objects.position[i].y > Person::players[k]->coords.y) {
+                if (Object::objects[i]->type != rocktype ||
+                        Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
+                        Object::objects[i]->position.y > Person::players[k]->coords.y) {
                     lowpoint = Person::players[k]->coords;
                     if (Person::players[k]->animTarget != jumpupanim &&
                             Person::players[k]->animTarget != jumpdownanim &&
@@ -2461,7 +1808,7 @@ void doAerialAcrobatics()
                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
-                    if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                    if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                         flatfacing = lowpoint - Person::players[k]->coords;
                         Person::players[k]->coords = lowpoint;
                         Person::players[k]->coords.y -= 1.3;
@@ -2477,14 +1824,14 @@ void doAerialAcrobatics()
                                 Person::players[k]->jumpkeydown) {
                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
                             XYZ tempcoords1 = lowpoint;
-                            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) {
+                            whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                            if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
                                 Person::players[k]->setAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                 if (k == 0)
                                     pause_sound(whooshsound);
 
-                                lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                 if (lowpointtarget.z < 0)
                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2495,14 +1842,14 @@ void doAerialAcrobatics()
                             } else {
                                 lowpoint = tempcoords1;
                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
-                                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) {
+                                whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
                                     Person::players[k]->setAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                     if (k == 0)
                                         pause_sound(whooshsound);
 
-                                    lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                    lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                     if (lowpointtarget.z < 0)
                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2513,14 +1860,14 @@ void doAerialAcrobatics()
                                 } else {
                                     lowpoint = tempcoords1;
                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
-                                    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) {
+                                    whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                    if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
                                         Person::players[k]->setAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                         if (k == 0)
                                             pause_sound(whooshsound);
 
-                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                        lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                         if (lowpointtarget.z < 0)
                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2531,14 +1878,14 @@ void doAerialAcrobatics()
                                     } else {
                                         lowpoint = tempcoords1;
                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
-                                        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) {
+                                        whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                        if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
                                             Person::players[k]->setAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                             if (k == 0)
                                                 pause_sound(whooshsound);
 
-                                            lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                            lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                             if (lowpointtarget.z < 0)
                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2553,11 +1900,11 @@ void doAerialAcrobatics()
                             }
                         }
                     }
-                } else if (objects.type[i] == rocktype) {
+                } else if (Object::objects[i]->type == rocktype) {
                     lowpoint2 = Person::players[k]->coords;
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 2;
-                    if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+                    if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                         Person::players[k]->coords = colpoint;
                         Person::players[k]->collide = 1;
                         tempcollide = 1;
@@ -2600,8 +1947,8 @@ void doAerialAcrobatics()
                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 1.35;
-                    if (objects.type[i] != rocktype)
-                        if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                    if (Object::objects[i]->type != rocktype)
+                        if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                             if (Person::players[k]->animTarget != jumpupanim &&
                                     Person::players[k]->animTarget != jumpdownanim &&
                                     Person::players[k]->onterrain)
@@ -2617,14 +1964,14 @@ void doAerialAcrobatics()
                                      Person::players[k]->animTarget == jumpupanim ||
                                      Person::players[k]->animTarget == jumpdownanim)) {
                                 lowpoint = Person::players[k]->coords;
-                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+                                Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 lowpoint = Person::players[k]->coords;
                                 lowpoint.y += .05;
                                 facing = 0;
                                 facing.z = -1;
                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
                                 lowpointtarget = lowpoint + facing * 1.4;
-                                whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 if (whichhit != -1) {
                                     lowpoint = Person::players[k]->coords;
                                     lowpoint.y += .1;
@@ -2653,27 +2000,27 @@ void doAerialAcrobatics()
                                     lowpointtarget6.y += 45 / 13;
                                     lowpointtarget6 += facing * .6;
                                     lowpointtarget7.y += 90 / 13;
-                                    whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                                    if (objects.friction[i] > .5)
+                                    whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                    if (Object::objects[i]->friction > .5)
                                         if (whichhit != -1) {
                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
                                                 Person::players[k]->collided = 1;
-                                            if (checkcollide(lowpoint7, lowpointtarget7) == -1)
-                                                if (checkcollide(lowpoint6, lowpointtarget6) == -1)
-                                                    if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
-                                                             &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+                                            if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
+                                                if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
+                                                    if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+                                                             &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
                                                         for (int j = 0; j < 45; j++) {
                                                             lowpoint = Person::players[k]->coords;
                                                             lowpoint.y += (float)j / 13;
                                                             lowpointtarget = lowpoint + facing * 1.4;
-                                                            if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
-                                                                                                   &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
+                                                            if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
+                                                                                                   &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
                                                                     break;
                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
@@ -2681,7 +2028,7 @@ void doAerialAcrobatics()
                                                                     lowpoint.y += (float)j / 13;
                                                                     lowpointtarget = lowpoint + facing * 1.3;
                                                                     flatfacing = Person::players[k]->coords;
-                                                                    Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+                                                                    Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
 
