]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
renames for readability
[lugaru.git] / Source / GameTick.cpp
index 4d4747ca7222dabd74ff9eee5a21b66ded8ce2df..e31d3281c0276a19280aa88cbc2e8c4be44443d6 100644 (file)
@@ -29,14 +29,19 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <limits>
 #include <ctime>
+#include <dirent.h>
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Settings.h"
 #include "Input.h"
 #include "Animation.h"
 #include "Awards.h"
+#include "Menu.h"
+
+#include <algorithm>
 
 using namespace std;
+using namespace Game;
 
 // Added more evilness needed for MSVC
 #ifdef _MSC_VER
@@ -80,6 +85,7 @@ extern XYZ windvector;
 extern bool debugmode;
 static int leveltheme;
 extern int mainmenu;
+extern int oldmainmenu;
 extern bool visibleloading;
 extern XYZ envsound[30];
 extern float envsoundvol[30];
@@ -114,14 +120,13 @@ extern float damagedealt;
 extern int maptype;
 extern int editoractive;
 extern int editorpathtype;
+extern TGAImageRec texture;
 
 extern float hostiletime;
 
 extern bool gamestarted;
 
 extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
 extern int killhotspot;
 extern XYZ hotspot[40];
 extern int hotspottype[40];
@@ -136,6 +141,95 @@ extern bool winfreeze;
 
 extern bool campaign;
 
+
+
+void Loadlevel(int which);
+void Loadlevel(const char *name);
+
+
+
+class CampaignLevel {
+private:
+       int width;
+       struct Position { int x,y; };
+public: 
+       std::string mapname;
+       std::string description;
+       int choosenext;
+               /*      
+               0 = Immediately load next level at the end of this one.
+               1 = Go back to the world map.
+               2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+               */
+       //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
+       std::vector<int> nextlevel;
+       Position location;
+       CampaignLevel() : width(10) {
+               choosenext = 1;
+               location.x = 0;
+               location.y = 0;
+       }
+       int getStartX() { return 30+120+location.x*400/512; }
+       int getStartY() { return 30+30+(512-location.y)*400/512; }
+       int getEndX() { return getStartX()+width; }
+       int getEndY() { return getStartY()+width; }
+       XYZ getCenter() {
+               XYZ center;
+               center.x=getStartX()+width/2;
+               center.y=getStartY()+width/2;
+               return center;
+       }
+       int getWidth() { return width; }
+       istream& operator<< (istream& is) {
+               is.ignore(256,':');
+               is.ignore(256,':');
+               is.ignore(256,' ');
+               is >> mapname;
+               is.ignore(256,':');
+               is >> description;
+               for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) {
+                       description.replace(pos,1,1,' ');
+               }
+               is.ignore(256,':');
+               is >> choosenext;
+               is.ignore(256,':');
+               int numnext,next;
+               is >> numnext;
+               for(int j=0;j<numnext;j++) {
+                       is.ignore(256,':');
+                       is >> next;
+                       nextlevel.push_back(next-1);
+               }
+               is.ignore(256,':');
+               is >> location.x;
+               is.ignore(256,':');
+               is >> location.y;
+               return is;
+       }
+       friend istream& operator>> (istream& is, CampaignLevel& cl) {
+               return cl << is;
+       }
+};
+
+int indemo = 0;
+bool won = false;
+int entername = 0;
+vector<CampaignLevel> campaignlevels;
+int whichchoice = 0;
+int actuallevel = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+int musicselected = 0;
+
+
+
 static const char *rabbitskin[] = {
 ":Data:Textures:Fur3.jpg",
 ":Data:Textures:Fur.jpg",
@@ -167,14 +261,14 @@ static bool stripfx(const char *str, const char *pfx)
 }
 
 static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 };
 
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
 
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 
@@ -186,17 +280,9 @@ static console_handler cmd_handlers[] = {
 
 
 
-// added utility functions -sf17k =============================================================
-
-//TODO: try to hide these variables completely with a better interface
-inline void setAnimation(int playerid,int animation){
-    player[playerid].targetanimation=animation;
-    player[playerid].targetframe=0;
-    player[playerid].target=0;
-}
+// utility functions
 
-//TODO: this is incorrect but I'm afraid to change it and break something,
-//probably causes quirky behavior that I might want to preserve
+// TODO: this is slightly incorrect
 inline float roughDirection(XYZ vec){
     Normalise(&vec);
     float angle=-asin(-vec.x)*180/M_PI;
@@ -207,24 +293,14 @@ inline float roughDirection(XYZ vec){
 inline float roughDirectionTo(XYZ start, XYZ end){
     return roughDirection(end-start);
 }
-
-//TODO: gotta be a better way
-inline float pitch(XYZ vec){
+inline float pitchOf(XYZ vec){
     Normalise(&vec);
     return -asin(vec.y)*180/M_PI;
 }
 inline float pitchTo(XYZ start, XYZ end){
-    return pitch(end-start);
+    return pitchOf(end-start);
 }
-
-//change these to a Person method
-inline Joint& playerJoint(int playerid, int bodypart){
-    return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
-inline Joint& playerJoint(Person* pplayer, int bodypart){
-    return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
-
-inline float sq(float n){ return n*n; }
-
+inline float sq(float n) { return n*n; }
 inline float stepTowardf(float from, float to, float by){
     if(fabs(from-to)<by) return to;
     else if(from>to) return from-by;
@@ -267,23 +343,63 @@ void playdialogueboxsound(){
         emit_sound_at(sound, temppos);
 }
 
-// end added utility functions ================================================================
+// ================================================================
 
+bool AddClothes(const char *fileName, GLubyte *array) {
+       LOGFUNC;
+       //Load Image
+       unsigned char fileNamep[256];
+       CopyCStringToPascal(fileName,fileNamep);
+       bool opened;
+       opened=upload_image( fileNamep ,1);
+
+       float alphanum;
+       //Is it valid?
+       if(opened){
+               if(tintr>1)tintr=1;
+               if(tintg>1)tintg=1;
+               if(tintb>1)tintb=1;
+
+               if(tintr<0)tintr=0;
+               if(tintg<0)tintg=0;
+               if(tintb<0)tintb=0;
+
+               int bytesPerPixel=texture.bpp/8;
+
+               int tempnum=0;
+               alphanum=255;
+               for(int i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
+                       if(bytesPerPixel==3)alphanum=255;
+                       else if((i+1)%4==0)alphanum=texture.data[i];
+                       //alphanum/=2;
+                       if((i+1)%4||bytesPerPixel==3){
+                               if((i%4)==0)texture.data[i]*=tintr;
+                               if((i%4)==1)texture.data[i]*=tintg;
+                               if((i%4)==2)texture.data[i]*=tintb;
+                               array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255);
+                               tempnum++;
+                       }
+               }
+       }
+       else return 0;
+       return 1;
+}
 
 
-static void ch_quit(Game *game, const char *args)
+
+static void ch_quit(const char *args)
 {
-  game->tryquit = 1;
+  tryquit = 1;
 }
 
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
 {
-  game->Loadlevel(args);
-  game->whichlevel = -2;
+  Loadlevel(args);
+  whichlevel = -2;
   campaign = 0;
 }
 
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
     char buf[64];
     snprintf(buf, 63, ":Data:Maps:%s", args);
 
@@ -298,10 +414,10 @@ static void ch_save(Game *game, const char *args){
     fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
-            player[0].rotation, player[0].targetrotation, player[0].num_weapons);
+            player[0].yaw, player[0].targetyaw, player[0].num_weapons);
     if(player[0].num_weapons>0&&player[0].num_weapons<5)
         for(int j=0;j<player[0].num_weapons;j++)
-          fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
+          fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
 
     fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
     fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
@@ -319,7 +435,7 @@ static void ch_save(Game *game, const char *args){
                fpackf(tfile, "Bi", dialoguetype[k]);
                for(int l=0;l<10;l++){
                        fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
-                       fpackf(tfile, "Bf", participantrotation[k][l]);
+                       fpackf(tfile, "Bf", participantyaw[k][l]);
                }
                for(int l=0;l<numdialogueboxes[k];l++){
                        fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
@@ -351,7 +467,7 @@ static void ch_save(Game *game, const char *args){
                        for(int m=0;m<10;m++)
                                fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
 
-                       fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
+                       fpackf(tfile, "Bf Bf",dialoguecamerayaw[k][l],dialoguecamerapitch[k][l]);
                }
        }
 
@@ -368,7 +484,7 @@ static void ch_save(Game *game, const char *args){
     fpackf(tfile, "Bi", objects.numobjects);
 
     for(int k=0;k<objects.numobjects;k++)
-        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
+        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
             objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
 
     fpackf(tfile, "Bi", numhotspots);
@@ -385,10 +501,10 @@ static void ch_save(Game *game, const char *args){
         for(int j=1;j<numplayers;j++){
             fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
                     player[j].coords.x, player[j].coords.y, player[j].coords.z,
-                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
+                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].yaw);
             if(player[j].num_weapons<5)
                 for(int k=0;k<player[j].num_weapons;k++)
-                    fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
+                    fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
             if(player[j].numwaypoints<30){
                 fpackf(tfile, "Bi", player[j].numwaypoints);
                 for(int k=0;k<player[j].numwaypoints;k++){
@@ -436,84 +552,95 @@ static void ch_save(Game *game, const char *args){
                 }
         }
 
-    fpackf(tfile, "Bi", game->numpathpoints);
-       for(int j=0;j<game->numpathpoints;j++){
-               fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
-               for(int k=0;k<game->numpathpointconnect[j];k++)
-                       fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
+    fpackf(tfile, "Bi", numpathpoints);
+       for(int j=0;j<numpathpoints;j++){
+               fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+               for(int k=0;k<numpathpointconnect[j];k++)
+                       fpackf(tfile, "Bi", pathpointconnect[j][k]);
        }
 
-    fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+    fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
 
     fclose(tfile);
 }
 
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
 {
   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
 }
 
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
 {
   tintr = atof(args);
 }
 
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
 {
   tintg = atof(args);
 }
 
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
 {
   tintb = atof(args);
 }
 
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
 {
   player[0].speedmult = atof(args);
 }
 
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
 {
   player[0].power = atof(args);
 }
 
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
 {
   player[0].scale = atof(args) * .2;
 }
 
-static int find_closest()
-{
-  int closest = 0;
-  float closestdist = std::numeric_limits<float>::max();
-
-  for (int i = 1; i < numplayers; i++) {
-    float distance;
-    distance = findDistancefast(&player[i].coords,&player[0].coords);
-    if (distance < closestdist) {
-      closestdist = distance;
-      closest = i;
+static int findClosestPlayer(){
+    int closest = -1;
+    float closestdist = std::numeric_limits<float>::max();
+
+    for(int i=1; i<numplayers; i++){
+        float distance = distsq(&player[i].coords, &player[0].coords);
+        if(distance < closestdist){
+            closestdist = distance;
+            closest = i;
+        }
     }
-  }
-  return closest;
+    return closest;
 }
 
-static void ch_sizenear(Game *game, const char *args)
-{
-  int closest = find_closest();
+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], &player[0].coords);
+        if(distance < closestdist){
+            closestdist = distance;
+            closest = i;
+        }
+    }
+    return closest;
+}
 
-  if (closest)
+static void ch_sizenear(const char *args)
+{
+  int closest = findClosestPlayer();
+  if(closest>=0)
     player[closest].scale = atof(args) * .2;
 }
 
@@ -537,15 +664,15 @@ static void set_proportion(int pnum, const char *args)
   }
 }
 
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
 {
   set_proportion(0, args);
 }
 
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
 {
-  int closest = find_closest();
-  if (closest)
+  int closest = findClosestPlayer();
+  if(closest>=0)
     set_proportion(closest, args);
 }
 
@@ -559,15 +686,15 @@ static void set_protection(int pnum, const char *args)
   player[pnum].protectionlow  = low;
 }
 
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
 {
   set_protection(0, args);
 }
 
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
 {
-  int closest = find_closest();
-  if (closest)
+  int closest = findClosestPlayer();
+  if(closest>=0)
     set_protection(closest, args);
 }
 
@@ -581,19 +708,19 @@ static void set_armor(int pnum, const char *args)
   player[pnum].armorlow  = low;
 }
 
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
 {
   set_armor(0, args);
 }
 
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
 {
-  int closest = find_closest();
-  if (closest)
+  int closest = findClosestPlayer();
+  if(closest>=0)
     set_armor(closest, args);
 }
 
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
 {
   set_protection(0, "1 1 1");
   set_armor(0, "1 1 1");
@@ -609,38 +736,38 @@ static void set_metal(int pnum, const char *args)
   player[pnum].metallow  = low;
 }
 
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
 {
   set_metal(0, args);
 }
 
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
 {
   player[pnum].numclothes = 0;
-  game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
-                       &player[pnum].skeleton.drawmodel.textureptr,1,
-                       &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
+  player[pnum].skeleton.drawmodel.textureptr.load(
+          creatureskin[player[pnum].creature][player[pnum].whichskin],1,
+          &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
 }
 
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
 {
-  set_noclothes(0, game, args);
+  set_noclothes(0, args);
 }
 
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
 {
-  int closest = find_closest();
-  if (closest)
-    set_noclothes(closest, game, args);
+  int closest = findClosestPlayer();
+  if(closest>=0)
+    set_noclothes(closest, args);
 }
 
 
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
 {
   char buf[64];
   snprintf(buf, 63, ":Data:Textures:%s.png", args);
 
-  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+  if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
     return;
 
   player[pnum].DoMipmaps();
@@ -651,25 +778,25 @@ static void set_clothes(int pnum, Game *game, const char *args)
   player[pnum].numclothes++;
 }
 
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
 {
-  set_clothes(0, game, args);
+  set_clothes(0, args);
 }
 
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
 {
-  int closest = find_closest();
-  if (closest)
-    set_clothes(closest, game, args);
+  int closest = findClosestPlayer();
+  if(closest>=0)
+    set_clothes(closest, args);
 }
 
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
 {
   player[0].skeleton.clothes = !player[0].skeleton.clothes;
 }
 
 
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
 {
   cellophane = !cellophane;
   float mul = cellophane ? 0 : 1;
@@ -682,7 +809,7 @@ static void ch_cellophane(Game *game, const char *args)
   }
 }
 
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
@@ -691,8 +818,7 @@ static void ch_funnybunny(Game *game, const char *args)
                          ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
                          ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
                          ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=rabbittype;
   player[0].scale=.2;
   player[0].headless=0;
@@ -700,7 +826,7 @@ static void ch_funnybunny(Game *game, const char *args)
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
 {
   player[0].skeleton.id=0;
   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
@@ -709,80 +835,72 @@ static void ch_wolfie(Game *game, const char *args)
                          ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
                          ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
                          ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
   player[0].creature=wolftype;
   player[0].damagetolerance=300;
   set_proportion(0, "1 1 1 1");
 }
 
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
 {
-  ch_wolfie(game, args);
+  ch_wolfie(args);
 }
 
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
 {
-  game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 }
 
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     if (player[i].scale < 0.8 * 0.2)
       player[i].scale = 0.8 * 0.2;
 }
 
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
 {
   tutoriallevel = atoi(args);
 }
 
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
 {
   hostile = atoi(args);
 }
 
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
 {
-  game->indemo=1;
+  indemo=1;
   hotspot[numhotspots]=player[0].coords;
   hotspotsize[numhotspots]=0;
   hotspottype[numhotspots]=-111;
@@ -790,13 +908,13 @@ static void ch_indemo(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
 {
-  game->indemo=0;
+  indemo=0;
   numhotspots--;
 }
 
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
 {
   int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
        for (int i = 0; i < n; i++)
@@ -806,7 +924,7 @@ static void ch_type(Game *game, const char *args)
                }
 }
 
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
 {
   int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
   for (int i = 0; i < n; i++)
@@ -816,7 +934,7 @@ static void ch_path(Game *game, const char *args)
     }
 }
 
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
 {
   hotspot[numhotspots]=player[0].coords;
 
@@ -833,7 +951,7 @@ static void ch_hs(Game *game, const char *args)
   numhotspots++;
 }
 
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
 {
   int dlg;
   char buf1[32], buf2[64];
@@ -884,7 +1002,7 @@ static void ch_dialogue(Game *game, const char *args)
   numdialogues++;
 }
 
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
 {
   char buf1[32], buf2[64];
   int whichdi;
@@ -922,47 +1040,47 @@ static void ch_fixdialogue(Game *game, const char *args)
   ipstream.close();
 }
 
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
   dialoguetype[0] = dlg;
 }
 
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
 {
-  participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
+  participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].yaw;
 }
 
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
 {
   if (numdialogues)
     numdialogues--;
 }
 
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
 {
   if (numhotspots)
     numhotspots--;
 }
 
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
 {
   player[0].immobile = 1;
 }
 
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
 {
   for (int i = 1; i < numplayers; i++)
     player[i].immobile = 1;
 }
 
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
 {
   player[0].immobile = 0;
 }
 
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
 {
   player[0].armorhead=1;
   player[0].armorhigh=1;
@@ -991,15 +1109,15 @@ static void ch_default(Game *game, const char *args)
   }
 
   player[0].numclothes=0;
-  game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
-                       &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
-                       &player[0].skeleton.skinsize);
+  player[0].skeleton.drawmodel.textureptr.load(
+          creatureskin[player[0].creature][player[0].whichskin],1,
+          &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
 
   editoractive=typeactive;
   player[0].immobile=0;
 }
 
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
 {
   int dlg;
   sscanf(args, "%d", &dlg);
@@ -1010,11 +1128,11 @@ static void ch_play(Game *game, const char *args)
 
   for(int i=0;i<numdialogueboxes[whichdialogue];i++){
     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
+    player[participantfocus[whichdialogue][i]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+    player[participantfocus[whichdialogue][i]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
     player[participantfocus[whichdialogue][i]].velocity=0;
-    player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
-    player[participantfocus[whichdialogue][i]].targetframe=0;
+    player[participantfocus[whichdialogue][i]].animTarget=player[participantfocus[whichdialogue][i]].getIdle();
+    player[participantfocus[whichdialogue][i]].frameTarget=0;
   }
 
   directing=0;
@@ -1023,49 +1141,49 @@ static void ch_play(Game *game, const char *args)
   playdialogueboxsound();
 }
 
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
 {
   maptype = mapkilleveryone;
 }
 
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
 {
   maptype = mapkillmost;
 }
 
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
 {
   maptype = mapkillsomeone;
 }
 
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
 {
   maptype = mapgosomewhere;
 }
 
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
 {
   viewdistance = atof(args)*100;
 }
 
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
 {
   fadestart = atof(args);
 }
 
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
 {
   slomospeed = atof(args);
   slomo = !slomo;
   slomodelay = 1000;
 }
 
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
 {
   slomofreq = atof(args);
 }
 
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
 
@@ -1073,41 +1191,42 @@ static void ch_skytint(Game *game, const char *args)
   skyboxlightg=skyboxg;
   skyboxlightb=skyboxb;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
 {
   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
 {
   skyboxtexture = !skyboxtexture;
 
-  game->SetUpLighting();
+  SetUpLighting();
 
   terrain.DoShadows();
   objects.DoShadows();
 }
 
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(const string cmd)
 {
   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
   for (i = 0; i < n_cmds; i++)
-    if (stripfx(cmd, cmd_names[i]))
+    if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
       {
-       cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
-       break;
+                 cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
+               cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str());
+               break;
       }
   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
@@ -1130,8 +1249,6 @@ void Screenshot   (void)
        save_image(temp);
 }
 
-
-
 void Game::SetUpLighting(){
        if(environment==snowyenvironment)
         light.setColors(.65,.65,.7,.4,.4,.44);
@@ -1151,7 +1268,7 @@ void Game::SetUpLighting(){
        light.ambient[2]*=(skyboxlightb+average)/2;
 }
 