@@ -2692,7 +2039,7 @@ void doAerialAcrobatics()
                                                                         }
                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
 
-                                                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                                                        lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                                                         if (lowpointtarget.z < 0)
                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2969,7 +2316,7 @@ void doAttacks()
                                                 }
                                                 if (attackweapon) {
                                                     //sweep
-                                                    if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    if ((!Tutorial::active || !attackweapon) &&
                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                             randattack == 0 &&
                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -3003,7 +2350,7 @@ void doAttacks()
                                                              randattack >= 3)
                                                         Person::players[k]->animTarget = staffspinhitanim;
                                                     //spinkick
-                                                    else if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    else if ((!Tutorial::active || !attackweapon) &&
                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                              randattack == 1 &&
                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -3021,7 +2368,7 @@ void doAttacks()
                                             Person::players[k]->animTarget = wolfslapanim;
                                     }
                                     //sneak attacks
-                                    if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+                                    if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
                                             Person::players[i]->howactive < typedead1 &&
                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
                                             !Person::players[i]->skeleton.free &&
@@ -3142,7 +2489,7 @@ void doAttacks()
                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
                                             Person::players[k]->victim = Person::players[i];
                                             Person::players[k]->hasvictim = 1;
-                                            if (attackweapon && tutoriallevel != 1) {
+                                            if (attackweapon && !Tutorial::active) {
                                                 //crouchstab
                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
                                                     Person::players[k]->animTarget = crouchstabanim;
@@ -3167,13 +2514,13 @@ void doAttacks()
                                                             terrain.decalalivetime[j] < 2)
                                                         terrain.DeleteDecal(j);
                                                 }
-                                                for (int l = 0; l < objects.numobjects; l++) {
-                                                    if (objects.model[l].type == decalstype)
-                                                        for (int j = 0; j < objects.model[l].numdecals; j++) {
-                                                            if ((objects.model[l].decaltype[j] == blooddecal ||
-                                                                    objects.model[l].decaltype[j] == blooddecalslow) &&
-                                                                    objects.model[l].decalalivetime[j] < 2)
-                                                                objects.model[l].DeleteDecal(j);
+                                                for (int l = 0; l < Object::objects.size(); l++) {
+                                                    if (Object::objects[l]->model.type == decalstype)
+                                                        for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
+                                                            if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
+                                                                    Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
+                                                                    Object::objects[l]->model.decalalivetime[j] < 2)
+                                                                Object::objects[l]->model.DeleteDecal(j);
                                                         }
                                                 }
                                             }
@@ -3193,13 +2540,13 @@ void doAttacks()
                                                             terrain.DeleteDecal(j);
                                                         }
                                                     }
-                                                    for (int l = 0; l < objects.numobjects; l++) {
-                                                        if (objects.model[l].type == decalstype)
-                                                            for (int j = 0; j < objects.model[l].numdecals; j++) {
-                                                                if ((objects.model[l].decaltype[j] == blooddecal ||
-                                                                        objects.model[l].decaltype[j] == blooddecalslow) &&
-                                                                        objects.model[l].decalalivetime[j] < 2) {
-                                                                    objects.model[l].DeleteDecal(j);
+                                                    for (int l = 0; l < Object::objects.size(); l++) {
+                                                        if (Object::objects[l]->model.type == decalstype)
+                                                            for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
+                                                                if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
+                                                                        Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
+                                                                        Object::objects[l]->model.decalalivetime[j] < 2) {
+                                                                    Object::objects[l]->model.DeleteDecal(j);
                                                                 }
                                                             }
                                                     }
@@ -3410,7 +2757,7 @@ void doPlayerCollisions()
                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
-                                                                                if (tutoriallevel != 1) {
+                                                                                if (!Tutorial::active) {
                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
                                                                                 }
 