-int Game::findPathDist(int start,int end){
+int findPathDist(int start,int end){
        int smallestcount,count,connected;
        int last,last2,last3,last4;
        int closest;
@@ -1218,7 +1335,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint){
                     objects.type[i]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
-                               if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
+                               if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.yaw[i])!=-1)return i;
                        }
                }
        }
@@ -1253,7 +1370,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
                                colviewer=startpoint;
                                coltarget=endpoint;
                 //FIXME: i/what
-                               if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
+                               if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.yaw[what])!=-1)return i;
                        }
                }
        }
@@ -1263,7 +1380,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
        return -1;
 }
 
-void   Game::Setenvironment(int which)
+void Setenvironment(int which)
 {
        LOGFUNC;
 
@@ -1285,19 +1402,18 @@ void    Game::Setenvironment(int which)
                if(ambientsound)
                  emit_stream_np(stream_wind);
 
-               LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
+               objects.treetextureptr.load(":Data:Textures:snowtree.png",0,1);
+               objects.bushtextureptr.load(":Data:Textures:bushsnow.png",0,1);
+               objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg",1,0);
+               objects.boxtextureptr.load(":Data:Textures:snowbox.jpg",1,0);
 
                footstepsound = footstepsn1;
                footstepsound2 = footstepsn2;
                footstepsound3 = footstepst1;
                footstepsound4 = footstepst2;
 
-               LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
-
-               LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
+               terraintexture.load(":Data:Textures:snow.jpg",1,0);
+               terraintexture2.load(":Data:Textures:rock.jpg",1,0);
 
                //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
 
@@ -1306,7 +1422,7 @@ void      Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
                        ":Data:Textures:Skybox(snow):Left.jpg",
                        ":Data:Textures:Skybox(snow):Back.jpg",
                        ":Data:Textures:Skybox(snow):Right.jpg",
@@ -1317,14 +1433,13 @@ void    Game::Setenvironment(int which)
 
 
                texdetail=temptexdetail;
-       }
-       if(environment==desertenvironment){
+       } else if(environment==desertenvironment){
                windvector=0;
                windvector.z=2;
-               LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
+               objects.treetextureptr.load(":Data:Textures:deserttree.png",0,1);
+               objects.bushtextureptr.load(":Data:Textures:bushdesert.png",0,1);
+               objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg",1,0);
+               objects.boxtextureptr.load(":Data:Textures:desertbox.jpg",1,0);
 
 
                if(ambientsound)
@@ -1335,9 +1450,8 @@ void      Game::Setenvironment(int which)
                footstepsound3 = footstepsn1;
                footstepsound4 = footstepsn2;
 
-               LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
-
-               LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
+               terraintexture.load(":Data:Textures:sand.jpg",1,0);
+               terraintexture2.load(":Data:Textures:sandslope.jpg",1,0);
 
                //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
 
@@ -1345,7 +1459,7 @@ void      Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
                        ":Data:Textures:Skybox(sand):Left.jpg",
                        ":Data:Textures:Skybox(sand):Back.jpg",
                        ":Data:Textures:Skybox(sand):Right.jpg",
@@ -1356,14 +1470,13 @@ void    Game::Setenvironment(int which)
 
 
                texdetail=temptexdetail;
-       }
-       if(environment==grassyenvironment){
+       } else if(environment==grassyenvironment){
                windvector=0;
                windvector.z=2;
-               LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
+               objects.treetextureptr.load(":Data:Textures:tree.png",0,1);
+               objects.bushtextureptr.load(":Data:Textures:bush.png",0,1);
+               objects.rocktextureptr.load(":Data:Textures:boulder.jpg",1,0);
+               objects.boxtextureptr.load(":Data:Textures:grassbox.jpg",1,0);
 
                if(ambientsound)
                  emit_stream_np(stream_wind, 100.);
@@ -1373,9 +1486,8 @@ void      Game::Setenvironment(int which)
                footstepsound3 = footstepst1;
                footstepsound4 = footstepst2;
 
-               LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
-
-               LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
+               terraintexture.load(":Data:Textures:grassdirt.jpg",1,0);
+               terraintexture2.load(":Data:Textures:mossrock.jpg",1,0);
 
                //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
 
@@ -1383,7 +1495,7 @@ void      Game::Setenvironment(int which)
 
                temptexdetail=texdetail;
                if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
+               skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
                        ":Data:Textures:Skybox(grass):Left.jpg",
                        ":Data:Textures:Skybox(grass):Back.jpg",
                        ":Data:Textures:Skybox(grass):Right.jpg",
@@ -1401,27 +1513,73 @@ void    Game::Setenvironment(int which)
        texdetail=temptexdetail;
 }
 
+void LoadCampaign() {
+       if(!accountactive)
+               return;
+       ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str()));
+       ipstream.ignore(256,':');
+       int numlevels;
+       ipstream >> numlevels;
+       campaignlevels.clear();
+       for(int i=0;i<numlevels;i++) {
+               CampaignLevel cl;
+               ipstream >> cl;
+               campaignlevels.push_back(cl);
+       }
+       ipstream.close();
 
-void Game::Loadlevel(int which){
+       ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
+       if(test.good()) {
+               Mainmenuitems[7].load((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),0,0);
+       } else {
+               Mainmenuitems[7].load(":Data:Textures:World.png",0,0);
+       }
+
+       if(accountactive->getCampaignChoicesMade()==0) {
+               accountactive->setCampaignScore(0);
+               accountactive->resetFasttime();
+       }
+}
+
+vector<string> ListCampaigns() {
+       DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
+       struct dirent *campaign = NULL;
+       if(!campaigns) {
+               perror("Problem while loading campaigns");
+               cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
+               exit(EXIT_FAILURE);
+       }
+       vector<string> campaignNames;
+       while ((campaign = readdir(campaigns)) != NULL) {
+               string name(campaign->d_name);
+               if(name.length()<5)
+                       continue;
+               if(!name.compare(name.length()-4,4,".txt")) {
+                       campaignNames.push_back(name.substr(0,name.length()-4));
+               }
+       }
+       closedir(campaigns);
+       return campaignNames;
+}
+
+void Loadlevel(int which) {
        stealthloading=0;
        whichlevel=which;
 
-       if(which == -1){
+       if(which == -1) {
            tutoriallevel = -1;
            Loadlevel("tutorial");
-       }else if(which >= 0 && which <= 15){
+       } else if(which >= 0 && which <= 15) {
            char buf[32];
-           snprintf(buf, 32, "map%d", which + 1);
+           snprintf(buf, 32, "map%d", which + 1); // challenges
            Loadlevel(buf);
-       }else
+       } else
            Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const char *name){
-       static int oldlevel;
+void Loadlevel(const char *name) {
        int templength;
        float lamefloat;
-       int lameint;
        static const char *pfx = ":Data:Maps:";
        char *buf;
 
@@ -1440,7 +1598,7 @@ void Game::Loadlevel(const char *name){
        gamestarted=1;
 
        numenvsounds=0;
-       //visibleloading=1;
+
        if(tutoriallevel!=-1)
         tutoriallevel=0;
        else
@@ -1448,13 +1606,11 @@ void Game::Loadlevel(const char *name){
 
        if(tutoriallevel==1)
         tutorialstage=0;
-       if(tutorialstage==0){
+       if(tutorialstage==0) {
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
        loadingstuff=1;
-       if(!firstload)
-               oldlevel=50;
        pause_sound(whooshsound);
        pause_sound(stream_firesound);
 
@@ -1465,11 +1621,14 @@ void Game::Loadlevel(const char *name){
 
        int mapvers;
        FILE *tfile;
+       //~ char* buff=getcwd(NULL,0);
+       //~ cout << buff << " " << FixedFN << endl;
+       //~ free(buff);
        tfile=fopen( FixedFN, "rb" );
-       if(tfile){
+       if(tfile) {
                pause_sound(stream_firesound);
                scoreadded=0;
-               windialogue=0;
+               windialogue=false;
                hostiletime=0;
                won=0;
 
@@ -1489,11 +1648,6 @@ void Game::Loadlevel(const char *name){
                if(accountactive)
             difficulty=accountactive->getDifficulty();
 
-               if(difficulty!=2)
-            minimap=1;
-               else
-            minimap=0;
-
                numhotspots=0;
                currenthotspot=-1;
                bonustime=1;
@@ -1533,7 +1687,7 @@ void Game::Loadlevel(const char *name){
                if(console){
                        emit_sound_np(consolesuccesssound);
                        freeze=0;
-                       console=0;
+                       console=false;
                }
 
                if(!stealthloading){
@@ -1556,7 +1710,7 @@ void Game::Loadlevel(const char *name){
                 LoadingScreen();
                }
 
-               weapons.numweapons=0;
+               weapons.clear();
 
                funpackf(tfile, "Bi", &mapvers);
                if(mapvers>=15)
@@ -1593,16 +1747,16 @@ void Game::Loadlevel(const char *name){
                        skyboxlightb=skyboxb;
                }
                if(!stealthloading)
-            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
+            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].yaw,&player[0].targetyaw, &player[0].num_weapons);
                if(stealthloading)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
                player[0].originalcoords=player[0].coords;
                if(player[0].num_weapons>0&&player[0].num_weapons<5)
                        for(int j=0;j<player[0].num_weapons;j++){
-                               player[0].weaponids[j]=weapons.numweapons;
-                               funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
-                               weapons.owner[weapons.numweapons]=0;
-                               weapons.numweapons++;
+                               player[0].weaponids[j]=weapons.size();
+                               int type;
+                               funpackf(tfile, "Bi", &type);
+                               weapons.push_back(Weapon(type,0));
                        }
 
                if(visibleloading)
@@ -1634,7 +1788,7 @@ void Game::Loadlevel(const char *name){
                 funpackf(tfile, "Bi", &dialoguetype[k]);
                 for(int l=0;l<10;l++){
                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
-                    funpackf(tfile, "Bf", &participantrotation[k][l]);
+                    funpackf(tfile, "Bf", &participantyaw[k][l]);
                 }
                 for(int l=0;l<numdialogueboxes[k];l++){
                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
@@ -1643,8 +1797,6 @@ void Game::Loadlevel(const char *name){
                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
 
-                    bool doneread;
-
                     funpackf(tfile, "Bi",&templength);
                     if(templength>128||templength<=0)
                         templength=128;
@@ -1671,7 +1823,7 @@ void Game::Loadlevel(const char *name){
                     for(m=0;m<10;m++)
                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
 
-                    funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
+                    funpackf(tfile, "Bf Bf",&dialoguecamerayaw[k][l],&dialoguecamerapitch[k][l]);
                 }
             }
                }else
@@ -1689,7 +1841,7 @@ void Game::Loadlevel(const char *name){
 
                funpackf(tfile, "Bi", &objects.numobjects);
         for(int i=0;i<objects.numobjects;i++){
-            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
+            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.yaw[i],&objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
             if(objects.type[i]==treeleavestype)
                 objects.scale[i]=objects.scale[i-1];
         }
@@ -1724,11 +1876,11 @@ void Game::Loadlevel(const char *name){
 
                        float maxdistance=0;
                        float tempdist;
-                       int whichclosest;
+                       //~ int whichclosest;
                        for(int i=0;i<objects.numobjects;i++){
-                               tempdist=findDistancefast(&objects.center,&objects.position[i]);
+                               tempdist=distsq(&objects.center,&objects.position[i]);
                                if(tempdist>maxdistance){
-                                       whichclosest=i;
+                                       //~ whichclosest=i;
                                        maxdistance=tempdist;
                                }
                        }
@@ -1763,10 +1915,10 @@ void Game::Loadlevel(const char *name){
                                else
                     player[i-howmanyremoved].immobile=0;
                                if(mapvers>=12)
-                    funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
+                    funpackf(tfile, "Bf",&player[i-howmanyremoved].yaw);
                                else
-                    player[i-howmanyremoved].rotation=0;
-                               player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
+                    player[i-howmanyremoved].yaw=0;
+                               player[i-howmanyremoved].targetyaw=player[i-howmanyremoved].yaw;
                                if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
                                        removeanother=1;
                                        howmanyremoved++;
@@ -1774,10 +1926,10 @@ void Game::Loadlevel(const char *name){
                                if(!removeanother){
                                        if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
                                                for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
-                                                       player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
-                                                       funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
-                                                       weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
-                                                       weapons.numweapons++;
+                                                       player[i-howmanyremoved].weaponids[j]=weapons.size();
+                                                       int type;
+                                                       funpackf(tfile, "Bi", &type);
+                                                       weapons.push_back(Weapon(type,i));
                                                }
                                        }
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
@@ -1865,7 +2017,7 @@ void Game::Loadlevel(const char *name){
                        int j=objects.numobjects;
                        objects.numobjects=0;
                        for(int i=0;i<j;i++){
-                               objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
+                               objects.MakeObject(objects.type[i],objects.position[i],objects.yaw[i],objects.pitch[i],objects.scale[i]);
                                if(visibleloading)
                     LoadingScreen();
                        }
@@ -1880,9 +2032,6 @@ void Game::Loadlevel(const char *name){
 
                fclose(tfile);
 
-               oldlevel=whichlevel;
-
-
                if(numplayers>maxplayers-1)
             numplayers=maxplayers-1;
                for(int i=0;i<numplayers;i++){
@@ -1926,7 +2075,7 @@ void Game::Loadlevel(const char *name){
                             (char *)":Data:Models:Body7.solid",
                             (char *)":Data:Models:Bodylow.solid",
                             (char *)":Data:Models:Belt.solid",1);
-                                       LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
+                                       player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1);
                                }
                                if(player[i].creature==wolftype){
                                        player[i].skeleton.Load(
@@ -1946,10 +2095,10 @@ void Game::Loadlevel(const char *name){
                        }
 
 
-                       int texsize;
-                       texsize=512*512*3/texdetail/texdetail;
+                       //~ int texsize;
+                       //~ texsize=512*512*3/texdetail/texdetail;
 
-                       LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
+                       player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin],1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
 
                        if(player[i].numclothes){
                                for(int j=0;j<player[i].numclothes;j++){
@@ -1961,10 +2110,10 @@ void Game::Loadlevel(const char *name){
                                player[i].DoMipmaps();
                        }
 
-                       player[i].currentanimation=bounceidleanim;
-                       player[i].targetanimation=bounceidleanim;
-                       player[i].currentframe=0;
-                       player[i].targetframe=1;
+                       player[i].animCurrent=bounceidleanim;
+                       player[i].animTarget=bounceidleanim;
+                       player[i].frameCurrent=0;
+                       player[i].frameTarget=1;
                        player[i].target=0;
                        player[i].speed=1+(float)(Random()%100)/1000;
                        if(difficulty==0)
@@ -2068,38 +2217,15 @@ void Game::Loadlevel(const char *name){
             player[0].armorlow*=1.5;
                cameraloc=player[0].coords;
                cameraloc.y+=5;
-               rotation=player[0].rotation;
+               yaw=player[0].yaw;
 
                hawkcoords=player[0].coords;
                hawkcoords.y+=30;
 
                if(visibleloading)
             LoadingScreen();
-               for(int i=0;i<weapons.numweapons;i++){
-                       weapons.bloody[i]=0;
-                       weapons.blooddrip[i]=0;
-                       weapons.blooddripdelay[i]=0;
-                       weapons.onfire[i]=0;
-                       weapons.flamedelay[i]=0;
-                       weapons.damage[i]=0;
-                       if(weapons.type[i]==sword){
-                               weapons.mass[i]=1.5;
-                               weapons.tipmass[i]=1;
-                               weapons.length[i]=.8;
-                       }
-                       if(weapons.type[i]==staff){
-                               weapons.mass[i]=2;
-                               weapons.tipmass[i]=1;
-                               weapons.length[i]=1.5;
-                       }
-                       if(weapons.type[i]==knife){
-                               weapons.mass[i]=1;
-                               weapons.tipmass[i]=1.2;
-                               weapons.length[i]=.25;
-                       }
-                       weapons.position[i]=-1000;
-                       weapons.tippoint[i]=-1000;
-               }
+               //~ for(int i=0;i<weapons.size();i++){
+               //~ }
                
                LOG("Starting background music...");
 
@@ -2121,443 +2247,15 @@ void Game::Loadlevel(const char *name){
 
                if(!firstload)
                        firstload=1;
+       } else {
+               perror("Problem");
        }
        leveltime=0;
        loadingstuff=0;
        visibleloading=0;
 }
 