@@ -3425,10 +2772,10 @@ void doPlayerCollisions()
                                                                                 }
                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
 
-                                                                                for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+                                                                                for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
                                                                                 }
-                                                                                for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
+                                                                                for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
                                                                                 }
 
@@ -3533,16 +2880,17 @@ void doAI(unsigned i)
                 XYZ colpoint;
                 closest = -1;
                 closestdistance = -1;
-                for (int j = 0; j < numpathpoints; j++)
+                for (int j = 0; j < numpathpoints; j++) {
                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
                         closest = j;
                         Person::players[i]->finaltarget = pathpoint[j];
                     }
+                }
                 Person::players[i]->finalpathfindpoint = closest;
-                for (int j = 0; j < numpathpoints; j++)
+                for (int j = 0; j < numpathpoints; j++) {
                     for (int k = 0; k < numpathpointconnect[j]; k++) {
-                        DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+                        DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
                         if (sq(tempdist) < closestdistance)
                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
@@ -3551,6 +2899,7 @@ void doAI(unsigned i)
                                 Person::players[i]->finaltarget = colpoint;
                             }
                     }
+                }
                 Person::players[i]->finalpathfindpoint = closest;
 
             }
@@ -3652,7 +3001,7 @@ void doAI(unsigned i)
             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
                 Person::players[i]->jumpkeydown = 1;
 
-            if ((tutoriallevel != 1 || cananger) &&
+            if ((!Tutorial::active || cananger) &&
                     hostile &&
                     !Person::players[0]->dead &&
                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
@@ -3675,7 +3024,7 @@ void doAI(unsigned i)
                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
-                                            if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+                                            if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
                                                         *Person::players[i]->scale + Person::players[i]->coords,
                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
@@ -3760,7 +3109,7 @@ void doAI(unsigned i)
             //hearing sounds
             if (!editorenabled) {
                 if (Person::players[i]->howactive <= typesleeping)
-                    if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+                    if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
                         for (int j = 0; j < numenvsounds; j++) {
                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
@@ -3776,7 +3125,7 @@ void doAI(unsigned i)
             }
 
             if (Person::players[i]->howactive < typesleeping &&
-                    ((tutoriallevel != 1 || cananger) && hostile) &&
+                    ((!Tutorial::active || cananger) && hostile) &&
                     !Person::players[0]->dead &&
                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
                     Person::players[i]->occluded < 25) {
@@ -3818,7 +3167,7 @@ void doAI(unsigned i)
                             if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
-                                        if ((-1 == checkcollide(
+                                        if ((-1 == Object::checkcollide(
                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
                                                     Person::players[i]->scale + Person::players[i]->coords,
                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
@@ -3871,9 +3220,9 @@ void doAI(unsigned i)
                     test2.y += 5;
                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
                     test.y -= 10;
-                    j = checkcollide(test2, test, Person::players[i]->laststanding);
+                    j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
                     if (j == -1)
-                        j = checkcollide(test2, test);
+                        j = Object::checkcollide(test2, test);
                     if (j == -1) {
                         Person::players[i]->velocity = 0;
                         Person::players[i]->setAnimation(Person::players[i]->getStop());
@@ -3936,7 +3285,7 @@ void doAI(unsigned i)
             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
                 Person::players[i]->jumpkeydown = 1;
 