-
-
-/*
-Values of mainmenu :
-1 Main menu
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-    
-void Game::MenuTick(){
-    //menu buttons
-    switch(mainmenu){
-        case 1:
-        case 2:
-            if(Input::MouseClicked()&&selected==1){
-                if(!gameon){
-                    fireSound(firestartsound);
-                    flash();
-                    //new game
-                    mainmenu=accountactive?5:7;
-                    selected=-1;
-                }else{
-                    //resume
-                    mainmenu=0;
-                    pause_sound(stream_menutheme);
-                    resume_stream(leveltheme);
-                }
-            }
-
-            if(Input::MouseClicked()&&selected==2){
-                fireSound();
-                flash();
-                //options
-                mainmenu=3;
-                if(newdetail>2)newdetail=detail;
-                if(newdetail<0)newdetail=detail;
-                if(newscreenwidth>3000)newscreenwidth=screenwidth;
-                if(newscreenwidth<0)newscreenwidth=screenwidth;
-                if(newscreenheight>3000)newscreenheight=screenheight;
-                if(newscreenheight<0)newscreenheight=screenheight;
-            }
-
-            if(Input::MouseClicked()&&selected==3){
-                fireSound();
-                flash();
-                if(gameon){
-                    //end game
-                    gameon=0;
-                    mainmenu=1;
-                }else{
-                    //quit
-                    tryquit=1;
-                    pause_sound(stream_menutheme);
-                }
-            }
-            break;
-        case 3:
-            if(Input::MouseClicked()){
-
-                if(selected!=-1)
-                    fireSound();
-
-                switch(selected){
-                    case 0: {
-                        extern SDL_Rect **resolutions;
-                        bool isCustomResolution = true;
-                        bool found = false;
-                        for(int i = 0; (!found) && (resolutions[i]); i++){
-                            if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
-                                isCustomResolution = false;
-
-                            if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
-                                i++;
-                                if(resolutions[i] != NULL){
-                                    newscreenwidth = (int) resolutions[i]->w;
-                                    newscreenheight = (int) resolutions[i]->h;
-                                }else if(isCustomResolution){
-                                    if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
-                                        newscreenwidth = (int) resolutions[0]->w;
-                                        newscreenheight = (int) resolutions[0]->h;
-                                    }else{
-                                        newscreenwidth = screenwidth;
-                                        newscreenheight = screenheight;
-                                    }
-                                }else{
-                                    newscreenwidth = (int) resolutions[0]->w;
-                                    newscreenheight = (int) resolutions[0]->h;
-                                }
-                                found = true;
-                            }
-                        }
-
-                        if(!found){
-                            newscreenwidth = (int) resolutions[0]->w;
-                            newscreenheight = (int) resolutions[0]->h;
-                        }
-                        } break;
-                    case 1:
-                        newdetail++;
-                        if(newdetail>2)newdetail=0;
-                        break;
-                    case 2:
-                        bloodtoggle++;
-                        if(bloodtoggle>2)bloodtoggle=0;
-                        break;
-                    case 3:
-                        difficulty++;
-                        if(difficulty>2)difficulty=0;
-                        break;
-                    case 4:
-                        ismotionblur=1-ismotionblur;
-                        break;
-                    case 5:
-                        decals=1-decals;
-                        break;
-                    case 6:
-                        musictoggle=1-musictoggle;
-
-                        if(!musictoggle){
-                            pause_sound(leveltheme);
-                            pause_sound(stream_fighttheme);
-                            pause_sound(stream_menutheme);
-
-                            for(int i=0;i<4;i++){
-                                oldmusicvolume[i]=0;
-                                musicvolume[i]=0;
-                            }
-                        }
-
-                        if(musictoggle)
-                          emit_stream_np(stream_menutheme);
-                        break;
-                    case 7:
-                        flash();
-                        //options
-                        mainmenu=4;
-                        selected=-1;
-                        keyselect=-1;
-                        break;
-                    case 8:
-                        flash();
-
-                        if(newdetail>2)newdetail=detail;
-                        if(newdetail<0)newdetail=detail;
-                        if(newscreenwidth<0)newscreenwidth=screenwidth;
-                        if(newscreenheight<0)newscreenheight=screenheight;
-
-                        SaveSettings(*this);
-                        mainmenu=gameon?2:1;
-                        break;
-                    case 9:
-                        invertmouse=1-invertmouse;
-                        break;
-                    case 10:
-                        usermousesensitivity+=.2;
-                        if(usermousesensitivity>2)usermousesensitivity=.2;
-                        break;
-                    case 11:
-                        volume+=.1f;
-                        if(volume>1.0001f)volume=0;
-                        OPENAL_SetSFXMasterVolume((int)(volume*255));
-                        break;
-                    case 12:
-                        flash();
-                        
-                        newstereomode = stereomode;
-                        mainmenu=18;
-                        keyselect=-1;
-                        break;
-                    case 13:
-                        showdamagebar=!showdamagebar;
-                        break;
-                }
-            }
-            break;
-        case 4:
-            if(Input::MouseClicked()&&selected!=-1&&!waiting){
-                fireSound();
-                if(selected<9&&keyselect==-1)
-                    keyselect=selected;
-                if(keyselect!=-1)
-                    setKeySelected();
-                if(selected==9){
-                    flash();
-
-                    mainmenu=3;
-
-                    if(newdetail>2)newdetail=detail;
-                    if(newdetail<0)newdetail=detail;
-                    if(newscreenwidth>3000)newscreenwidth=screenwidth;
-                    if(newscreenwidth<0)newscreenwidth=screenwidth;
-                    if(newscreenheight>3000)newscreenheight=screenheight;
-                    if(newscreenheight<0)newscreenheight=screenheight;
-                }
-            }
-            break;
-        case 5:
-            if(endgame==2){
-                accountactive->endGame();
-                endgame=0;
-            }
-
-            if(Input::MouseClicked()){
-                if((selected-7>=accountactive->getCampaignChoicesMade())){
-                    fireSound();
-                    flash();
-                    startbonustotal=0;
-
-                    loading=2;
-                    loadtime=0;
-                    targetlevel=7;
-                    if(firstload) TickOnceAfter();
-                    else LoadStuff();
-                    whichchoice=selected-7-accountactive->getCampaignChoicesMade();
-                    visibleloading=1;
-                    stillloading=1;
-                    Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
-                    //Loadlevel(campaignmapname[levelorder[selected-7]]);
-                    campaign=1;
-                    mainmenu=0;
-                    gameon=1;
-                    pause_sound(stream_menutheme);
-                }
-                if(selected>=1 && selected<=5){
-                    fireSound();
-                    flash();
-                }
-                switch(selected){
-                    case 1:
-                        startbonustotal=0;
-
-                        loading=2;
-                        loadtime=0;
-                        targetlevel=-1;
-                        if(firstload)TickOnceAfter();
-                        if(!firstload)LoadStuff();
-                        else {
-                            Loadlevel(-1);
-                        }
-
-                        mainmenu=0;
-                        gameon=1;
-                        pause_sound(stream_menutheme);
-                        break;
-                    case 2:
-                        mainmenu=9;
-                        break;
-                    case 3:
-                        mainmenu=6;
-                        break;
-                    case 4:
-                        mainmenu=gameon?2:1;
-                        break;
-                    case 5:
-                        mainmenu=7;
-                        break;
-                }
-            }
-            break;
-        case 6:
-            if(Input::MouseClicked()) {
-                if(selected>-1){
-                    fireSound();
-                    if(selected==1) {
-                        flash();
-                        accountactive = Account::destroy(accountactive);
-                        mainmenu=7;
-                    } else if(selected==2) {
-                        flash();
-                        mainmenu=5;
-                    }
-                }
-            }
-            break;
-        case 7:
-            if(Input::MouseClicked()) {
-                if(selected!=-1){
-                    fireSound();
-                    if(selected==0&&Account::getNbAccounts()<8){
-                        entername=1;
-                    } else if (selected<Account::getNbAccounts()+1) {
-                        flash();
-                        mainmenu=5;
-                        accountactive=Account::get(selected-1);
-                    } else if (selected==Account::getNbAccounts()+1) {
-                        flash();
-                        mainmenu=5;
-                        for(int j=0;j<255;j++){
-                            displaytext[0][j]=0;
-                        }
-                        displaychars[0]=0;
-                        displayselected=0;
-                        entername=0;
-                    }
-                }
-            }
-            break;
-        case 8:
-            if(Input::MouseClicked()&&selected>-1){
-                fireSound();
-                flash();
-                if(selected<=2)
-                    accountactive->setDifficulty(selected);
-                mainmenu=5;
-            }
-            break;
-        case 9:
-            if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
-                fireSound();
-                flash();
-
-                startbonustotal=0;
-
-                loading=2;
-                loadtime=0;
-                targetlevel=selected;
-                if(firstload)TickOnceAfter();
-                if(!firstload)LoadStuff();
-                else Loadlevel(selected);
-                campaign=0;
-
-                mainmenu=0;
-                gameon=1;
-                pause_sound(stream_menutheme);
-            }
-            if(Input::MouseClicked()&&selected==numchallengelevels){
-                fireSound();
-                flash();
-                mainmenu=5;
-            }
-            break;
-        case 10:
-            endgame=2;
-            if(Input::MouseClicked()&&selected==3){
-                fireSound();
-                flash();
-                mainmenu=5;
-            }
-            break;
-        case 18:
-            if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
-                stereoseparation+=0.001;
-            else if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
-                stereoseparation-=0.001;
-            else if(Input::MouseClicked()&&selected>-1){
-                fireSound();
-                if(selected==0){
-                    newstereomode = (StereoMode)(newstereomode + 1);
-                    while(!CanInitStereo(newstereomode)){
-                        printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
-                        newstereomode = (StereoMode)(newstereomode + 1);
-                        if(newstereomode >= stereoCount)
-                            newstereomode = stereoNone;
-                    }
-                }
-                if(selected==2)
-                    stereoreverse =! stereoreverse;
-                if(selected==3){
-                    flash();
-                    mainmenu=3;
-
-                    stereomode = newstereomode;
-                    InitStereo(stereomode);
-                }
-            }
-            break;
-    }
-
-    if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
-        tryquit=1;
-        if(mainmenu==3){
-            if(newdetail>2)newdetail=detail;
-            if(newdetail<0)newdetail=detail;
-            if(newscreenwidth<0)newscreenwidth=screenwidth;
-            if(newscreenheight<0)newscreenheight=screenheight;
-
-            SaveSettings(*this);
-        }
-    }
-
-    if(mainmenu==1||mainmenu==2){
-        if(loaddistrib>4)transition+=multiplier/8;
-        if(transition>1){
-            transition=0;
-            anim++;
-            if(anim>4)anim=0;
-            loaddistrib=0;
-        }
-    }
-    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
-
-    if(entername) {
-        inputText(displaytext[0],&displayselected,&displaychars[0]);
-        if(!waiting) { // the input as finished
-            if(displaychars[0]){ // with enter
-                accountactive = Account::add(string(displaytext[0]));
-
-                mainmenu=8;
-
-                flash();
-
-                fireSound(firestartsound);
-
-                for(int i=0;i<255;i++){
-                    displaytext[0][i]=0;
-                }
-                displaychars[0]=0;
-
-                displayselected=0;
-            }
-            entername=0;
-        }
-        
-        displayblinkdelay-=multiplier;
-        if(displayblinkdelay<=0){
-            displayblinkdelay=.3;
-            displayblink=1-displayblink;
-        }
-    }
-}
-
-void Game::doTutorial(){
+void doTutorial(){
     if(tutorialstagetime>tutorialmaxtime){
         tutorialstage++;
         tutorialsuccess=0;
@@ -2613,7 +2311,7 @@ void Game::doTutorial(){
                     if(Random()%2==0){
                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                     }
@@ -2704,25 +2402,19 @@ void Game::doTutorial(){
                 temp2.y=75;
                 temp2.z=447;
 
+                               Weapon w(knife,-1);
+                w.position=(temp+temp2)/2;
+                w.tippoint=(temp+temp2)/2;
+
+                w.velocity=0.1;
+                w.tipvelocity=0.1;
+                w.missed=1;
+                w.hitsomething=0;
+                w.freetime=0;
+                w.firstfree=1;
+                w.physics=1;
 
-                weapons.owner[weapons.numweapons]=-1;
-                weapons.type[weapons.numweapons]=knife;
-                weapons.damage[weapons.numweapons]=0;
-                weapons.mass[weapons.numweapons]=1;
-                weapons.tipmass[weapons.numweapons]=1.2;
-                weapons.length[weapons.numweapons]=.25;
-                weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                weapons.velocity[weapons.numweapons]=0.1;
-                weapons.tipvelocity[weapons.numweapons]=0.1;
-                weapons.missed[weapons.numweapons]=1;
-                weapons.hitsomething[weapons.numweapons]=0;
-                weapons.freetime[weapons.numweapons]=0;
-                weapons.firstfree[weapons.numweapons]=1;
-                weapons.physics[weapons.numweapons]=1;
-
-                weapons.numweapons++;
+                weapons.push_back(w);
             }
             break; case 40:
                 tutorialmaxtime=300;
@@ -2733,7 +2425,7 @@ void Game::doTutorial(){
             break; case 43:
                 tutorialmaxtime=300;
             break; case 44:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
@@ -2746,7 +2438,7 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=300;
             break; case 45:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
@@ -2755,14 +2447,14 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=300;
             break; case 46:
-                weapons.owner[0]=1;
+                weapons[0].owner=1;
                 player[0].weaponactive=-1;
                 player[0].num_weapons=0;
                 player[1].weaponactive=0;
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                weapons.type[0]=sword;
+                weapons[0].setType(sword);
 
                 tutorialmaxtime=300;
             break; case 47: {
@@ -2777,25 +2469,22 @@ void Game::doTutorial(){
                 temp2.y=75;
                 temp2.z=447;
 
-                weapons.owner[weapons.numweapons]=-1;
-                weapons.type[weapons.numweapons]=sword;
-                weapons.damage[weapons.numweapons]=0;
-                weapons.mass[weapons.numweapons]=1;
-                weapons.tipmass[weapons.numweapons]=1.2;
-                weapons.length[weapons.numweapons]=.25;
-                weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                weapons.velocity[weapons.numweapons]=0.1;
-                weapons.tipvelocity[weapons.numweapons]=0.1;
-                weapons.missed[weapons.numweapons]=1;
-                weapons.hitsomething[weapons.numweapons]=0;
-                weapons.freetime[weapons.numweapons]=0;
-                weapons.firstfree[weapons.numweapons]=1;
-                weapons.physics[weapons.numweapons]=1;
-
-                weapons.owner[0]=1;
-                weapons.owner[1]=0;
+                               Weapon w(sword,-1);
+                w.position=(temp+temp2)/2;
+                w.tippoint=(temp+temp2)/2;
+
+                w.velocity=0.1;
+                w.tipvelocity=0.1;
+                w.missed=1;
+                w.hitsomething=0;
+                w.freetime=0;
+                w.firstfree=1;
+                w.physics=1;
+                
+                weapons.push_back(w);
+
+                weapons[0].owner=1;
+                weapons[1].owner=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=1;
@@ -2803,7 +2492,6 @@ void Game::doTutorial(){
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                weapons.numweapons++;
             }
             break; case 48:
                 canattack=0;
@@ -2812,8 +2500,8 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=15;
 
-                weapons.owner[0]=1;
-                weapons.owner[1]=0;
+                weapons[0].owner=1;
+                weapons[1].owner=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=1;
@@ -2821,10 +2509,10 @@ void Game::doTutorial(){
                 player[1].num_weapons=1;
                 player[1].weaponids[0]=0;
 
-                if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
-                else weapons.type[0]=staff;
-
-                weapons.numweapons++;
+                if(player[0].weaponactive!=-1)
+                                       weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
+                else 
+                                       weapons[0].setType(staff);
             break; case 49:
                 canattack=0;
                 cananger=0;
@@ -2832,20 +2520,18 @@ void Game::doTutorial(){
 
                 tutorialmaxtime=200;
 
-                weapons.position[1]=1000;
-                weapons.tippoint[1]=1000;
+                weapons[1].position=1000;
+                weapons[1].tippoint=1000;
+
+                weapons[0].setType(knife);
 
-                weapons.numweapons=1;
-                weapons.owner[0]=0;
+                weapons[0].owner=0;
                 player[1].weaponactive=-1;
                 player[1].num_weapons=0;
                 player[0].weaponactive=0;
                 player[0].num_weapons=1;
                 player[0].weaponids[0]=0;
 
-                weapons.type[0]=knife;
-
-                weapons.numweapons++;
             break; case 50: {
                 tutorialmaxtime=8;
 
@@ -2856,7 +2542,7 @@ void Game::doTutorial(){
                     if(Random()%2==0){
                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                     }
@@ -2866,16 +2552,7 @@ void Game::doTutorial(){
                 player[1].weaponstuck=-1;
                 player[1].weaponactive=-1;
 
-                weapons.numweapons=0;
-
-                weapons.owner[0]=-1;
-                weapons.velocity[0]=0.1;
-                weapons.tipvelocity[0]=-0.1;
-                weapons.missed[0]=1;
-                weapons.hitsomething[0]=0;
-                weapons.freetime[0]=0;
-                weapons.firstfree[0]=1;
-                weapons.physics[0]=1;
+                weapons.clear();
             }
             break; case 51:
                 tutorialmaxtime=80000;
@@ -2891,34 +2568,34 @@ void Game::doTutorial(){
             break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
             break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
             break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
-            break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
-            break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
-            break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
+            break; case 7: if(player[0].animTarget==rollanim)tutorialsuccess=1;
+            break; case 8: if(player[0].animTarget==sneakanim)tutorialsuccess+=multiplier;
+            break; case 9: if(player[0].animTarget==rabbitrunninganim||player[0].animTarget==wolfrunninganim)tutorialsuccess+=multiplier;
             break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
-            break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
-            break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-            break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-            break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
-            break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
-            break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
-            break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
+            break; case 12: if(player[0].animTarget==flipanim)tutorialsuccess=1;
+            break; case 15: if(player[0].animTarget==upunchanim||player[0].animTarget==winduppunchanim)tutorialsuccess=1;
+            break; case 16: if(player[0].animTarget==winduppunchanim)tutorialsuccess=1;
+            break; case 17: if(player[0].animTarget==spinkickanim)tutorialsuccess=1;
+            break; case 18: if(player[0].animTarget==sweepanim)tutorialsuccess=1;
+            break; case 19: if(player[0].animTarget==dropkickanim)tutorialsuccess=1;
+            break; case 20: if(player[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(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
-            break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
-            break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
-            break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
+            break; case 23: if(player[0].animTarget==walljumprightkickanim||player[0].animTarget==walljumpleftkickanim)tutorialsuccess=1;
+            break; case 24: if(player[0].animTarget==rabbittacklinganim)tutorialsuccess=1;
+            break; case 25: if(player[0].animTarget==backhandspringanim)tutorialsuccess=1;
+            break; case 28: if(animation[player[0].animTarget].attack==reversed&&player[0].feint)tutorialsuccess=1;
             break; case 29:
-                if(player[0].escapednum==2){
+                if(player[0].escapednum==2) {
                     tutorialsuccess=1;
                     reversaltrain=0;
                     cananger=0;
                     player[1].aitype=passivetype;
                 }
-            break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 33: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1;
+            break; case 34: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1;
             break; case 35:
-                if(animation[player[0].targetanimation].attack==reversal){
+                if(animation[player[0].animTarget].attack==reversal){
                     tutorialsuccess=1;
                     reversaltrain=0;
                     cananger=0;
@@ -2926,10 +2603,10 @@ void Game::doTutorial(){
                 }
             break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
             break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
-            break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
-            break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 43: if(player[0].animTarget==knifeslashstartanim)tutorialsuccess=1;
+            break; case 44: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1;
+            break; case 45: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1;
+            break; case 46: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1;
             break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
             break; default: break;
         }
@@ -2952,9 +2629,7 @@ void Game::doTutorial(){
     }
 }
 
-
-
-void Game::doDebugKeys(){
+void doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
     if(debugmode){
         if(Input::isKeyPressed(SDLK_h)){
@@ -2978,124 +2653,59 @@ void Game::doDebugKeys(){
 
         if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
             if(player[0].num_weapons>0){
-                if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
-                else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
-                else weapons.type[player[0].weaponids[0]]=sword;
-                if(weapons.type[player[0].weaponids[0]]==sword){
-                    weapons.mass[player[0].weaponids[0]]=1.5;
-                    weapons.tipmass[player[0].weaponids[0]]=1;
-                    weapons.length[player[0].weaponids[0]]=.8;
-                }
-                if(weapons.type[player[0].weaponids[0]]==staff){
-                    weapons.mass[player[0].weaponids[0]]=2;
-                    weapons.tipmass[player[0].weaponids[0]]=1;
-                    weapons.length[player[0].weaponids[0]]=1.5;
-                }
-
-                if(weapons.type[player[0].weaponids[0]]==knife){
-                    weapons.mass[player[0].weaponids[0]]=1;
-                    weapons.tipmass[player[0].weaponids[0]]=1.2;
-                    weapons.length[player[0].weaponids[0]]=.25;
-                }
+                if(weapons[player[0].weaponids[0]].getType()==sword)
+                                       weapons[player[0].weaponids[0]].setType(staff);
+                else if(weapons[player[0].weaponids[0]].getType()==staff)
+                                       weapons[player[0].weaponids[0]].setType(knife);
+                else
+                                       weapons[player[0].weaponids[0]].setType(sword);
             }
         }
 
         if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(closest!=-1){
+            int closest=findClosestPlayer();
+            if(closest>=0){
                 if(player[closest].num_weapons){
-                    if(weapons.type[player[closest].weaponids[0]]==sword)
-                        weapons.type[player[closest].weaponids[0]]=staff;
-                    else if(weapons.type[player[closest].weaponids[0]]==staff)
-                        weapons.type[player[closest].weaponids[0]]=knife;
-                    else weapons.type[player[closest].weaponids[0]]=sword;
-                    if(weapons.type[player[closest].weaponids[0]]==sword){
-                        weapons.mass[player[closest].weaponids[0]]=1.5;
-                        weapons.tipmass[player[closest].weaponids[0]]=1;
-                        weapons.length[player[closest].weaponids[0]]=.8;
-                    }
-                    if(weapons.type[player[0].weaponids[0]]==staff){
-                        weapons.mass[player[0].weaponids[0]]=2;
-                        weapons.tipmass[player[0].weaponids[0]]=1;
-                        weapons.length[player[0].weaponids[0]]=1.5;
-                    }
-                    if(weapons.type[player[closest].weaponids[0]]==knife){
-                        weapons.mass[player[closest].weaponids[0]]=1;
-                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                        weapons.length[player[closest].weaponids[0]]=.25;
-                    }
+                    if(weapons[player[closest].weaponids[0]].getType()==sword)
+                        weapons[player[closest].weaponids[0]].setType(staff);
+                    else if(weapons[player[closest].weaponids[0]].getType()==staff)
+                        weapons[player[closest].weaponids[0]].setType(knife);
+                    else
+                                               weapons[player[closest].weaponids[0]].setType(sword);
                 }
                 if(!player[closest].num_weapons){
-                    player[closest].weaponids[0]=weapons.numweapons;
-                    weapons.owner[weapons.numweapons]=closest;
-                    weapons.type[weapons.numweapons]=knife;
-                    weapons.damage[weapons.numweapons]=0;
-                    weapons.numweapons++;
+                    player[closest].weaponids[0]=weapons.size();
+                    
+                    weapons.push_back(Weapon(knife,closest));
+                    
                     player[closest].num_weapons=1;
-                    if(weapons.type[player[closest].weaponids[0]]==sword){
-                        weapons.mass[player[closest].weaponids[0]]=1.5;
-                        weapons.tipmass[player[closest].weaponids[0]]=1;
-                        weapons.length[player[closest].weaponids[0]]=.8;
-                    }
-                    if(weapons.type[player[closest].weaponids[0]]==knife){
-                        weapons.mass[player[closest].weaponids[0]]=1;
-                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                        weapons.length[player[closest].weaponids[0]]=.25;
-                    }
                 }
             }
         }
 
         if(Input::isKeyDown(SDLK_u)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            player[closest].rotation+=multiplier*50;
-            player[closest].targetrotation=player[closest].rotation;
+            int closest=findClosestPlayer();
+            if(closest>=0){
+                player[closest].yaw+=multiplier*50;
+                player[closest].targetyaw=player[closest].yaw;
+            }
         }
 
 
         if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(Input::isKeyDown(SDLK_LCTRL))closest=0;
+            int closest=findClosestPlayer();
+            if(Input::isKeyDown(SDLK_LCTRL))
+                closest=0;
 
-            if(closest!=-1){
+            if(closest>=0){
                 player[closest].whichskin++;
                 if(player[closest].whichskin>9)
                     player[closest].whichskin=0;
                 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
                     player[closest].whichskin=0;
 
-                LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
-                        &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin],1,
+                        &player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
             }
 
             if(player[closest].numclothes){
@@ -3110,18 +2720,8 @@ void Game::doDebugKeys(){
         }
 
         if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(closest!=-1){
+            int closest=findClosestPlayer();
+            if(closest>=0){
                 if(player[closest].creature==wolftype){
                     headprop=player[closest].proportionhead.x/1.1;
                     bodyprop=player[closest].proportionbody.x/1.1;
@@ -3140,7 +2740,7 @@ void Game::doDebugKeys(){
                 if(player[closest].creature==rabbittype){
                     player[closest].skeleton.id=closest;
                     player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
-                    LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
+                    player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
                     player[closest].whichskin=0;
                     player[closest].creature=wolftype;
 
@@ -3157,7 +2757,7 @@ void Game::doDebugKeys(){
                 {
                     player[closest].skeleton.id=closest;
                     player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-                    LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                    player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
                     player[closest].whichskin=0;
                     player[closest].creature=rabbittype;
 
@@ -3196,39 +2796,38 @@ void Game::doDebugKeys(){
 
 
         if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
+            int closest = -1;
+            float closestdist = std::numeric_limits<float>::max();
+
+            for(int i=1; i<numplayers; i++){
+                float distance = distsq(&player[i].coords, &player[0].coords);
+                if(!player[i].headless)
+                    if(distance < closestdist){
+                        closestdist = distance;
+                        closest = i;
+                    }
+            }
+
             XYZ flatfacing2,flatvelocity2;
             XYZ blah;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(distance<144&&!player[i].headless)
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                            blah = player[i].coords;
-                        }
-                }
-
-            if(closest!=-1){
+            if(closest!=-1 && distsq(&player[closest].coords, &player[0].coords)<144){
+                blah = player[closest].coords;
                 XYZ headspurtdirection;
                 //int i = player[closest].skeleton.jointlabels[head];
-                Joint& headjoint=playerJoint(closest,head);
+                Joint& headjoint= player[closest].getJointFor(head);
                 for(int k=0;k<player[closest].skeleton.num_joints; k++){
                     if(!player[closest].skeleton.free)
                         flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)
                         flatvelocity2=headjoint.velocity;
                     if(!player[closest].skeleton.free)
-                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)
                         flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                    headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
+                    headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
                     Normalise(&headspurtdirection);
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
                     flatvelocity2+=headspurtdirection*8;
@@ -3250,31 +2849,18 @@ void Game::doDebugKeys(){
         }
 
         if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
+            int closest=findClosestPlayer();
             XYZ flatfacing2,flatvelocity2;
             XYZ blah;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(distance<144)
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                            blah=player[i].coords;
-                        }
-                }
-
-            if(closest!=-1){
+            if(closest>=0 && distsq(&player[closest].coords,&player[0].coords)<144){
+                blah=player[closest].coords;
                 emit_sound_at(splattersound, blah);
-
                 emit_sound_at(breaksound2, blah);
 
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -3287,7 +2873,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -3299,7 +2885,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -3311,7 +2897,7 @@ void Game::doDebugKeys(){
                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].yaw,0)*player[closest].scale+player[closest].coords;
                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
@@ -3323,18 +2909,18 @@ void Game::doDebugKeys(){
                 XYZ temppos;
                 for(int j=0;j<numplayers; j++){
                     if(j!=closest){
-                        if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
-                            player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
+                        if(distsq(&player[j].coords,&player[closest].coords)<25){
+                            player[j].DoDamage((25-distsq(&player[j].coords,&player[closest].coords))*60);
                             if(player[j].skeleton.free==2)
                                 player[j].skeleton.free=1;
                             player[j].skeleton.longdead=0;
                             player[j].RagDoll(0);
                             for(int i=0;i<player[j].skeleton.num_joints; i++){
                                 temppos=player[j].skeleton.joints[i].position+player[j].coords;
-                                if(findDistancefast(&temppos,&player[closest].coords)<25){
+                                if(distsq(&temppos,&player[closest].coords)<25){
                                     flatvelocity2=temppos-player[closest].coords;
                                     Normalise(&flatvelocity2);
-                                    player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
+                                    player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-distsq(&temppos,&player[closest].coords))*20);
                                 }
                             }
                         }
@@ -3373,9 +2959,6 @@ void Game::doDebugKeys(){
         }
 
         if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
             for(int i=0;i<objects.numobjects;i++){
                 if(objects.type[i]==treeleavestype){
                     objects.scale[i]*=.9;
@@ -3408,18 +2991,8 @@ void Game::doDebugKeys(){
 
         if(editorenabled){
             if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                if(numplayers>1)
-                    for(int i=1;i<numplayers;i++){
-                        distance=findDistancefast(&player[i].coords,&player[0].coords);
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                        }
-                    }
-                if(closestdist>0&&closest>=0){
+                int closest=findClosestPlayer();
+                if(closest>=0){
                     //player[closest]=player[numplayers-1];
                     //player[closest].skeleton=player[numplayers-1].skeleton;
                     numplayers--;
@@ -3427,20 +3000,9 @@ void Game::doDebugKeys(){
             }
 
             if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                if(max_objects>1)
-                    for(int i=1;i<max_objects;i++){
-                        distance=findDistancefast(&objects.position[i],&player[0].coords);
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                        }
-                    }
-                if(closestdist>0&&closest>=0){
+                int closest=findClosestObject();
+                if(closest>=0)
                     objects.position[closest].y-=500;
-                }
             }
 
             if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
@@ -3455,14 +3017,14 @@ void Game::doDebugKeys(){
                     if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
                     float temprotat,temprotat2;
-                    temprotat=editorrotation;
-                    temprotat2=editorrotation2;
+                    temprotat=editoryaw;
+                    temprotat2=editorpitch;
                     if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
                     if(temprotat2<0)temprotat2=Random()%360;
 
                     objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
                     if(editortype==treetrunktype)
-                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
+                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editoryaw-((int)editoryaw)%30,editorpitch,editorsize);
                 }
             }
 
@@ -3480,31 +3042,31 @@ void Game::doDebugKeys(){
 
                     int k=abs(Random()%2)+1;
                     if(k==0){
-                        LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
                         player[numplayers].whichskin=0;
                     }
                     else if(k==1){
-                        LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
                         player[numplayers].whichskin=1;
                     }
                     else {
-                        LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
                         player[numplayers].whichskin=2;
                     }
 
-                    LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
+                    player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1);
                     player[numplayers].power=1;
                     player[numplayers].speedmult=1;
-                    player[numplayers].currentanimation=bounceidleanim;
-                    player[numplayers].targetanimation=bounceidleanim;
-                    player[numplayers].currentframe=0;
-                    player[numplayers].targetframe=1;
+                    player[numplayers].animCurrent=bounceidleanim;
+                    player[numplayers].animTarget=bounceidleanim;
+                    player[numplayers].frameCurrent=0;
+                    player[numplayers].frameTarget=1;
                     player[numplayers].target=0;
                     player[numplayers].bled=0;
                     player[numplayers].speed=1+(float)(Random()%100)/1000;
 
-                    player[numplayers].targetrotation=player[0].targetrotation;
-                    player[numplayers].rotation=player[0].rotation;
+                    player[numplayers].targetyaw=player[0].targetyaw;
+                    player[numplayers].yaw=player[0].yaw;
 
                     player[numplayers].velocity=0;
                     player[numplayers].coords=player[0].coords;
@@ -3626,7 +3188,7 @@ void Game::doDebugKeys(){
                     connected=0;
                     if(numpathpoints>1)
                         for(int i=0;i<numpathpoints;i++){
-                            if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
+                            if(distsq(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
                                 alreadyconnected=0;
                                 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
                                     if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
@@ -3697,12 +3259,12 @@ void Game::doDebugKeys(){
             }
 
             if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation-=multiplier*100;
-                if(editorrotation<-.01)editorrotation=-.01;
+                editoryaw-=multiplier*100;
+                if(editoryaw<-.01)editoryaw=-.01;
             }
 
             if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation+=multiplier*100;
+                editoryaw+=multiplier*100;
             }
 
             if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
@@ -3723,122 +3285,112 @@ void Game::doDebugKeys(){
                 mapradius+=multiplier*10;
             }
             if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2+=multiplier*100;
+                editorpitch+=multiplier*100;
             }
 
             if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2-=multiplier*100;
-                if(editorrotation2<-.01)editorrotation2=-.01;
+                editorpitch-=multiplier*100;
+                if(editorpitch<-.01)editorpitch=-.01;
             }
             if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                for(int i=0;i<objects.numobjects;i++){
-                    distance=findDistancefast(&objects.position[i],&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-                if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
+                int closest=findClosestObject();
+                if(closest>=0)
+                    objects.DeleteObject(closest);
             }
         }
     }
 }
 
-
-
-void Game::doJumpReversals(){
+void doJumpReversals(){
     for(int k=0;k<numplayers;k++)
         for(int i=k;i<numplayers;i++){
             if(i==k)continue;
             if(     player[k].skeleton.free==0&&
                     player[i].skeleton.oldfree==0&&
-                    (player[i].targetanimation==jumpupanim||
-                     player[k].targetanimation==jumpupanim)&&
+                    (player[i].animTarget==jumpupanim||
+                     player[k].animTarget==jumpupanim)&&
                     (player[i].aitype==playercontrolled||
                      player[k].aitype==playercontrolled)&&
                     (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
                      player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
-                if(     findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
-                        findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
+                if(     distsq(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
+                        distsqflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
                     //TODO: refactor two huge similar ifs
-                    if(player[i].targetanimation==jumpupanim&&
-                            player[k].targetanimation!=getupfrombackanim&&
-                            player[k].targetanimation!=getupfromfrontanim&&
-                            animation[player[k].targetanimation].height==middleheight&&
+                    if(player[i].animTarget==jumpupanim&&
+                            player[k].animTarget!=getupfrombackanim&&
+                            player[k].animTarget!=getupfromfrontanim&&
+                            animation[player[k].animTarget].height==middleheight&&
                             normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
                             (player[k].aitype==playercontrolled&&player[k].attackkeydown||
                              player[k].aitype!=playercontrolled)){
                         player[i].victim=&player[k];
                         player[i].velocity=0;
-                        player[i].currentanimation=jumpreversedanim;
-                        player[i].targetanimation=jumpreversedanim;
-                        player[i].currentframe=0;
-                        player[i].targetframe=1;
+                        player[i].animCurrent=jumpreversedanim;
+                        player[i].animTarget=jumpreversedanim;
+                        player[i].frameCurrent=0;
+                        player[i].frameTarget=1;
                         player[i].targettilt2=0;
                         player[k].victim=&player[i];
                         player[k].velocity=0;
-                        player[k].currentanimation=jumpreversalanim;
-                        player[k].targetanimation=jumpreversalanim;
-                        player[k].currentframe=0;
-                        player[k].targetframe=1;
+                        player[k].animCurrent=jumpreversalanim;
+                        player[k].animTarget=jumpreversalanim;
+                        player[k].frameCurrent=0;
+                        player[k].frameTarget=1;
                         player[k].targettilt2=0;
                         if(player[i].coords.y<player[k].coords.y+1){
-                            player[i].currentanimation=rabbitkickreversedanim;
-                            player[i].targetanimation=rabbitkickreversedanim;
-                            player[i].currentframe=1;
-                            player[i].targetframe=2;
-                            player[k].currentanimation=rabbitkickreversalanim;
-                            player[k].targetanimation=rabbitkickreversalanim;
-                            player[k].currentframe=1;
-                            player[k].targetframe=2;
+                            player[i].animCurrent=rabbitkickreversedanim;
+                            player[i].animTarget=rabbitkickreversedanim;
+                            player[i].frameCurrent=1;
+                            player[i].frameTarget=2;
+                            player[k].animCurrent=rabbitkickreversalanim;
+                            player[k].animTarget=rabbitkickreversalanim;
+                            player[k].frameCurrent=1;
+                            player[k].frameTarget=2;
                         }
                         player[i].target=0;
                         player[k].oldcoords=player[k].coords;
                         player[i].coords=player[k].coords;
-                        player[k].targetrotation=player[i].targetrotation;
-                        player[k].rotation=player[i].targetrotation;
+                        player[k].targetyaw=player[i].targetyaw;
+                        player[k].yaw=player[i].targetyaw;
                         if(player[k].aitype==attacktypecutoff)
                             player[k].stunned=.5;
                     }
-                    if(player[k].targetanimation==jumpupanim&&
-                            player[i].targetanimation!=getupfrombackanim&&
-                            player[i].targetanimation!=getupfromfrontanim&&
-                            animation[player[i].targetanimation].height==middleheight&&
+                    if(player[k].animTarget==jumpupanim&&
+                            player[i].animTarget!=getupfrombackanim&&
+                            player[i].animTarget!=getupfromfrontanim&&
+                            animation[player[i].animTarget].height==middleheight&&
                             normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
                             ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
                              player[i].aitype!=playercontrolled)){
                         player[k].victim=&player[i];
                         player[k].velocity=0;
-                        player[k].currentanimation=jumpreversedanim;
-                        player[k].targetanimation=jumpreversedanim;
-                        player[k].currentframe=0;
-                        player[k].targetframe=1;
+                        player[k].animCurrent=jumpreversedanim;
+                        player[k].animTarget=jumpreversedanim;
+                        player[k].frameCurrent=0;
+                        player[k].frameTarget=1;
                         player[k].targettilt2=0;
                         player[i].victim=&player[k];
                         player[i].velocity=0;
-                        player[i].currentanimation=jumpreversalanim;
-                        player[i].targetanimation=jumpreversalanim;
-                        player[i].currentframe=0;
-                        player[i].targetframe=1;
+                        player[i].animCurrent=jumpreversalanim;
+                        player[i].animTarget=jumpreversalanim;
+                        player[i].frameCurrent=0;
+                        player[i].frameTarget=1;
                         player[i].targettilt2=0;
                         if(player[k].coords.y<player[i].coords.y+1){
-                            player[k].targetanimation=rabbitkickreversedanim;
-                            player[k].currentanimation=rabbitkickreversedanim;
-                            player[i].currentanimation=rabbitkickreversalanim;
-                            player[i].targetanimation=rabbitkickreversalanim;
-                            player[k].currentframe=1;
-                            player[k].targetframe=2;
-                            player[i].currentframe=1;
-                            player[i].targetframe=2;
+                            player[k].animTarget=rabbitkickreversedanim;
+                            player[k].animCurrent=rabbitkickreversedanim;
+                            player[i].animCurrent=rabbitkickreversalanim;
+                            player[i].animTarget=rabbitkickreversalanim;
+                            player[k].frameCurrent=1;
+                            player[k].frameTarget=2;
+                            player[i].frameCurrent=1;
+                            player[i].frameTarget=2;
                         }
                         player[k].target=0;
                         player[i].oldcoords=player[i].coords;
                         player[k].coords=player[i].coords;
-                        player[i].targetrotation=player[k].targetrotation;
-                        player[i].rotation=player[k].targetrotation;
+                        player[i].targetyaw=player[k].targetyaw;
+                        player[i].yaw=player[k].targetyaw;
                         if(player[i].aitype==attacktypecutoff)
                             player[i].stunned=.5;
                     }
@@ -3847,53 +3399,53 @@ void Game::doJumpReversals(){
         }
 }
 
-void Game::doAerialAcrobatics(){
+void doAerialAcrobatics(){
        static XYZ facing,flatfacing;
     for(int k=0;k<numplayers;k++){
         player[k].turnspeed=500;
 
         if((player[k].isRun()&&
-                    ((player[k].targetrotation!=rabbitrunninganim&&
-                      player[k].targetrotation!=wolfrunninganim)||
-                     player[k].targetframe==4))||
-                player[k].targetanimation==removeknifeanim||
-                player[k].targetanimation==crouchremoveknifeanim||
-                player[k].targetanimation==flipanim||
-                player[k].targetanimation==fightsidestep||
-                player[k].targetanimation==walkanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
+                    ((player[k].targetyaw!=rabbitrunninganim&&
+                      player[k].targetyaw!=wolfrunninganim)||
+                     player[k].frameTarget==4))||
+                player[k].animTarget==removeknifeanim||
+                player[k].animTarget==crouchremoveknifeanim||
+                player[k].animTarget==flipanim||
+                player[k].animTarget==fightsidestep||
+                player[k].animTarget==walkanim){
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed);
         }
 
 
         if(player[k].isStop()||
                 player[k].isLanding()||
-                player[k].targetanimation==staggerbackhighanim||
-                (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
-                player[k].targetanimation==staggerbackhardanim||
-                player[k].targetanimation==backhandspringanim||
-                player[k].targetanimation==dodgebackanim||
-                player[k].targetanimation==rollanim||
-                (animation[player[k].targetanimation].attack&&
-                 player[k].targetanimation!=rabbitkickanim&&
-                 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
-                 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+                player[k].animTarget==staggerbackhighanim||
+                (player[k].animTarget==sneakanim&&player[k].animCurrent==sneakanim)||
+                player[k].animTarget==staggerbackhardanim||
+                player[k].animTarget==backhandspringanim||
+                player[k].animTarget==dodgebackanim||
+                player[k].animTarget==rollanim||
+                (animation[player[k].animTarget].attack&&
+                 player[k].animTarget!=rabbitkickanim&&
+                 (player[k].animTarget!=crouchstabanim||player[k].hasvictim)&&
+                 (player[k].animTarget!=swordgroundstabanim||player[k].hasvictim))){
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed*2);
         }
 
-        if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+        if(player[k].animTarget==sneakanim&&player[k].animCurrent!=sneakanim){
+            player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed*4);
         }
 
-        /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
+        /*if(player[k].aitype!=passivetype||(distsq(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
         player[k].DoStuff();
         if(player[k].immobile&&k!=0)
             player[k].coords=player[k].realoldcoords;
 