-            if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+            if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
                 for (int k = 0; k < numenvsounds; k++) {
                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
                         Person::players[i]->aitype = attacktypecutoff;
@@ -3947,7 +3296,7 @@ void doAI(unsigned i)
                     Person::players[i]->losupdatedelay < 0 &&
                     !editorenabled &&
                     Person::players[i]->occluded < 2 &&
-                    ((tutoriallevel != 1 || cananger) && hostile)) {
+                    ((!Tutorial::active || cananger) && hostile)) {
                 Person::players[i]->losupdatedelay = .2;
                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                     Person::players[i]->aitype = attacktypecutoff;
@@ -3957,7 +3306,7 @@ void doAI(unsigned i)
                     //TODO: factor out canSeePlayer()
                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
-                            if ((checkcollide(
+                            if ((Object::checkcollide(
                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
                                         Person::players[i]->scale + Person::players[i]->coords,
                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
@@ -4031,7 +3380,7 @@ void doAI(unsigned i)
                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
-                if (-1 != checkcollide(facing, flatfacing))
+                if (-1 != Object::checkcollide(facing, flatfacing))
                     Person::players[i]->lastseentime -= .1;
 
                 //no available ally, run back to player
@@ -4120,7 +3469,7 @@ void doAI(unsigned i)
 
                 Person::players[i]->lastseentime = 12;
 
-                if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+                if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
                         Person::players[i]->aitype = attacktypecutoff;
                         Person::players[i]->lastseentime = 1;
@@ -4248,9 +3597,9 @@ void doAI(unsigned i)
                     test2.y += 5;
                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
                     test.y -= 10;
-                    j = checkcollide(test2, test, Person::players[i]->laststanding);
+                    j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
                     if (j == -1)
-                        j = checkcollide(test2, test);
+                        j = Object::checkcollide(test2, test);
                     if (j == -1) {
                         Person::players[i]->velocity = 0;
                         Person::players[i]->setAnimation(Person::players[i]->getStop());
@@ -4355,7 +3704,7 @@ void doAI(unsigned i)
                     for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j != i && !Person::players[j]->skeleton.free &&
                                 Person::players[j]->hasvictim &&
-                                (tutoriallevel == 1 && reversaltrain ||
+                                (Tutorial::active && reversaltrain ||
                                  Random() % 2 == 0 && difficulty == 2 ||
                                  Random() % 4 == 0 && difficulty == 1 ||
                                  Random() % 8 == 0 && difficulty == 0 ||
@@ -4406,7 +3755,7 @@ void doAI(unsigned i)
                 if (Person::players[i]->jumpkeydown)
                     Person::players[i]->attackkeydown = 0;
 
-                if (tutoriallevel == 1)
+                if (Tutorial::active)
                     if (!canattack)
                         Person::players[i]->attackkeydown = 0;
 
@@ -4416,7 +3765,7 @@ void doAI(unsigned i)
                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
                 if (Person::players[i]->occluded >= 2)
-                    if (-1 != checkcollide(facing, flatfacing)) {
+                    if (-1 != Object::checkcollide(facing, flatfacing)) {
                         if (!Person::players[i]->pause)
                             Person::players[i]->lastseentime -= .2;
                         if (Person::players[i]->lastseentime <= 0 &&
@@ -4437,7 +3786,7 @@ void doAI(unsigned i)
             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
                 XYZ test = Person::players[0]->coords;
                 test.y -= 40;
-                if (-1 == checkcollide(Person::players[0]->coords, test))
+                if (-1 == Object::checkcollide(Person::players[0]->coords, test))
                     Person::players[i]->stunned = 1;
             }
         //stunned
@@ -4491,10 +3840,6 @@ void Game::Tick()
     static XYZ facing, flatfacing;
     static int target;
 
-    for (int i = 0; i < 15; i++) {
-        displaytime[i] += multiplier;
-    }
-
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
@@ -4526,9 +3871,10 @@ void Game::Tick()
     }
 