         //if player's position has changed (?)
-        if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
+        if(distsq(&player[k].coords,&player[k].realoldcoords)>0&&
                 !player[k].skeleton.free&&
-                player[k].targetanimation!=climbanim&&
-                player[k].targetanimation!=hanganim){
+                player[k].animTarget!=climbanim&&
+                player[k].animTarget!=hanganim){
             XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
             int whichhit;
             bool tempcollide=0;
@@ -3913,8 +3465,8 @@ void Game::doAerialAcrobatics(){
                         objects.scale[i]>.5&&player[k].aitype==playercontrolled||
                         objects.position[i].y>player[k].coords.y){
                     lowpoint=player[k].coords;
-                    if(player[k].targetanimation!=jumpupanim&&
-                            player[k].targetanimation!=jumpdownanim&&
+                    if(player[k].animTarget!=jumpupanim&&
+                            player[k].animTarget!=jumpdownanim&&
                             !player[k].isFlip())
                         lowpoint.y+=1.25;
                     else
@@ -3922,7 +3474,7 @@ void Game::doAerialAcrobatics(){
                     if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
                             player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
-                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
+                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i])!=-1){
                         flatfacing=lowpoint-player[k].coords;
                         player[k].coords=lowpoint;
                         player[k].coords.y-=1.3;
@@ -3931,26 +3483,26 @@ void Game::doAerialAcrobatics(){
                         //wall jumps
                         //TODO: refactor four similar blocks
                         if(player[k].aitype==playercontrolled&&
-                                (player[k].targetanimation==jumpupanim||
-                                 player[k].targetanimation==jumpdownanim||
+                                (player[k].animTarget==jumpupanim||
+                                 player[k].animTarget==jumpdownanim||
                                  player[k].isFlip())&&
                                 !player[k].jumptogglekeydown&&
                                 player[k].jumpkeydown){
                             lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
                             XYZ tempcoords1=lowpoint;
-                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                             if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                setAnimation(k,walljumpleftanim);
+                                player[k].setAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, player[k].coords);
                                 if(k==0)
                                     pause_sound(whooshsound);
 
-                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
                                 if(lowpointtarget.z<0)
-                                    player[k].rotation=180-player[k].rotation;
-                                player[k].targetrotation=player[k].rotation;
-                                player[k].lowrotation=player[k].rotation;
+                                    player[k].yaw=180-player[k].yaw;
+                                player[k].targetyaw=player[k].yaw;
+                                player[k].lowyaw=player[k].yaw;
                                 if(k==0)
                                     numwallflipped++;
                             }
@@ -3958,52 +3510,52 @@ void Game::doAerialAcrobatics(){
                             {
                                 lowpoint=tempcoords1;
                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
-                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                    setAnimation(k,walljumprightanim);
+                                    player[k].setAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, player[k].coords);
                                     if(k==0)pause_sound(whooshsound);
 
-                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                    player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                    if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                    player[k].targetrotation=player[k].rotation;
-                                    player[k].lowrotation=player[k].rotation;
+                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                    player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                    if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                    player[k].targetyaw=player[k].yaw;
+                                    player[k].lowyaw=player[k].yaw;
                                     if(k==0)numwallflipped++;
                                 }
                                 else
                                 {
                                     lowpoint=tempcoords1;
                                     lowpointtarget=lowpoint+player[k].facing*2;
-                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                     if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                        setAnimation(k,walljumpbackanim);
+                                        player[k].setAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, player[k].coords);
                                         if(k==0)pause_sound(whooshsound);
 
-                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                        if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                        player[k].targetrotation=player[k].rotation;
-                                        player[k].lowrotation=player[k].rotation;
+                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                        player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                        if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                        player[k].targetyaw=player[k].yaw;
+                                        player[k].lowyaw=player[k].yaw;
                                         if(k==0)numwallflipped++;
                                     }
                                     else
                                     {
                                         lowpoint=tempcoords1;
                                         lowpointtarget=lowpoint-player[k].facing*2;
-                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                         if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                            setAnimation(k,walljumpfrontanim);
+                                            player[k].setAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, player[k].coords);
                                             if(k==0)pause_sound(whooshsound);
 
-                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                            player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                            if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                            player[k].rotation+=180;
-                                            player[k].targetrotation=player[k].rotation;
-                                            player[k].lowrotation=player[k].rotation;
+                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                            player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
+                                            if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw;
+                                            player[k].yaw+=180;
+                                            player[k].targetyaw=player[k].yaw;
+                                            player[k].lowyaw=player[k].yaw;
                                             if(k==0)numwallflipped++;
                                         }
                                     }
@@ -4016,22 +3568,22 @@ void Game::doAerialAcrobatics(){
                     lowpoint2=player[k].coords;
                     lowpoint=player[k].coords;
                     lowpoint.y+=2;
-                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.yaw[i])!=-1){
                         player[k].coords=colpoint;
                         player[k].collide=1;
                         tempcollide=1;
 
-                        if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
+                        if(player[k].animTarget==jumpdownanim||player[k].isFlip()){
                             //flipped into a rock
-                            if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
+                            if(player[k].isFlip()&&animation[player[k].animTarget].label[player[k].frameTarget]==7)
                                 player[k].RagDoll(0);
 
-                            if(player[k].targetanimation==jumpupanim){
+                            if(player[k].animTarget==jumpupanim){
                                 player[k].jumppower=-4;
-                                player[k].targetanimation=player[k].getIdle();
+                                player[k].animTarget=player[k].getIdle();
                             }
                             player[k].target=0;
-                            player[k].targetframe=0;
+                            player[k].frameTarget=0;
                             player[k].onterrain=1;
 
                             if(player[k].id==0){
@@ -4040,10 +3592,10 @@ void Game::doAerialAcrobatics(){
                             }
 
                             //landing
-                            if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
+                            if((player[k].animTarget==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
                                 if(player[k].isFlip())
                                     player[k].jumppower=-4;
-                                player[k].targetanimation=player[k].getLanding();
+                                player[k].animTarget=player[k].getLanding();
                                 emit_sound_at(landsound, player[k].coords, 128.);
                                 if(k==0){
                                     envsound[numenvsounds]=player[k].coords;
@@ -4064,9 +3616,9 @@ void Game::doAerialAcrobatics(){
                     lowpoint=player[k].coords;
                     lowpoint.y+=1.35;
                     if(objects.type[i]!=rocktype)
-                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
-                            if(player[k].targetanimation!=jumpupanim&&
-                                    player[k].targetanimation!=jumpdownanim&&
+                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.yaw[i],&objects.model[i])!=-1){
+                            if(player[k].animTarget!=jumpupanim&&
+                                    player[k].animTarget!=jumpdownanim&&
                                     player[k].onterrain)
                                 player[k].avoidcollided=1;
                             player[k].coords=lowpoint;
@@ -4074,20 +3626,20 @@ void Game::doAerialAcrobatics(){
                             player[k].collide=1;
 
                             if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
-                                    (player[k].currentanimation!=climbanim&&
-                                     player[k].currentanimation!=hanganim&&
+                                    (player[k].animCurrent!=climbanim&&
+                                     player[k].animCurrent!=hanganim&&
                                      !player[k].isWallJump()||
-                                     player[k].targetanimation==jumpupanim||
-                                     player[k].targetanimation==jumpdownanim)){
+                                     player[k].animTarget==jumpupanim||
+                                     player[k].animTarget==jumpdownanim)){
                                 lowpoint=player[k].coords;
-                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
+                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
                                 lowpoint=player[k].coords;
                                 lowpoint.y+=.05;
                                 facing=0;
                                 facing.z=-1;
-                                facing=DoRotation(facing,0,player[k].targetrotation+180,0);
+                                facing=DoRotation(facing,0,player[k].targetyaw+180,0);
                                 lowpointtarget=lowpoint+facing*1.4;
-                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                 if(whichhit!=-1){
                                     lowpoint=player[k].coords;
                                     lowpoint.y+=.1;
@@ -4116,68 +3668,68 @@ void Game::doAerialAcrobatics(){
                                     lowpointtarget6.y+=45/13;
                                     lowpointtarget6+=facing*.6;
                                     lowpointtarget7.y+=90/13;
-                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]);
                                     if(objects.friction[i]>.5)
                                         if(whichhit!=-1){
-                                            if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
+                                            if(whichhit!=-1&&player[k].animTarget!=jumpupanim&&player[k].animTarget!=jumpdownanim)
                                                 player[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.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1&&
                                                             objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
+                                                                &colpoint,&objects.position[i],&objects.yaw[i])!=-1)
                                                         for(int j=0;j<45;j++){
                                                             lowpoint=player[k].coords;
                                                             lowpoint.y+=(float)j/13;
                                                             lowpointtarget=lowpoint+facing*1.4;
                                                             if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
-                                                                        &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
-                                                                if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
+                                                                        &colpoint2,&objects.position[i],&objects.yaw[i])==-1){
+                                                                if(j<=6||j<=25&&player[k].animTarget==jumpdownanim)
                                                                     break;
-                                                                if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
-                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
+                                                                if(player[k].animTarget==jumpupanim||player[k].animTarget==jumpdownanim){
+                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0);
                                                                     lowpoint=player[k].coords;
                                                                     lowpoint.y+=(float)j/13;
                                                                     lowpointtarget=lowpoint+facing*1.3;
                                                                     flatfacing=player[k].coords;
-                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
+                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0)*.01;
                                                                     player[k].coords.y=lowpointtarget.y-.07;
                                                                     player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
 
                                                                     if(j>10||!player[k].isRun()){
-                                                                        if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
+                                                                        if(player[k].animTarget==jumpdownanim||player[k].animTarget==jumpupanim){
                                                                             if(k==0)
                                                                                 pause_sound(whooshsound);
                                                                         }
                                                                         emit_sound_at(jumpsound, player[k].coords, 128.);
 
-                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0);
+                                                                        player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI;
                                                                         if(lowpointtarget.z<0)
-                                                                            player[k].rotation=180-player[k].rotation;
-                                                                        player[k].targetrotation=player[k].rotation;
-                                                                        player[k].lowrotation=player[k].rotation;
+                                                                            player[k].yaw=180-player[k].yaw;
+                                                                        player[k].targetyaw=player[k].yaw;
+                                                                        player[k].lowyaw=player[k].yaw;
 
                                                                         //player[k].velocity=lowpointtarget*.03;
                                                                         player[k].velocity=0;
 
                                                                         //climb ledge (?)
-                                                                        if(player[k].targetanimation==jumpupanim){
-                                                                            player[k].targetanimation=climbanim;
+                                                                        if(player[k].animTarget==jumpupanim){
+                                                                            player[k].animTarget=climbanim;
                                                                             player[k].jumppower=0;
                                                                             player[k].jumpclimb=1;
                                                                         }
                                                                         player[k].transspeed=6;
                                                                         player[k].target=0;
-                                                                        player[k].targetframe=1;
+                                                                        player[k].frameTarget=1;
                                                                         //hang ledge (?)
                                                                         if(j>25){
-                                                                            setAnimation(k,hanganim);
+                                                                            player[k].setAnimation(hanganim);
                                                                             player[k].jumppower=0;
                                                                         }
                                                                     }
@@ -4193,22 +3745,22 @@ void Game::doAerialAcrobatics(){
             if(player[k].collide<=0){
                 //in the air
                 if(!player[k].onterrain&&
-                        player[k].targetanimation!=jumpupanim&&
-                        player[k].targetanimation!=jumpdownanim&&
-                        player[k].targetanimation!=climbanim&&
-                        player[k].targetanimation!=hanganim&&
+                        player[k].animTarget!=jumpupanim&&
+                        player[k].animTarget!=jumpdownanim&&
+                        player[k].animTarget!=climbanim&&
+                        player[k].animTarget!=hanganim&&
                         !player[k].isWallJump()&&
                         !player[k].isFlip()){
-                    if(player[k].currentanimation!=climbanim&&
-                            player[k].currentanimation!=tempanim&&
-                            player[k].targetanimation!=backhandspringanim&&
-                            (player[k].targetanimation!=rollanim||
-                             player[k].targetframe<2||
-                             player[k].targetframe>6)){
+                    if(player[k].animCurrent!=climbanim&&
+                            player[k].animCurrent!=tempanim&&
+                            player[k].animTarget!=backhandspringanim&&
+                            (player[k].animTarget!=rollanim||
+                             player[k].frameTarget<2||
+                             player[k].frameTarget>6)){
                         //stagger off ledge (?)
-                        if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
+                        if(player[k].animTarget==staggerbackhighanim||player[k].animTarget==staggerbackhardanim)
                             player[k].RagDoll(0);
-                        setAnimation(k,jumpdownanim);
+                        player[k].setAnimation(jumpdownanim);
 
                         if(!k)
                           emit_sound_at(whooshsound, player[k].coords, 128.);
@@ -4222,7 +3774,7 @@ void Game::doAerialAcrobatics(){
     }
 }
 
-void Game::doAttacks(){
+void doAttacks(){
     static XYZ relative;
     static int randattack;
     static bool playerrealattackkeydown=0;
@@ -4248,10 +3800,10 @@ void Game::doAttacks(){
             !oldattackkey&&
             !player[0].backkeydown){
         for(int k=0;k<numplayers;k++){
-            if((player[k].targetanimation==swordslashanim||
-                        player[k].targetanimation==staffhitanim||
-                        player[k].targetanimation==staffspinhitanim)&&
-                    player[0].currentanimation!=dodgebackanim&&
+            if((player[k].animTarget==swordslashanim||
+                        player[k].animTarget==staffhitanim||
+                        player[k].animTarget==staffspinhitanim)&&
+                    player[0].animCurrent!=dodgebackanim&&
                     !player[k].skeleton.free)
                 player[k].Reverse();
         }
@@ -4261,232 +3813,232 @@ void Game::doAttacks(){
 
     for(int k=0;k<numplayers;k++){
         if(indialogue!=-1)player[k].attackkeydown=0;
-        if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
+        if(player[k].animTarget!=rabbitrunninganim&&player[k].animTarget!=wolfrunninganim){
             if(player[k].aitype!=playercontrolled)
                 player[k].victim=&player[0];
             //attack key pressed
             if(player[k].attackkeydown){
                 //dodge backward
                 if(player[k].backkeydown&&
-                        player[k].targetanimation!=backhandspringanim&&
+                        player[k].animTarget!=backhandspringanim&&
                         (player[k].isIdle()||
                          player[k].isStop()||
                          player[k].isRun()||
-                         player[k].targetanimation==walkanim)){
+                         player[k].animTarget==walkanim)){
                     if(player[k].jumppower<=1){
                         player[k].jumppower-=2;
                     }else{
                         for(int i=0;i<numplayers;i++){
                             if(i==k)continue;
-                            if(player[i].targetanimation==swordslashanim||
-                                    player[i].targetanimation==knifeslashstartanim||
-                                    player[i].targetanimation==staffhitanim||
-                                    player[i].targetanimation==staffspinhitanim)
-                                if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
-                                    setAnimation(k,dodgebackanim);
-                                    player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                            if(player[i].animTarget==swordslashanim||
+                                    player[i].animTarget==knifeslashstartanim||
+                                    player[i].animTarget==staffhitanim||
+                                    player[i].animTarget==staffspinhitanim)
+                                if(distsq(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
+                                    player[k].setAnimation(dodgebackanim);
+                                    player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
                                     player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                 }
                         }
-                        if(player[k].targetanimation!=dodgebackanim){
+                        if(player[k].animTarget!=dodgebackanim){
                             if(k==0)numflipped++;
-                            setAnimation(k,backhandspringanim);
-                            player[k].targetrotation=-rotation+180;
+                            player[k].setAnimation(backhandspringanim);
+                            player[k].targetyaw=-yaw+180;
                             if(player[k].leftkeydown)
-                                player[k].targetrotation-=45;
+                                player[k].targetyaw-=45;
                             if(player[k].rightkeydown)
-                                player[k].targetrotation+=45;
-                            player[k].rotation=player[k].targetrotation;
+                                player[k].targetyaw+=45;
+                            player[k].yaw=player[k].targetyaw;
                             player[k].jumppower-=2;
                         }
                     }
                 }
                 //attack
-                if(!animation[player[k].targetanimation].attack&&
+                if(!animation[player[k].animTarget].attack&&
                         !player[k].backkeydown&&
                         (player[k].isIdle()||
                          player[k].isRun()||
-                         player[k].targetanimation==walkanim||
-                         player[k].targetanimation==sneakanim||
+                         player[k].animTarget==walkanim||
+                         player[k].animTarget==sneakanim||
                          player[k].isCrouch())){
-                    const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
+                    const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
                     //normal attacks (?)
                     player[k].hasvictim=0;
                     if(numplayers>1)
                         for(int i=0;i<numplayers;i++){
                             if(i==k||!(k==0||i==0))continue;
                             if(!player[k].hasvictim)
-                                if(animation[player[k].targetanimation].attack!=reversal){
+                                if(animation[player[k].animTarget].attack!=reversal){
                                     //choose an attack
-                                    const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+                                    const float distance=distsq(&player[k].coords,&player[i].coords);
                                     if(distance<4.5&&
                                             !player[i].skeleton.free&&
                                             player[i].howactive<typedead1&&
-                                            player[i].targetanimation!=jumpreversedanim&&
-                                            player[i].targetanimation!=rabbitkickreversedanim&&
-                                            player[i].targetanimation!=rabbitkickanim&&
-                                            player[k].targetanimation!=rabbitkickanim&&
-                                            player[i].targetanimation!=getupfrombackanim&&
-                                            (player[i].targetanimation!=staggerbackhighanim&&
-                                             (player[i].targetanimation!=staggerbackhardanim||
-                                              animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
-                                            player[i].targetanimation!=jumpdownanim&&
-                                            player[i].targetanimation!=jumpupanim&&
-                                            player[i].targetanimation!=getupfromfrontanim){
+                                            player[i].animTarget!=jumpreversedanim&&
+                                            player[i].animTarget!=rabbitkickreversedanim&&
+                                            player[i].animTarget!=rabbitkickanim&&
+                                            player[k].animTarget!=rabbitkickanim&&
+                                            player[i].animTarget!=getupfrombackanim&&
+                                            (player[i].animTarget!=staggerbackhighanim&&
+                                             (player[i].animTarget!=staggerbackhardanim||
+                                              animation[staggerbackhardanim].label[player[i].frameTarget]==6))&&
+                                            player[i].animTarget!=jumpdownanim&&
+                                            player[i].animTarget!=jumpupanim&&
+                                            player[i].animTarget!=getupfromfrontanim){
                                         player[k].victim=&player[i];
                                         player[k].hasvictim=1;
                                         if(player[k].aitype==playercontrolled){ //human player
                                             //sweep
                                             if(distance<2.5*sq(player[k].scale*5)&&
                                                     player[k].crouchkeydown&&
-                                                    animation[player[i].targetanimation].height!=lowheight)
-                                                player[k].targetanimation=sweepanim;
+                                                    animation[player[i].animTarget].height!=lowheight)
+                                                player[k].animTarget=sweepanim;
                                             //winduppunch
                                             else if(distance<1.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].forwardkeydown&&
                                                     !player[k].leftkeydown&&
                                                     !player[k].rightkeydown&&
                                                     !player[k].crouchkeydown&&
                                                     !attackweapon&&
                                                     !reversaltrain)
-                                                player[k].targetanimation=winduppunchanim;
+                                                player[k].animTarget=winduppunchanim;
                                             //upunch
                                             else if(distance<2.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].forwardkeydown&&
                                                     !player[k].leftkeydown&&
                                                     !player[k].rightkeydown&&
                                                     !player[k].crouchkeydown&&
                                                     !attackweapon)
-                                                player[k].targetanimation=upunchanim;
+                                                player[k].animTarget=upunchanim;
                                             //knifefollow
                                             else if(distance<2.5*sq(player[k].scale*5)&&
                                                     player[i].staggerdelay>0&&
                                                     attackweapon==knife&&
                                                     player[i].bloodloss>player[i].damagetolerance/2)
-                                                player[k].targetanimation=knifefollowanim;
+                                                player[k].animTarget=knifefollowanim;
                                             //knifeslashstart
                                             else if(distance<2.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].forwardkeydown&&
                                                     !player[k].leftkeydown&&
                                                     !player[k].rightkeydown&&
                                                     !player[k].crouchkeydown&&
                                                     attackweapon==knife&&
                                                     player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=knifeslashstartanim;
+                                                player[k].animTarget=knifeslashstartanim;
                                             //swordslash
                                             else if(distance<4.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].crouchkeydown&&
                                                     attackweapon==sword&&
                                                     player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=swordslashanim;
+                                                player[k].animTarget=swordslashanim;
                                             //staffhit
                                             else if(distance<4.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].crouchkeydown&&
                                                     attackweapon==staff&&
                                                     player[k].weaponmissdelay<=0&&
                                                     !player[k].leftkeydown&&
                                                     !player[k].rightkeydown&&
                                                     !player[k].forwardkeydown)
-                                                player[k].targetanimation=staffhitanim;
+                                                player[k].animTarget=staffhitanim;
                                             //staffspinhit
                                             else if(distance<4.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    animation[player[i].animTarget].height!=lowheight&&
                                                     !player[k].crouchkeydown&&
                                                     attackweapon==staff&&
                                                     player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=staffspinhitanim;
+                                                player[k].animTarget=staffspinhitanim;
                                             //spinkick
                                             else if(distance<2.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight)
-                                                player[k].targetanimation=spinkickanim;
+                                                    animation[player[i].animTarget].height!=lowheight)
+                                                player[k].animTarget=spinkickanim;
                                             //lowkick
                                             else if(distance<2.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height==lowheight&&
-                                                    animation[player[k].targetanimation].attack!=normalattack)
-                                                player[k].targetanimation=lowkickanim;
+                                                    animation[player[i].animTarget].height==lowheight&&
+                                                    animation[player[k].animTarget].attack!=normalattack)
+                                                player[k].animTarget=lowkickanim;
                                         } else { //AI player
                                             if(distance<4.5*sq(player[k].scale*5)){
                                                 randattack=abs(Random()%5);
                                                 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
                                                     //sweep
-                                                    if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=sweepanim;
+                                                    if(randattack==0&&animation[player[i].animTarget].height!=lowheight)
+                                                        player[k].animTarget=sweepanim;
                                                     //upunch
-                                                    else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
+                                                    else if(randattack==1&&animation[player[i].animTarget].height!=lowheight&&
                                                             !attackweapon)
-                                                        player[k].targetanimation=upunchanim;
+                                                        player[k].animTarget=upunchanim;
                                                     //spinkick
-                                                    else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=spinkickanim;
+                                                    else if(randattack==2&&animation[player[i].animTarget].height!=lowheight)
+                                                        player[k].animTarget=spinkickanim;
                                                     //lowkick
-                                                    else if(animation[player[i].targetanimation].height==lowheight)
-                                                        player[k].targetanimation=lowkickanim;
+                                                    else if(animation[player[i].animTarget].height==lowheight)
+                                                        player[k].animTarget=lowkickanim;
                                                 }
                                                 if(attackweapon){
                                                     //sweep
                                                     if((tutoriallevel!=1||!attackweapon)&&
                                                             distance<2.5*sq(player[k].scale*5)&&
                                                             randattack==0&&
-                                                            animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=sweepanim;
+                                                            animation[player[i].animTarget].height!=lowheight)
+                                                        player[k].animTarget=sweepanim;
                                                     //knifeslashstart
                                                     else if(distance<2.5*sq(player[k].scale*5)&&
                                                             attackweapon==knife&&
                                                             player[k].weaponmissdelay<=0)
-                                                        player[k].targetanimation=knifeslashstartanim;
+                                                        player[k].animTarget=knifeslashstartanim;
                                                     //swordslash
                                                     else if(!(player[0].victim==&player[i]&&
                                                                 player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
+                                                                player[0].animTarget==swordslashanim)&&
                                                             attackweapon==sword&&
                                                             player[k].weaponmissdelay<=0)
-                                                        player[k].targetanimation=swordslashanim;
+                                                        player[k].animTarget=swordslashanim;
                                                     //staffhit
                                                     else if(!(player[0].victim==&player[i]&&
                                                                 player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
+                                                                player[0].animTarget==swordslashanim)&&
                                                             attackweapon==staff&&
                                                             player[k].weaponmissdelay<=0&&
                                                             randattack<3)
-                                                        player[k].targetanimation=staffhitanim;
+                                                        player[k].animTarget=staffhitanim;
                                                     //staffspinhit
                                                     else if(!(player[0].victim==&player[i]&&
                                                                 player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
+                                                                player[0].animTarget==swordslashanim)&&
                                                             attackweapon==staff&&
                                                             player[k].weaponmissdelay<=0&&
                                                             randattack>=3)
-                                                        player[k].targetanimation=staffspinhitanim;
+                                                        player[k].animTarget=staffspinhitanim;
                                                     //spinkick
                                                     else if((tutoriallevel!=1||!attackweapon)&&
                                                             distance<2.5*sq(player[k].scale*5)&&
                                                             randattack==1&&
-                                                            animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=spinkickanim;
+                                                            animation[player[i].animTarget].height!=lowheight)
+                                                        player[k].animTarget=spinkickanim;
                                                     //lowkick
                                                     else if(distance<2.5*sq(player[k].scale*5)&&
-                                                            animation[player[i].targetanimation].height==lowheight&&
-                                                            animation[player[k].targetanimation].attack!=normalattack)
-                                                        player[k].targetanimation=lowkickanim;
+                                                            animation[player[i].animTarget].height==lowheight&&
+                                                            animation[player[k].animTarget].attack!=normalattack)
+                                                        player[k].animTarget=lowkickanim;
                                                 }
                                             }
                                         }
                                         //upunch becomes wolfslap
-                                        if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
-                                            player[k].targetanimation=wolfslapanim;
+                                        if(player[k].animTarget==upunchanim&&player[k].creature==wolftype)
+                                            player[k].animTarget=wolfslapanim;
                                     }
                                     //sneak attacks
                                     if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
                                             player[i].howactive<typedead1&&
                                             distance<1.5*sq(player[k].scale*5)&&
                                             !player[i].skeleton.free&&
-                                            player[i].targetanimation!=getupfrombackanim&&
-                                            player[i].targetanimation!=getupfromfrontanim&&
+                                            player[i].animTarget!=getupfrombackanim&&
+                                            player[i].animTarget!=getupfromfrontanim&&
                                             (player[i].stunned>0&&player[k].madskills||
                                              player[i].surprised>0||
                                              player[i].aitype==passivetype||
@@ -4494,28 +4046,28 @@ void Game::doAttacks(){
                                             normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
                                         //sneakattack
                                         if(!attackweapon){
-                                            player[k].currentanimation=sneakattackanim;
-                                            player[k].targetanimation=sneakattackanim;
-                                            player[i].currentanimation=sneakattackedanim;
-                                            player[i].targetanimation=sneakattackedanim;
+                                            player[k].animCurrent=sneakattackanim;
+                                            player[k].animTarget=sneakattackanim;
+                                            player[i].animCurrent=sneakattackedanim;
+                                            player[i].animTarget=sneakattackedanim;
                                             player[k].oldcoords=player[k].coords;
                                             player[k].coords=player[i].coords;
                                         }
                                         //knifesneakattack
                                         if(attackweapon==knife){
-                                            player[k].currentanimation=knifesneakattackanim;
-                                            player[k].targetanimation=knifesneakattackanim;
-                                            player[i].currentanimation=knifesneakattackedanim;
-                                            player[i].targetanimation=knifesneakattackedanim;
+                                            player[k].animCurrent=knifesneakattackanim;
+                                            player[k].animTarget=knifesneakattackanim;
+                                            player[i].animCurrent=knifesneakattackedanim;
+                                            player[i].animTarget=knifesneakattackedanim;
                                             player[i].oldcoords=player[i].coords;
                                             player[i].coords=player[k].coords;
                                         }
                                         //swordsneakattack
                                         if(attackweapon==sword){
-                                            player[k].currentanimation=swordsneakattackanim;
-                                            player[k].targetanimation=swordsneakattackanim;
-                                            player[i].currentanimation=swordsneakattackedanim;
-                                            player[i].targetanimation=swordsneakattackedanim;
+                                            player[k].animCurrent=swordsneakattackanim;
+                                            player[k].animTarget=swordsneakattackanim;
+                                            player[i].animCurrent=swordsneakattackedanim;
+                                            player[i].animTarget=swordsneakattackedanim;
                                             player[i].oldcoords=player[i].coords;
                                             player[i].coords=player[k].coords;
                                         }
@@ -4523,61 +4075,61 @@ void Game::doAttacks(){
                                             player[k].victim=&player[i];
                                             player[k].hasvictim=1;
                                             player[i].targettilt2=0;
-                                            player[i].targetframe=1;
-                                            player[i].currentframe=0;
+                                            player[i].frameTarget=1;
+                                            player[i].frameCurrent=0;
                                             player[i].target=0;
                                             player[i].velocity=0;
                                             player[k].targettilt2=player[i].targettilt2;
-                                            player[k].currentframe=player[i].currentframe;
-                                            player[k].targetframe=player[i].targetframe;
+                                            player[k].frameCurrent=player[i].frameCurrent;
+                                            player[k].frameTarget=player[i].frameTarget;
                                             player[k].target=player[i].target;
                                             player[k].velocity=0;
-                                            player[k].targetrotation=player[i].rotation;
-                                            player[k].rotation=player[i].rotation;
-                                            player[i].targetrotation=player[i].rotation;
+                                            player[k].targetyaw=player[i].yaw;
+                                            player[k].yaw=player[i].yaw;
+                                            player[i].targetyaw=player[i].yaw;
                                         }
                                     }
-                                    if(animation[player[k].targetanimation].attack==normalattack&&
+                                    if(animation[player[k].animTarget].attack==normalattack&&
                                             player[k].victim==&player[i]&&
                                             (!player[i].skeleton.free)){
                                         oldattackkey=1;
-                                        player[k].targetframe=0;
+                                        player[k].frameTarget=0;
                                         player[k].target=0;
 
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                         player[k].lastattack3=player[k].lastattack2;
                                         player[k].lastattack2=player[k].lastattack;
-                                        player[k].lastattack=player[k].targetanimation;
+                                        player[k].lastattack=player[k].animTarget;
                                     }
-                                    if(player[k].targetanimation==knifefollowanim&&
+                                    if(player[k].animTarget==knifefollowanim&&
                                             player[k].victim==&player[i]){
                                         oldattackkey=1;
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                         player[k].victim=&player[i];
                                         player[k].hasvictim=1;
-                                        player[i].targetanimation=knifefollowedanim;
-                                        player[i].currentanimation=knifefollowedanim;
+                                        player[i].animTarget=knifefollowedanim;
+                                        player[i].animCurrent=knifefollowedanim;
                                         player[i].targettilt2=0;
                                         player[i].targettilt2=player[k].targettilt2;
-                                        player[i].targetframe=1;
-                                        player[i].currentframe=0;
+                                        player[i].frameTarget=1;
+                                        player[i].frameCurrent=0;
                                         player[i].target=0;
                                         player[i].velocity=0;
-                                        player[k].currentanimation=knifefollowanim;
-                                        player[k].targetanimation=knifefollowanim;
+                                        player[k].animCurrent=knifefollowanim;
+                                        player[k].animTarget=knifefollowanim;
                                         player[k].targettilt2=player[i].targettilt2;
-                                        player[k].currentframe=player[i].currentframe;
-                                        player[k].targetframe=player[i].targetframe;
+                                        player[k].frameCurrent=player[i].frameCurrent;
+                                        player[k].frameTarget=player[i].frameTarget;
                                         player[k].target=player[i].target;
                                         player[k].velocity=0;
                                         player[k].oldcoords=player[k].coords;
                                         player[i].coords=player[k].coords;
-                                        player[i].targetrotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
-                                        player[k].rotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
+                                        player[i].targetyaw=player[k].targetyaw;
+                                        player[i].yaw=player[k].targetyaw;
+                                        player[k].yaw=player[k].targetyaw;
+                                        player[i].yaw=player[k].targetyaw;
                                     }
                                 }
                         }
@@ -4586,8 +4138,8 @@ void Game::doAttacks(){
                         for(int i=0;i<numplayers;i++){
                             if(i==k)continue;
                             if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
-                                    animation[player[k].targetanimation].attack==neutral){
-                                const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+                                    animation[player[k].animTarget].attack==neutral){
+                                const float distance=distsq(&player[k].coords,&player[i].coords);
                                 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
                                     if(player[i].skeleton.free)
                                         if(distance<3.5*sq(player[k].scale*5)&&
@@ -4605,22 +4157,22 @@ void Game::doAttacks(){
                                             if(attackweapon&&tutoriallevel!=1){
                                                 //crouchstab
                                                 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
-                                                    player[k].targetanimation=crouchstabanim;
+                                                    player[k].animTarget=crouchstabanim;
                                                 //swordgroundstab
                                                 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
-                                                    player[k].targetanimation=swordgroundstabanim;
+                                                    player[k].animTarget=swordgroundstabanim;
                                                 //staffgroundsmash
                                                 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
-                                                    player[k].targetanimation=staffgroundsmashanim;
+                                                    player[k].animTarget=staffgroundsmashanim;
                                             }
                                             if(distance<2.5&&
                                                     player[k].crouchkeydown&&
-                                                    player[k].targetanimation!=crouchstabanim&&
+                                                    player[k].animTarget!=crouchstabanim&&
                                                     !attackweapon&&
                                                     player[i].dead&&
                                                     player[i].skeleton.free&&
                                                     player[i].skeleton.longdead>1000){
-                                                player[k].targetanimation=killanim;
+                                                player[k].animTarget=killanim;
                                                 //TODO: refactor this out, what does it do?
                                                 for(int j=0;j<terrain.numdecals;j++){
                                                     if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
@@ -4646,7 +4198,7 @@ void Game::doAttacks(){
                                                          player[k].lastattack!=spinkickanim&&
                                                          player[i].skeleton.free)&&
                                                         (!player[i].dead||musictype!=stream_fighttheme)){
-                                                    player[k].targetanimation=dropkickanim;
+                                                    player[k].animTarget=dropkickanim;
                                                     for(int j=0;j<terrain.numdecals;j++){
                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
                                                                 terrain.decalalivetime[j]<2){
@@ -4665,42 +4217,42 @@ void Game::doAttacks(){
                                                     }
                                                 }
                                         }
-                                if(animation[player[k].targetanimation].attack==normalattack&&
+                                if(animation[player[k].animTarget].attack==normalattack&&
                                         player[k].victim==&player[i]&&
                                         (!player[i].skeleton.free||
-                                         player[k].targetanimation==killanim||
-                                         player[k].targetanimation==crouchstabanim||
-                                         player[k].targetanimation==swordgroundstabanim||
-                                         player[k].targetanimation==staffgroundsmashanim||
-                                         player[k].targetanimation==dropkickanim)){
+                                         player[k].animTarget==killanim||
+                                         player[k].animTarget==crouchstabanim||
+                                         player[k].animTarget==swordgroundstabanim||
+                                         player[k].animTarget==staffgroundsmashanim||
+                                         player[k].animTarget==dropkickanim)){
                                     oldattackkey=1;
-                                    player[k].targetframe=0;
+                                    player[k].frameTarget=0;
                                     player[k].target=0;
 
                                     XYZ targetpoint=player[i].coords;
-                                    if(player[k].targetanimation==crouchstabanim||
-                                            player[k].targetanimation==swordgroundstabanim||
-                                            player[k].targetanimation==staffgroundsmashanim){
-                                        targetpoint+=(playerJoint(i,abdomen).position+
-                                                 playerJoint(i,neck).position)/2*
+                                    if(player[k].animTarget==crouchstabanim||
+                                            player[k].animTarget==swordgroundstabanim||
+                                            player[k].animTarget==staffgroundsmashanim){
+                                        targetpoint+=(player[i].getJointFor(abdomen).position+
+                                                 player[i].getJointFor(neck).position)/2*
                                                 player[i].scale;
                                     }
-                                    player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
+                                    player[k].targetyaw=roughDirectionTo(player[k].coords,targetpoint);
                                     player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
 
-                                    if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+                                    if(player[k].animTarget==crouchstabanim||player[k].animTarget==swordgroundstabanim){
+                                        player[k].targetyaw+=(float)(abs(Random()%100)-50)/4;
                                     }
 
-                                    if(player[k].targetanimation==staffgroundsmashanim)
+                                    if(player[k].animTarget==staffgroundsmashanim)
                                         player[k].targettilt2+=10;
 
                                     player[k].lastattack3=player[k].lastattack2;
                                     player[k].lastattack2=player[k].lastattack;
-                                    player[k].lastattack=player[k].targetanimation;
+                                    player[k].lastattack=player[k].animTarget;
 
-                                    if(player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=30;
+                                    if(player[k].animTarget==swordgroundstabanim){
+                                        player[k].targetyaw+=30;
                                     }
                                 }
                             }
@@ -4711,8 +4263,8 @@ void Game::doAttacks(){
                             if(i==k||!(i==0||k==0))continue;
                             if(!player[i].skeleton.free){
                                 if(player[k].hasvictim){
-                                    if(findDistancefast(&player[k].coords,&player[i].coords)<
-                                       findDistancefast(&player[k].coords,&player[k].victim->coords))
+                                    if(distsq(&player[k].coords,&player[i].coords)<
+                                       distsq(&player[k].coords,&player[k].victim->coords))
                                         player[k].victim=&player[i];
                                 }else{
                                     player[k].victim=&player[i];
@@ -4727,21 +4279,21 @@ void Game::doAttacks(){
                                 player[k].isRun()&&
                                 player[k].wasRun()&&
                                 ((player[k].hasvictim&&
-                                  findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
-                                  findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
+                                  distsq(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
+                                  distsq(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
                                   !player[k].victim->skeleton.free&&
-                                  player[k].victim->targetanimation!=getupfrombackanim&&
-                                  player[k].victim->targetanimation!=getupfromfrontanim&&
-                                  animation[player[k].victim->targetanimation].height!=lowheight&&
+                                  player[k].victim->animTarget!=getupfrombackanim&&
+                                  player[k].victim->animTarget!=getupfromfrontanim&&
+                                  animation[player[k].victim->animTarget].height!=lowheight&&
                                   player[k].aitype!=playercontrolled&& //wat???
                                   normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
                                   player[k].rabbitkickenabled)||
                                  player[k].jumpkeydown)){
                             oldattackkey=1;
-                            setAnimation(k,rabbitkickanim);
+                            player[k].setAnimation(rabbitkickanim);
                         }
                     //update counts
-                    if(animation[player[k].targetanimation].attack&&k==0){
+                    if(animation[player[k].animTarget].attack&&k==0){
                         numattacks++;
                         switch(attackweapon){
                             case 0: numunarmedattack++; break;
@@ -4756,21 +4308,21 @@ void Game::doAttacks(){
     }
 }
 