 
-    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
-        if (tutorialstage != 51)
-            tutorialstagetime = tutorialmaxtime;
+    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+        if (Tutorial::stage != 51) {
+            Tutorial::stagetime = Tutorial::maxtime;
+        }
         emit_sound_np(consolefailsound, 128.);
     }
 
@@ -4602,14 +3948,14 @@ void Game::Tick()
             leveltime += multiplier;
 
         //keys
-        if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+        if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
             freeze = !freeze;
             if (freeze) {
                 OPENAL_SetFrequency(OPENAL_ALL);
             }
         }
 
-        if (Input::isKeyPressed(consolekey) && debugmode) {
+        if (Input::isKeyPressed(consolekey) && devtools) {
             console = !console;
             if (console) {
                 OPENAL_SetFrequency(OPENAL_ALL);
@@ -4676,24 +4022,26 @@ void Game::Tick()
             talkdelay -= multiplier;
 
             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
-                for (int i = 0; i < Dialog::dialogs.size(); i++) {
+                for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
                     Dialog::dialogs[i].tick(i);
                 }
             }
 
             windvar += multiplier;
             smoketex += multiplier;
-            tutorialstagetime += multiplier;
+            Tutorial::stagetime += multiplier;
 
             //hotspots
             static float hotspotvisual[40];
             if (Hotspot::hotspots.size()) {
                 XYZ hotspotsprite;
-                if (editorenabled)
-                    for (int i = 0; i < Hotspot::hotspots.size(); i++)
+                if (editorenabled) {
+                    for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                         hotspotvisual[i] -= multiplier / 320;
+                    }
+                }
 
-                for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                     while (hotspotvisual[i] < 0) {
                         hotspotsprite = 0;
                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
@@ -4705,7 +4053,7 @@ void Game::Tick()
                     }
                 }
 
-                for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
                     }
@@ -4713,12 +4061,12 @@ void Game::Tick()
             }
 
             //Tutorial
-            if (tutoriallevel) {
-                doTutorial();
+            if (Tutorial::active) {
+                Tutorial::Do(multiplier);
             }
 
             //bonuses
-            if (tutoriallevel != 1) {
+            if (!Tutorial::active) {
                 if (bonustime == 0 &&
                         bonus != solidhit &&
                         bonus != spinecrusher &&
@@ -4739,7 +4087,7 @@ void Game::Tick()
                     bonusnum[bonus]++;
                 else
                     bonusnum[bonus] += 0.15;
-                if (tutoriallevel)
+                if (Tutorial::active)
                     bonusvalue = 0;
                 bonusvalue /= bonusnum[bonus];
                 bonustotal += bonusvalue;
@@ -4863,7 +4211,7 @@ void Game::Tick()
                         Dialog::currentScene().camerayaw = yaw;
                         Dialog::currentScene().camerapitch = pitch;
                         Dialog::indialogue++;
-                        if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                        if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
                             if (Dialog::currentScene().sound != 0) {
                                 playdialoguescenesound();
                             }
@@ -4897,7 +4245,7 @@ void Game::Tick()
                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
-                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                    if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
                         Dialog::indialogue = -1;
                         Dialog::directing = false;
                         cameramode = 0;
@@ -4912,7 +4260,7 @@ void Game::Tick()
                     if (Dialog::dialoguetime > 0.5) {
                         if (Input::isKeyPressed(attackkey)) {
                             Dialog::indialogue++;
-                            if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                            if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
                                 if (Dialog::currentScene().sound != 0) {
                                     playdialoguescenesound();
                                     if (Dialog::currentScene().sound == -5) {
@@ -4931,7 +4279,7 @@ void Game::Tick()
                             }
                         }
                     }
-                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                    if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
                         Dialog::indialogue = -1;
                         Dialog::directing = false;
                         cameramode = 0;
@@ -4974,7 +4322,7 @@ void Game::Tick()
                 hawkcalldelay = 16 + abs(Random() % 8);
             }
 
-            doDebugKeys();
+            doDevKeys();
 
             doAttacks();
 
@@ -5000,7 +4348,7 @@ void Game::Tick()
                     (whichlevel != -2 &&
                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
-                      debugmode) ||
+                      devtools) ||
                      (Input::isKeyDown(jumpkey) &&
                       !respawnkeydown &&
                       !oldattackkey &&
@@ -5087,17 +4435,17 @@ void Game::Tick()
                     Person::players[i]->avoidsomething = 0;
 
                     //avoid flaming things
-                    for (int j = 0; j < objects.numobjects; j++)
-                        if (objects.onfire[j])
-                            if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
-                                if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
+                    for (int j = 0; j < Object::objects.size(); j++)
+                        if (Object::objects[j]->onfire)
+                            if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
+                                if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
                                     Person::players[i]->avoidcollided = 1;
                                     if (Person::players[i]->avoidsomething == 0 ||
-                                            distsq(&Person::players[i]->coords, &objects.position[j]) <
+                                            distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
-                                        Person::players[i]->avoidwhere = objects.position[j];
+                                        Person::players[i]->avoidwhere = Object::objects[j]->position;
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
@@ -5307,7 +4655,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->skeleton.free = 1;
                                                                 Person::players[i]->victim->skeleton.broken = 0;
 
-                                                                for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
+                                                                for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
                                                                 }
@@ -5361,13 +4709,13 @@ void Game::Tick()
                                     if (Person::players.size() > 1)
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
-                                                if (tutoriallevel != 1 || tutorialstage == 49)
+                                                if (!Tutorial::active || Tutorial::stage == 49)
                                                     if (hostile)
                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
                                                                 !Person::players[j]->skeleton.free &&
-                                                                -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+                                                                -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
                                                             if (!Person::players[i]->isFlip()) {
                                                                 Person::players[i]->throwtogglekeydown = 1;
                                                                 Person::players[i]->victim = Person::players[j];
@@ -5770,7 +5118,7 @@ void Game::Tick()
                                     Person::players[i]->crouchtogglekeydown = 1;
                                 } else Person::players[i]->velocity.y = 5;
 
-                                if (mousejump && i == 0 && debugmode) {
+                                if (mousejump && i == 0 && devtools) {
                                     if (!Person::players[i]->isLanding())
                                         Person::players[i]->tempdeltav = deltav;
                                     if (Person::players[i]->tempdeltav < 0)
@@ -5795,7 +5143,7 @@ void Game::Tick()
                             if (Person::players[i]->animTarget == jumpupanim &&
                                     (((!floatjump &&
                                        !editorenabled) ||
-                                      !debugmode) ||
+                                      !devtools) ||
                                      Person::players[i]->aitype != playercontrolled)) {
                                 if (Person::players[i]->jumppower > multiplier * 6) {
                                     Person::players[i]->velocity.y += multiplier * 6;
@@ -5806,7 +5154,7 @@ void Game::Tick()
                                     Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if (((floatjump || editorenabled) && debugmode) && i == 0)
+                            if (((floatjump || editorenabled) && devtools) && i == 0)
                                 Person::players[i]->velocity.y += multiplier * 30;
                         }
 
@@ -5879,7 +5227,7 @@ void Game::Tick()
             }
 
             //do stuff
-            objects.DoStuff();
+            Object::DoStuff();
 
             for (int j = numenvsounds - 1; j >= 0; j--) {
                 envsoundlife[j] -= multiplier;
@@ -5891,79 +5239,8 @@ void Game::Tick()
             }
             OPENAL_SetFrequency(OPENAL_ALL, slomo);
 