-void Game::doPlayerCollisions(){
+void doPlayerCollisions(){
        static XYZ rotatetarget;
     static float collisionradius;
     if(numplayers>1)
         for(int k=0;k<numplayers;k++)
             for(int i=k+1;i<numplayers;i++){
                 //neither player is part of a reversal
-                if((animation[player[i].targetanimation].attack!=reversed&&
-                            animation[player[i].targetanimation].attack!=reversal&&
-                            animation[player[k].targetanimation].attack!=reversed&&
-                            animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
-                if((animation[player[i].currentanimation].attack!=reversed&&
-                            animation[player[i].currentanimation].attack!=reversal&&
-                            animation[player[k].currentanimation].attack!=reversed&&
-                            animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
+                if((animation[player[i].animTarget].attack!=reversed&&
+                            animation[player[i].animTarget].attack!=reversal&&
+                            animation[player[k].animTarget].attack!=reversed&&
+                            animation[player[k].animTarget].attack!=reversal)||(i!=0&&k!=0))
+                if((animation[player[i].animCurrent].attack!=reversed&&
+                            animation[player[i].animCurrent].attack!=reversal&&
+                            animation[player[k].animCurrent].attack!=reversed&&
+                            animation[player[k].animCurrent].attack!=reversal)||(i!=0&&k!=0))
                 //neither is sleeping
                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
                 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
@@ -4779,10 +4331,10 @@ void Game::doPlayerCollisions(){
                         player[i].whichpatchz==player[k].whichpatchz&&
                         player[k].skeleton.oldfree==player[k].skeleton.free&&
                         player[i].skeleton.oldfree==player[i].skeleton.free&&
-                        player[i].targetanimation!=climbanim&&
-                        player[i].targetanimation!=hanganim&&
-                        player[k].targetanimation!=climbanim&&
-                        player[k].targetanimation!=hanganim)
+                        player[i].animTarget!=climbanim&&
+                        player[i].animTarget!=hanganim&&
+                        player[k].animTarget!=climbanim&&
+                        player[k].animTarget!=hanganim)
                 //players are close (bounding box test)
                 if(player[i].coords.y>player[k].coords.y-3)
                 if(player[i].coords.y<player[k].coords.y+3)
@@ -4791,7 +4343,7 @@ void Game::doPlayerCollisions(){
                 if(player[i].coords.z>player[k].coords.z-3)
                 if(player[i].coords.z<player[k].coords.z+3){
                     //spread fire from player to player
-                    if(findDistancefast(&player[i].coords,&player[k].coords)
+                    if(distsq(&player[i].coords,&player[k].coords)
                             <3*sq((player[i].scale+player[k].scale)*2.5)){
                         if(player[i].onfire||player[k].onfire){
                             if(!player[i].onfire)player[i].CatchFire();
@@ -4802,20 +4354,20 @@ void Game::doPlayerCollisions(){
                     XYZ tempcoords1=player[i].coords;
                     XYZ tempcoords2=player[k].coords;
                     if(!player[i].skeleton.oldfree)
-                        tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
+                        tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
                     if(!player[k].skeleton.oldfree)
-                        tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+                        tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale;
                     collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
                     if(player[0].hasvictim)
-                        if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
+                        if(player[0].animTarget==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
                             collisionradius=3;
                     if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
-                            (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
-                             findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
+                            (distsq(&tempcoords1,&tempcoords2)<collisionradius||
+                             distsq(&player[i].coords,&player[k].coords)<collisionradius)){
                         //jump down on a dead body
                         if(k==0||i==0){
                             int l=i?i:k;
-                            if(player[0].targetanimation==jumpdownanim&&
+                            if(player[0].animTarget==jumpdownanim&&
                                     !player[0].skeleton.oldfree&&
                                     !player[0].skeleton.free&&
                                     player[l].skeleton.oldfree&&
@@ -4823,11 +4375,11 @@ void Game::doPlayerCollisions(){
                                     player[l].dead&&
                                     player[0].lastcollide<=0&&
                                     fabs(player[l].coords.y-player[0].coords.y)<.2&&
-                                    findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
+                                    distsq(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
                                 player[0].coords.y=player[l].coords.y;
                                 player[l].velocity=player[0].velocity;
                                 player[l].skeleton.free=0;
-                                player[l].rotation=0;
+                                player[l].yaw=0;
                                 player[l].RagDoll(0);
                                 player[l].DoDamage(20);
                                 camerashake+=.3;
@@ -4840,24 +4392,24 @@ void Game::doPlayerCollisions(){
                                 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
                                 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
                             rotatetarget=player[k].velocity-player[i].velocity;
-                            if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
+                            if((player[i].animTarget!=getupfrombackanim&&player[i].animTarget!=getupfromfrontanim||
                                         player[i].skeleton.free)&&
-                                    (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
+                                    (player[k].animTarget!=getupfrombackanim&&player[k].animTarget!=getupfromfrontanim||
                                      player[k].skeleton.free))
                                 if((((k!=0&&findLengthfast(&rotatetarget)>150||
                                                     k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
                                                 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
                                             (k==0||
-                                             k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
-                                         /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
-                                        (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
-                                        (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
+                                             k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].animCurrent].attack==neutral||
+                                         /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].animCurrent].attack==neutral))||
+                                        (player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip())&&
+                                        (player[k].animTarget==jumpupanim||player[k].animTarget==jumpdownanim||player[k].isFlip())&&
                                         k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
                                     //If hit by body
                                     if(     (i!=0||player[i].skeleton.free)&&
                                             (k!=0||player[k].skeleton.free)||
-                                            (animation[player[i].targetanimation].height==highheight&&
-                                             animation[player[k].targetanimation].height==highheight)){
+                                            (animation[player[i].animTarget].height==highheight&&
+                                             animation[player[k].animTarget].height==highheight)){
                                         if(tutoriallevel!=1){
                                             emit_sound_at(heavyimpactsound, player[i].coords);
                                         }
@@ -4882,13 +4434,13 @@ void Game::doPlayerCollisions(){
 
                                     }
                                 }
-                            if(     (animation[player[i].targetanimation].attack==neutral||
-                                     animation[player[i].targetanimation].attack==normalattack)&&
-                                    (animation[player[k].targetanimation].attack==neutral||
-                                     animation[player[k].targetanimation].attack==normalattack)){
+                            if(     (animation[player[i].animTarget].attack==neutral||
+                                     animation[player[i].animTarget].attack==normalattack)&&
+                                    (animation[player[k].animTarget].attack==neutral||
+                                     animation[player[k].animTarget].attack==normalattack)){
                                 //If bumped
                                 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
-                                    if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
+                                    if(distsq(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
                                         rotatetarget=player[k].coords-player[i].coords;
                                         Normalise(&rotatetarget);
                                         player[k].coords=(player[k].coords+player[i].coords)/2;
@@ -4898,27 +4450,27 @@ void Game::doPlayerCollisions(){
                                         if(player[k].howactive==typeactive||hostile)
                                             if(player[k].isIdle()){
                                                 if(player[k].howactive<typesleeping)
-                                                    setAnimation(k,player[k].getStop());
+                                                    player[k].setAnimation(player[k].getStop());
                                                 else if(player[k].howactive==typesleeping)
-                                                    setAnimation(k,getupfromfrontanim);
+                                                    player[k].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[k].howactive=typeactive;
                                             }
                                         if(player[i].howactive==typeactive||hostile)
                                             if(player[i].isIdle()){
                                                 if(player[i].howactive<typesleeping)
-                                                    setAnimation(i,player[k].getStop());
+                                                    player[i].setAnimation(player[k].getStop());
                                                 else
-                                                    setAnimation(i,getupfromfrontanim);
+                                                    player[i].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[i].howactive=typeactive;
                                             }
                                     }
                                     //jump down on player
                                     if(hostile){
-                                        if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
+                                        if(k==0&&i!=0&&player[k].animTarget==jumpdownanim&&
                                                 !player[i].isCrouch()&&
-                                                player[i].targetanimation!=rollanim&&
+                                                player[i].animTarget!=rollanim&&
                                                 !player[k].skeleton.oldfree&&!
                                                 player[k].skeleton.free&&
                                                 player[k].lastcollide<=0&&
@@ -4931,9 +4483,9 @@ void Game::doPlayerCollisions(){
                                             player[k].lastcollide=1;
                                             award_bonus(k, AboveBonus);
                                         }
-                                        if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
+                                        if(i==0&&k!=0&&player[i].animTarget==jumpdownanim&&
                                                 !player[k].isCrouch()&&
-                                                player[k].targetanimation!=rollanim&&
+                                                player[k].animTarget!=rollanim&&
                                                 !player[i].skeleton.oldfree&&
                                                 !player[i].skeleton.free&&
                                                 player[i].lastcollide<=0&&
@@ -4957,9 +4509,7 @@ void Game::doPlayerCollisions(){
             }
 }
 
-
-
-void Game::doAI(int i){
+void doAI(int i){
     static bool connected;
     if(player[i].aitype!=playercontrolled&&indialogue==-1){
         player[i].jumpclimb=0;
@@ -4968,7 +4518,7 @@ void Game::doAI(int i){
             player[i].stunned=1;
 
         player[i].pause=0;
-        if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
+        if(distsqflat(&player[0].coords,&player[i].coords)<30&&
                 player[0].coords.y>player[i].coords.y+2&&
                 !player[0].onterrain)
             player[i].pause=1;
@@ -4983,8 +4533,8 @@ void Game::doAI(int i){
                 closest=-1;
                 closestdistance=-1;
                 for(int j=0;j<numpathpoints;j++)
-                    if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
-                        closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
+                    if(closest==-1||distsq(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
+                        closestdistance=distsq(&player[i].finalfinaltarget,&pathpoint[j]);
                         closest=j;
                         player[i].finaltarget=pathpoint[j];
                     }
@@ -5013,8 +4563,8 @@ void Game::doAI(int i){
                 if(player[i].lastpathfindpoint==-1){
                     for(int j=0;j<numpathpoints;j++){
                         if(j!=player[i].lastpathfindpoint)
-                            if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
-                                closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
+                            if(closest==-1||(distsq(&player[i].coords,&pathpoint[j])<closestdistance)){
+                                closestdistance=distsq(&player[i].coords,&pathpoint[j]);
                                 closest=j;
                             }
                     }
@@ -5063,11 +4613,11 @@ void Game::doAI(int i){
             }
             player[i].losupdatedelay-=multiplier;
 
-            player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
-            player[i].lookrotation=player[i].targetrotation;
+            player[i].targetyaw=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
+            player[i].lookyaw=player[i].targetyaw;
 
             //reached target point
-            if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
+            if(distsqflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
@@ -5080,10 +4630,10 @@ void Game::doAI(int i){
                     player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
                 player[i].targetpathfindpoint=-1;
             }
-            if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
-                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
-                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
-                    player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+            if(     distsqflat(&player[i].coords,&player[i].finalfinaltarget)<
+                    distsqflat(&player[i].coords,&player[i].finaltarget)||
+                    distsqflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
+                    player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
                 player[i].aitype=passivetype;
             }
 
@@ -5095,10 +4645,10 @@ void Game::doAI(int i){
             player[i].attackkeydown=0;
             player[i].throwkeydown=0;
 
-            if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
-                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+            if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
+                player[i].targetyaw+=90*(player[i].whichdirection*2-1);
 
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+            if(player[i].collided<1||player[i].animTarget!=jumpupanim)
                 player[i].jumpkeydown=0;
             if((player[i].collided>.8&&player[i].jumppower>=5))
                 player[i].jumpkeydown=1;
@@ -5106,15 +4656,15 @@ void Game::doAI(int i){
             if((tutoriallevel!=1||cananger)&&
                     hostile&&
                     !player[0].dead&&
-                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
+                    distsq(&player[i].coords,&player[0].coords)<400&&
                     player[i].occluded<25){
-                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
-                        animation[player[0].targetanimation].height!=lowheight&&
+                if(distsq(&player[i].coords,&player[0].coords)<12&&
+                        animation[player[0].animTarget].height!=lowheight&&
                         !editorenabled&&
                         (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
                     player[i].aitype=attacktypecutoff;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
-                        animation[player[0].targetanimation].height==highheight&&
+                if(distsq(&player[i].coords,&player[0].coords)<30&&
+                        animation[player[0].animTarget].height==highheight&&
                         !editorenabled)
                     player[i].aitype=attacktypecutoff;
 
@@ -5122,16 +4672,16 @@ void Game::doAI(int i){
                     player[i].losupdatedelay=.2;
                     for(int j=0;j<numplayers;j++)
                         if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
-                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+                            if(abs(Random()%2)||animation[player[j].animTarget].height!=lowheight||j!=0)
+                                if(distsq(&player[i].coords,&player[j].coords)<400)
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
                                             if(!player[j].isWallJump()&&-1==checkcollide(
-                                                            DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
+                                                            DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)
                                                                 *player[i].scale+player[i].coords,
-                                                            DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+                                                            DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)
                                                                 *player[j].scale+player[j].coords)||
-                                                    (player[j].targetanimation==hanganim&&
+                                                    (player[j].animTarget==hanganim&&
                                                      normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
                                                 player[i].aitype=searchtype;
                                                 player[i].lastchecktime=12;
@@ -5160,11 +4710,11 @@ void Game::doAI(int i){
 
             if(player[i].aiupdatedelay<0){
                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
-                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
+                    player[i].lookyaw=player[i].targetyaw;
                     player[i].aiupdatedelay=.05;
 
-                    if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
+                    if(distsqflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
                         if(player[i].waypointtype[player[i].waypoint]==wppause)
                             player[i].pausetime=4;
                         player[i].waypoint++;
@@ -5187,22 +4737,22 @@ void Game::doAI(int i){
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                     if(!player[i].avoidsomething)
-                        player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                        player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                     else{
                         XYZ leftpos,rightpos;
                         float leftdist,rightdist;
                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                        leftdist = distsq(&leftpos, &player[i].avoidwhere);
+                        rightdist = distsq(&rightpos, &player[i].avoidwhere);
                         if(leftdist<rightdist)
-                            player[i].targetrotation+=90;
+                            player[i].targetyaw+=90;
                         else
-                            player[i].targetrotation-=90;
+                            player[i].targetyaw-=90;
                     }
                 }
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+            if(player[i].collided<1||player[i].animTarget!=jumpupanim)
                 player[i].jumpkeydown=0;
             if((player[i].collided>.8&&player[i].jumppower>=5))
                 player[i].jumpkeydown=1;
@@ -5214,14 +4764,14 @@ void Game::doAI(int i){
                     if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
                         for(int j=0;j<numenvsounds;j++){
                             float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
-                            if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
+                            if(vol>0&&distsq(&player[i].coords,&envsound[j])<
                                     2*(vol+vol*(player[i].creature==rabbittype)*3))
                                 player[i].aitype=attacktypecutoff;
                         }
 
                 if(player[i].aitype!=passivetype){
                     if(player[i].howactive==typesleeping)
-                        setAnimation(i,getupfromfrontanim);
+                        player[i].setAnimation(getupfromfrontanim);
                     player[i].howactive=typeactive;
                 }
             }
@@ -5229,13 +4779,13 @@ void Game::doAI(int i){
             if(player[i].howactive<typesleeping&&
                     ((tutoriallevel!=1||cananger)&&hostile)&&
                     !player[0].dead&&
-                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
+                    distsq(&player[i].coords,&player[0].coords)<400&&
                     player[i].occluded<25){
-                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
-                        animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
+                if(distsq(&player[i].coords,&player[0].coords)<12&&
+                        animation[player[0].animTarget].height!=lowheight&&!editorenabled)
                     player[i].aitype=attacktypecutoff;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
-                        animation[player[0].targetanimation].height==highheight&&!editorenabled)
+                if(distsq(&player[i].coords,&player[0].coords)<30&&
+                        animation[player[0].animTarget].height==highheight&&!editorenabled)
                     player[i].aitype=attacktypecutoff;
 
                 //wolf smell
@@ -5245,10 +4795,10 @@ void Game::doAI(int i){
                         if(j==0||(player[j].dead&&player[j].bloodloss>0)){
                             float smelldistance=50;
                             if(j==0&&player[j].num_weapons>0){
-                                if(weapons.bloody[player[j].weaponids[0]])
+                                if(weapons[player[j].weaponids[0]].bloody)
                                     smelldistance=100;
                                 if(player[j].num_weapons==2)
-                                    if(weapons.bloody[player[j].weaponids[1]])
+                                    if(weapons[player[j].weaponids[1]].bloody)
                                         smelldistance=100;
                             }
                             if(j!=0)
@@ -5256,7 +4806,7 @@ void Game::doAI(int i){
                             windsmell=windvector;
                             Normalise(&windsmell);
                             windsmell=windsmell*2+player[j].coords;
-                            if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
+                            if(distsq(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
                                 player[i].aitype=attacktypecutoff;
                         }
                     }
@@ -5266,19 +4816,19 @@ void Game::doAI(int i){
                     player[i].losupdatedelay=.2;
                     for(int j=0;j<numplayers;j++){
                         if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
-                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+                            if(abs(Random()%2)||animation[player[j].animTarget].height!=lowheight||j!=0)
+                                if(distsq(&player[i].coords,&player[j].coords)<400)
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if((-1==checkcollide(
-                                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                                        DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*
                                                             player[i].scale+player[i].coords,
-                                                        DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+                                                        DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)*
                                                             player[j].scale+player[j].coords)&&
                                                     !player[j].isWallJump())||
-                                                (player[j].targetanimation==hanganim&&
+                                                (player[j].animTarget==hanganim&&
                                                  normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
                                             player[i].lastseentime-=.2;
-                                            if(j==0&&animation[player[j].targetanimation].height==lowheight)
+                                            if(j==0&&animation[player[j].animTarget].height==lowheight)
                                                 player[i].lastseentime-=.4;
                                             else
                                                 player[i].lastseentime-=.6;
@@ -5327,8 +4877,8 @@ void Game::doAI(int i){
                         j=checkcollide(test2,test);
                     if(j==-1){
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
-                        player[i].targetrotation+=180;
+                        player[i].setAnimation(player[i].getStop());
+                        player[i].targetyaw+=180;
                         player[i].stunned=.5;
                         //player[i].aitype=passivetype;
                         player[i].aitype=pathfindtype;
@@ -5345,12 +4895,12 @@ void Game::doAI(int i){
             }
             //check out last seen location
             if(player[i].aiupdatedelay<0){
-                player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
-                player[i].lookrotation=player[i].targetrotation;
+                player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].lastseen);
+                player[i].lookyaw=player[i].targetyaw;
                 player[i].aiupdatedelay=.05;
                 player[i].forwardkeydown=1;
 
-                if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
+                if(distsqflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
                     player[i].forwardkeydown=0;
                     player[i].aiupdatedelay=1;
                     player[i].lastseen.x+=(float(Random()%100)-50)/25;
@@ -5366,27 +4916,27 @@ void Game::doAI(int i){
                 player[i].throwkeydown=0;
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                    if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    if(!player[i].avoidsomething)player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                     else{
                         XYZ leftpos,rightpos;
                         float leftdist,rightdist;
                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                        if(leftdist<rightdist)player[i].targetrotation+=90;
-                        else player[i].targetrotation-=90;
+                        leftdist = distsq(&leftpos, &player[i].avoidwhere);
+                        rightdist = distsq(&rightpos, &player[i].avoidwhere);
+                        if(leftdist<rightdist)player[i].targetyaw+=90;
+                        else player[i].targetyaw-=90;
                     }
                 }
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+            if(player[i].collided<1||player[i].animTarget!=jumpupanim)
                 player[i].jumpkeydown=0;
             if((player[i].collided>.8&&player[i].jumppower>=5))
                 player[i].jumpkeydown=1;
 
             if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
                 for(int k=0;k<numenvsounds;k++){
-                    if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
+                    if(distsq(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
                         player[i].aitype=attacktypecutoff;
                     }
                 }
@@ -5397,23 +4947,23 @@ void Game::doAI(int i){
                     player[i].occluded<2&&
                     ((tutoriallevel!=1||cananger)&&hostile)){
                 player[i].losupdatedelay=.2;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
+                if(distsq(&player[i].coords,&player[0].coords)<4&&animation[player[i].animTarget].height!=lowheight){
                     player[i].aitype=attacktypecutoff;
                     player[i].lastseentime=1;
                 }
-                if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
+                if(abs(Random()%2)||animation[player[i].animTarget].height!=lowheight)
                     //TODO: factor out canSeePlayer()
-                    if(findDistancefast(&player[i].coords,&player[0].coords)<400)
+                    if(distsq(&player[i].coords,&player[0].coords)<400)
                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
                             if((checkcollide(
-                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                        DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*
                                             player[i].scale+player[i].coords,
-                                        DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+                                        DoRotation(player[0].getJointFor(head).position,0,player[0].yaw,0)*
                                             player[0].scale+player[0].coords)==-1)||
-                                    (player[0].targetanimation==hanganim&&normaldotproduct(
+                                    (player[0].animTarget==hanganim&&normaldotproduct(
                                         player[0].facing,player[i].coords-player[0].coords)<0)){
                                     /* //TODO: changed j to 0 on a whim, make sure this is correct
-                                    (player[j].targetanimation==hanganim&&normaldotproduct(
+                                    (player[j].animTarget==hanganim&&normaldotproduct(
                                         player[j].facing,player[i].coords-player[j].coords)<0)
                                     */
                                 player[i].aitype=attacktypecutoff;
@@ -5439,25 +4989,25 @@ void Game::doAI(int i){
             player[i].runninghowlong=0;
 