-            if (tutoriallevel == 1) {
-                XYZ temp;
-                XYZ temp2;
-                XYZ temp3;
-                XYZ oldtemp;
-                XYZ oldtemp2;
-                temp.x = 1011;
-                temp.y = 84;
-                temp.z = 491;
-                temp2.x = 1025;
-                temp2.y = 75;
-                temp2.z = 447;
-                temp3.x = 1038;
-                temp3.y = 76;
-                temp3.z = 453;
-                oldtemp = temp;
-                oldtemp2 = temp2;
-                if (tutorialstage >= 51)
-                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
-                        OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
-                        OPENAL_SetFrequency(OPENAL_ALL);
-
-                        emit_stream_np(stream_menutheme);
-
-                        gameon = 0;
-                        mainmenu = 5;
-
-                        fireSound();
-
-                        flash();
-                    }
-                if (tutorialstage < 51)
-                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
-                        emit_sound_at(fireendsound, Person::players[0]->coords);
-
-                        Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
-
-                        flash();
-                    }
-                if (tutorialstage >= 14 && tutorialstage < 50)
-                    if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
-                        emit_sound_at(fireendsound, Person::players[1]->coords);
-
-                        for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
-                            if (Random() % 2 == 0) {
-                                if (!Person::players[1]->skeleton.free)
-                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                                if (Person::players[1]->skeleton.free)
-                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                                if (!Person::players[1]->skeleton.free)
-                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                                if (Person::players[1]->skeleton.free)
-                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                            }
-                        }
-
-                        Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
-                        for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
-                            Person::players[1]->skeleton.joints[i].velocity = 0;
-                            if (Random() % 2 == 0) {
-                                if (!Person::players[1]->skeleton.free)
-                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                                if (Person::players[1]->skeleton.free)
-                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                                if (!Person::players[1]->skeleton.free)
-                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                                if (Person::players[1]->skeleton.free)
-                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                            }
-                        }
-                    }
+            if (Tutorial::active) {
+                Tutorial::DoStuff(multiplier);
             }
 
 
@@ -6152,7 +5429,7 @@ void Game::TickOnceAfter()
         }
 
         Hotspot::killhotspot = 2;
-        for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
                     Hotspot::killhotspot = 0;
@@ -6165,19 +5442,25 @@ void Game::TickOnceAfter()
 
 
         winhotspot = false;
-        for (int i = 0; i < Hotspot::hotspots.size(); i++)
-            if (Hotspot::hotspots[i].type == -1)
-                if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+            if (Hotspot::hotspots[i].type == -1) {
+                if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
                     winhotspot = true;
+                }
+            }
+        }
 
         int numalarmed = 0;
-        for (unsigned i = 1; i < Person::players.size(); i++)
-            if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+        for (unsigned i = 1; i < Person::players.size(); i++) {
+            if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
                 numalarmed++;
-        if (numalarmed > maxalarmed)
+            }
+        }
+        if (numalarmed > maxalarmed) {
             maxalarmed = numalarmed;
+        }
 
-        if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
+        if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
             if (Person::players[0]->dead && changedelay <= 0) {
                 changedelay = 1;
                 targetlevel = whichlevel;
@@ -6215,12 +5498,14 @@ void Game::TickOnceAfter()
             if (changedelay > 0 && !Person::players[0]->dead && !won) {
                 //high scores, awards, win
                 if (campaign) {
-                    accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+                    Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
                     scoreadded = 1;
                 } else {
-                    accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+                    wonleveltime = leveltime;
+                    Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
                 }
                 won = 1;
+                Account::saveFile(Folders::getUserSavePath());
             }
         }
 
@@ -6261,7 +5546,7 @@ void Game::TickOnceAfter()
 
                     fireSound(firestartsound);
 
-                    Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+                    Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
 
                     fireSound();
 
@@ -6318,7 +5603,7 @@ void Game::TickOnceAfter()
                         LoadStuff();
                     whichchoice = 0;
                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
-                    visibleloading = 1;
+                    visibleloading = true;
                     stillloading = 1;
                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                     campaign = 1;
@@ -6352,7 +5637,7 @@ void Game::TickOnceAfter()
             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
         target.y += .1;
         if (Person::players[0]->skeleton.free) {
-            for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+            for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
             }
@@ -6383,20 +5668,20 @@ void Game::TickOnceAfter()
             viewer = cameraloc - facing * cameradist;
             colviewer = viewer;
             coltarget = cameraloc;
-            objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
+            Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
                     colviewer = viewer;
                     coltarget = cameraloc;
-                    if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
+                    if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
                         viewer = col;
                 }
             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
                     colviewer = viewer;
-                    if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
+                    if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                         viewer = colviewer;
                     }
                 }