         //get help from buddies
-        if(player[i].aitype==gethelptype){
+        if(player[i].aitype==gethelptype) {
             player[i].runninghowlong+=multiplier;
             player[i].aiupdatedelay-=multiplier;
 
-            if(player[i].aiupdatedelay<0||player[i].ally==0){
+            if(player[i].aiupdatedelay<0||player[i].ally==0) {
                 player[i].aiupdatedelay=.2;
 
                 //find closest ally
                 //TODO: factor out closest search somehow
-                if(!player[i].ally){
+                if(!player[i].ally) {
                     int closest=-1;
                     float closestdist=-1;
-                    for(int k=0;k<numplayers;k++){
+                    for(int k=0;k<numplayers;k++) {
                         if(k!=i&&k!=0&&!player[k].dead&&
                                 player[k].howactive<typedead1&&
                                 !player[k].skeleton.free&&
-                                player[k].aitype==passivetype){
-                            float distance=findDistancefast(&player[i].coords,&player[k].coords);
-                            if(closestdist==-1||distance<closestdist){
+                                player[k].aitype==passivetype) {
+                            float distance=distsq(&player[i].coords,&player[k].coords);
+                            if(closestdist==-1||distance<closestdist) {
                                 closestdist=distance;
                                 closest=k;
                             }
@@ -5477,8 +5027,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[player[i].ally].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
                 if(-1!=checkcollide(facing,flatfacing))
                     player[i].lastseentime-=.1;
 
@@ -5493,12 +5043,12 @@ void Game::doAI(int i){
 
                 //seek out ally
                 if(player[i].ally>0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
-                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].targetyaw=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
+                    player[i].lookyaw=player[i].targetyaw;
                     player[i].aiupdatedelay=.05;
                     player[i].forwardkeydown=1;
 
-                    if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
+                    if(distsqflat(&player[i].coords,&player[player[i].ally].coords)<3){
                         player[i].aitype=searchtype;
                         player[i].lastseentime=12;
                         player[player[i].ally].aitype=searchtype;
@@ -5511,18 +5061,18 @@ void Game::doAI(int i){
 
                     if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                         if(!player[i].avoidsomething)
-                            player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                            player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                         else{
                             XYZ leftpos,rightpos;
                             float leftdist,rightdist;
                             leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
                             rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                            leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                            rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                            leftdist = distsq(&leftpos, &player[i].avoidwhere);
+                            rightdist = distsq(&rightpos, &player[i].avoidwhere);
                             if(leftdist<rightdist)
-                                player[i].targetrotation+=90;
+                                player[i].targetyaw+=90;
                             else
-                                player[i].targetrotation-=90;
+                                player[i].targetyaw-=90;
                         }
                     }
                 }
@@ -5533,7 +5083,7 @@ void Game::doAI(int i){
                 player[i].crouchkeydown=0;
                 player[i].attackkeydown=0;
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+            if(player[i].collided<1||player[i].animTarget!=jumpupanim)
                 player[i].jumpkeydown=0;
             if(player[i].collided>.8&&player[i].jumppower>=5)
                 player[i].jumpkeydown=1;
@@ -5551,9 +5101,9 @@ void Game::doAI(int i){
                 if(player[i].ally<0){
                     int closest=-1;
                     float closestdist=-1;
-                    for(int k=0;k<weapons.numweapons;k++)
-                        if(weapons.owner[k]==-1){
-                            float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
+                    for(int k=0;k<weapons.size();k++)
+                        if(weapons[k].owner==-1){
+                            float distance=distsq(&player[i].coords,&weapons[k].position);
                             if(closestdist==-1||distance<closestdist){
                                 closestdist=distance;
                                 closest=k;
@@ -5575,32 +5125,32 @@ void Game::doAI(int i){
                     }
                 if(!player[0].dead)
                     if(player[i].ally>=0){
-                        if(weapons.owner[player[i].ally]!=-1||
-                                findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
+                        if(weapons[player[i].ally].owner!=-1||
+                                distsq(&player[i].coords,&weapons[player[i].ally].position)>16){
                             player[i].aitype=attacktypecutoff;
                             player[i].lastseentime=1;
                         }
                         //TODO: factor these out as moveToward()
-                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
-                        player[i].lookrotation=player[i].targetrotation;
+                        player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
+                        player[i].lookyaw=player[i].targetyaw;
                         player[i].aiupdatedelay=.05;
                         player[i].forwardkeydown=1;
 
 
                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
                             if(!player[i].avoidsomething)
-                                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                                player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                             else{
                                 XYZ leftpos,rightpos;
                                 float leftdist,rightdist;
                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                                leftdist = distsq(&leftpos, &player[i].avoidwhere);
+                                rightdist = distsq(&rightpos, &player[i].avoidwhere);
                                 if(leftdist<rightdist)
-                                    player[i].targetrotation+=90;
+                                    player[i].targetyaw+=90;
                                 else
-                                    player[i].targetrotation-=90;
+                                    player[i].targetyaw-=90;
                             }
                         }
                     }
@@ -5611,12 +5161,12 @@ void Game::doAI(int i){
                 player[i].attackkeydown=0;
                 player[i].throwkeydown=1;
                 player[i].crouchkeydown=0;
-                if(player[i].targetanimation!=crouchremoveknifeanim&&
-                        player[i].targetanimation!=removeknifeanim)
+                if(player[i].animTarget!=crouchremoveknifeanim&&
+                        player[i].animTarget!=removeknifeanim)
                     player[i].throwtogglekeydown=0;
                 player[i].drawkeydown=0;
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+            if(player[i].collided<1||player[i].animTarget!=jumpupanim)
                 player[i].jumpkeydown=0;
             if((player[i].collided>.8&&player[i].jumppower>=5))
                 player[i].jumpkeydown=1;
@@ -5626,8 +5176,8 @@ void Game::doAI(int i){
             player[i].aiupdatedelay-=multiplier;
             //dodge or reverse rabbit kicks, knife throws, flips
             if(player[i].damage<player[i].damagetolerance*2/3)
-                if((player[0].targetanimation==rabbitkickanim||
-                            player[0].targetanimation==knifethrowanim||
+                if((player[0].animTarget==rabbitkickanim||
+                            player[0].animTarget==knifethrowanim||
                             (player[0].isFlip()&&
                              normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
                         !player[0].skeleton.free&&
@@ -5635,18 +5185,18 @@ void Game::doAI(int i){
                     player[i].attackkeydown=0;
                     if(player[i].isIdle())
                         player[i].crouchkeydown=1;
-                    if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
-                        if(weapons.type[player[0].weaponids[0]]==knife){
+                    if(player[0].animTarget!=rabbitkickanim&&player[0].weaponactive!=-1){
+                        if(weapons[player[0].weaponids[0]].getType()==knife){
                             if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
                                 if(abs(Random()%2==0))
-                                    setAnimation(i,backhandspringanim);
+                                    player[i].setAnimation(backhandspringanim);
                                 else
-                                    setAnimation(i,rollanim);
-                                player[i].targetrotation+=90*(abs(Random()%2)*2-1);
+                                    player[i].setAnimation(rollanim);
+                                player[i].targetyaw+=90*(abs(Random()%2)*2-1);
                                 player[i].wentforweapon=0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
-                                setAnimation(i,flipanim);
+                            if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim)
+                                player[i].setAnimation(flipanim);
                         }
                     }
                     player[i].forwardkeydown=0;
@@ -5655,22 +5205,22 @@ void Game::doAI(int i){
             //get confused by flips
             if(player[0].isFlip()&&
                     !player[0].skeleton.free&&
-                    player[0].targetanimation!=walljumprightkickanim&&
-                    player[0].targetanimation!=walljumpleftkickanim){
-                if(findDistancefast(&player[0].coords,&player[i].coords)<25)
+                    player[0].animTarget!=walljumprightkickanim&&
+                    player[0].animTarget!=walljumpleftkickanim){
+                if(distsq(&player[0].coords,&player[i].coords)<25)
                     if((1-player[i].damage/player[i].damagetolerance)>.5)
                         player[i].stunned=1;
             }
             //go for weapon on the ground
             if(player[i].wentforweapon<3)
-                for(int k=0;k<weapons.numweapons;k++)
+                for(int k=0;k<weapons.size();k++)
                     if(player[i].creature!=wolftype)
                         if(player[i].num_weapons==0&&
-                                weapons.owner[k]==-1&&
-                                weapons.velocity[i].x==0&&
-                                weapons.velocity[i].z==0&&
-                                weapons.velocity[i].y==0){
-                            if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
+                                weapons[k].owner==-1&&
+                                weapons[i].velocity.x==0&&
+                                weapons[i].velocity.z==0&&
+                                weapons[i].velocity.y==0){
+                            if(distsq(&player[i].coords,&weapons[k].position)<16) {
                                 player[i].wentforweapon++;
                                 player[i].lastchecktime=6;
                                 player[i].aitype=getweapontype;
@@ -5679,10 +5229,10 @@ void Game::doAI(int i){
                         }
             //dodge/reverse walljump kicks
             if(player[i].damage<player[i].damagetolerance/2)
-                if(animation[player[i].targetanimation].height!=highheight)
+                if(animation[player[i].animTarget].height!=highheight)
                     if(player[i].damage<player[i].damagetolerance*.5&&
-                            ((player[0].targetanimation==walljumprightkickanim||
-                              player[0].targetanimation==walljumpleftkickanim)&&
+                            ((player[0].animTarget==walljumprightkickanim||
+                              player[0].animTarget==walljumpleftkickanim)&&
                              ((player[i].aiupdatedelay<.15&&
                                difficulty==2)||
                               (player[i].aiupdatedelay<.08&&
@@ -5699,10 +5249,10 @@ void Game::doAI(int i){
                     j=checkcollide(test2,test,player[i].laststanding);
                     if(j==-1)
                         j=checkcollide(test2,test);
-                    if(j==-1){
+                    if(j==-1) {
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
-                        player[i].targetrotation+=180;
+                        player[i].setAnimation(player[i].getStop());
+                        player[i].targetyaw+=180;
                         player[i].stunned=.5;
                         player[i].aitype=pathfindtype;
                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
@@ -5712,12 +5262,12 @@ void Game::doAI(int i){
                         player[i].lastpathfindpoint2=-1;
                         player[i].lastpathfindpoint3=-1;
                         player[i].lastpathfindpoint4=-1;
-                    }else
+                    } else
                         player[i].laststanding=j;
                 }
             //lose sight of player in the air (?)
             if(player[0].coords.y>player[i].coords.y+5&&
-                    animation[player[0].targetanimation].height!=highheight&&
+                    animation[player[0].animTarget].height!=highheight&&
                     !player[0].onterrain){
                 player[i].aitype=pathfindtype;
                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
@@ -5730,11 +5280,11 @@ void Game::doAI(int i){
             }
             //it's time to think (?)
             if(player[i].aiupdatedelay<0&&
-                    !animation[player[i].targetanimation].attack&&
-                    player[i].targetanimation!=staggerbackhighanim&&
-                    player[i].targetanimation!=staggerbackhardanim&&
-                    player[i].targetanimation!=backhandspringanim&&
-                    player[i].targetanimation!=dodgebackanim){
+                    !animation[player[i].animTarget].attack&&
+                    player[i].animTarget!=staggerbackhighanim&&
+                    player[i].animTarget!=staggerbackhardanim&&
+                    player[i].animTarget!=backhandspringanim&&
+                    player[i].animTarget!=dodgebackanim){
                 //draw weapon
                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
                     player[i].drawkeydown=Random()%2;
@@ -5744,18 +5294,18 @@ void Game::doAI(int i){
                 //chase player
                 XYZ rotatetarget=player[0].coords+player[0].velocity;
                 XYZ targetpoint=player[0].coords;
-                if(findDistancefast(&player[0].coords,&player[i].coords)<
-                        findDistancefast(&rotatetarget,&player[i].coords))
+                if(distsq(&player[0].coords,&player[i].coords)<
+                        distsq(&rotatetarget,&player[i].coords))
                     targetpoint+=player[0].velocity*
                         findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
-                player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
-                player[i].lookrotation=player[i].targetrotation;
+                player[i].targetyaw=roughDirectionTo(player[i].coords,targetpoint);
+                player[i].lookyaw=player[i].targetyaw;
                 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
 
-                if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
+                if(distsq(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
                     player[i].forwardkeydown=1;
-                else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
-                            findDistancefast(&player[i].coords,&player[0].coords)<9)&&
+                else if((distsq(&player[i].coords,&player[0].coords)>16||
+                            distsq(&player[i].coords,&player[0].coords)<9)&&
                         player[0].weaponactive!=-1)
                     player[i].forwardkeydown=1;
                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
@@ -5785,13 +5335,13 @@ void Game::doAI(int i){
                 player[i].throwkeydown=0;
 
                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
-                    player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    player[i].targetyaw+=90*(player[i].whichdirection*2-1);
                 //attack!!!
                 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
                     player[i].attackkeydown=1;
                 else
                     player[i].attackkeydown=0;
-                if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
+                if(player[i].isRun()&&Random()%6&&distsq(&player[i].coords,&player[0].coords)>7)
                     player[i].attackkeydown=0;
 
                 //TODO: wat
@@ -5807,27 +5357,27 @@ void Game::doAI(int i){
                                  Random()%2==0&&difficulty==2||
                                  Random()%4==0&&difficulty==1||
                                  Random()%8==0&&difficulty==0||
-                                 player[j].lastattack2==player[j].targetanimation&&
-                                 player[j].lastattack3==player[j].targetanimation&&
+                                 player[j].lastattack2==player[j].animTarget&&
+                                 player[j].lastattack3==player[j].animTarget&&
                                  (Random()%2==0||difficulty==2)||
                                  (player[i].isIdle()||player[i].isRun())&&
                                  player[j].weaponactive!=-1||
-                                 player[j].targetanimation==swordslashanim&&
+                                 player[j].animTarget==swordslashanim&&
                                  player[i].weaponactive!=-1||
-                                 player[j].targetanimation==staffhitanim||
-                                 player[j].targetanimation==staffspinhitanim))
-                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
+                                 player[j].animTarget==staffhitanim||
+                                 player[j].animTarget==staffspinhitanim))
+                            if(distsq(&player[j].coords,&player[j].victim->coords)<4&&
                                     player[j].victim==&player[i]&&
-                                    (player[j].targetanimation==sweepanim||
-                                     player[j].targetanimation==spinkickanim||
-                                     player[j].targetanimation==staffhitanim||
-                                     player[j].targetanimation==staffspinhitanim||
-                                     player[j].targetanimation==winduppunchanim||
-                                     player[j].targetanimation==upunchanim||
-                                     player[j].targetanimation==wolfslapanim||
-                                     player[j].targetanimation==knifeslashstartanim||
-                                     player[j].targetanimation==swordslashanim&&
-                                      (findDistancefast(&player[j].coords,&player[i].coords)<2||
+                                    (player[j].animTarget==sweepanim||
+                                     player[j].animTarget==spinkickanim||
+                                     player[j].animTarget==staffhitanim||
+                                     player[j].animTarget==staffspinhitanim||
+                                     player[j].animTarget==winduppunchanim||
+                                     player[j].animTarget==upunchanim||
+                                     player[j].animTarget==wolfslapanim||
+                                     player[j].animTarget==knifeslashstartanim||
+                                     player[j].animTarget==swordslashanim&&
+                                      (distsq(&player[j].coords,&player[i].coords)<2||
                                        player[i].weaponactive!=-1))){
                                 if(target>=0)
                                     target=-1;
@@ -5841,15 +5391,15 @@ void Game::doAI(int i){
                 if(player[i].collided<1)
                     player[i].jumpkeydown=0;
                 if(player[i].collided>.8&&player[i].jumppower>=5||
-                        findDistancefast(&player[i].coords,&player[0].coords)>400&&
+                        distsq(&player[i].coords,&player[0].coords)>400&&
                         player[i].onterrain&&
                         player[i].creature==rabbittype)
                     player[i].jumpkeydown=1;
                 //TODO: why are we controlling the human?
                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
                     player[0].jumpkeydown=0;
-                if(player[0].targetanimation==jumpdownanim&&
-                        findDistancefast(&player[0].coords,&player[i].coords)<40)
+                if(player[0].animTarget==jumpdownanim&&
+                        distsq(&player[0].coords,&player[i].coords)<40)
                     player[i].crouchkeydown=1;
                 if(player[i].jumpkeydown)
                     player[i].attackkeydown=0;
@@ -5861,8 +5411,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[0].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
                 if(player[i].occluded>=2)
                     if(-1!=checkcollide(facing,flatfacing)){
                         if(!player[i].pause)
@@ -5879,7 +5429,7 @@ void Game::doAI(int i){
                         player[i].lastseentime=1;
             }
         }
-        if(animation[player[0].targetanimation].height==highheight&&
+        if(animation[player[0].animTarget].height==highheight&&
                 (player[i].aitype==attacktypecutoff||
                  player[i].aitype==searchtype))
             if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
@@ -5894,7 +5444,7 @@ void Game::doAI(int i){
                 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
             if(player[i].pause)
                 player[i].lastseentime=1;
-            player[i].targetrotation=player[i].rotation;
+            player[i].targetyaw=player[i].yaw;
             player[i].forwardkeydown=0;
             player[i].leftkeydown=0;
             player[i].backkeydown=0;
@@ -5910,15 +5460,15 @@ void Game::doAI(int i){
         facing=0;
         facing.z=-1;
 
-        XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+        XYZ flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
         facing=flatfacing;
 
         if(player[i].aitype==attacktypecutoff){
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
+            player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[0].coords);
+            player[i].targetheadpitch=pitchTo(player[i].coords,player[0].coords);
         }else if(player[i].howactive>=typesleeping){
-            player[i].targetheadrotation=player[i].targetrotation;
-            player[i].targetheadrotation2=0;
+            player[i].targetheadyaw=player[i].targetyaw;
+            player[i].targetheadpitch=0;
         }else{
             if(player[i].interestdelay<=0){
                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
@@ -5928,25 +5478,643 @@ void Game::doAI(int i){
                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
                 player[i].headtarget+=player[i].facing*1.5;
             }
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+            player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[i].headtarget);
+            player[i].targetheadpitch=pitchTo(player[i].coords,player[i].headtarget);
         }
     }
 }
 
 
 
+void updateSettingsMenu(){
+    char sbuf[256];
+    if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)
+        sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
+    else
+        sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
+    Menu::setText(0,sbuf);
+    if(newdetail==0) Menu::setText(1,"Detail: Low");
+    if(newdetail==1) Menu::setText(1,"Detail: Medium");
+    if(newdetail==2) Menu::setText(1,"Detail: High");
+    if(bloodtoggle==0) Menu::setText(2,"Blood: Off");
+    if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail");
+    if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)");
+    if(difficulty==0) Menu::setText(3,"Difficulty: Easier");
+    if(difficulty==1) Menu::setText(3,"Difficulty: Difficult");
+    if(difficulty==2) Menu::setText(3,"Difficulty: Insane");
+    Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)");
+    Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled");
+    Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled");
+    Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No");
+    sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5));
+    Menu::setText(10,sbuf);
+    sprintf (sbuf, "Volume: %d%%", (int)(volume*100));
+    Menu::setText(11,sbuf);
+    Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off");
+    if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)
+        sprintf (sbuf, "Back");
+    else
+        sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
+    Menu::setText(8,sbuf);
+}
+
+void updateStereoConfigMenu(){
+    char sbuf[256];
+    sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+    Menu::setText(0,sbuf);
+    sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+    Menu::setText(1,sbuf);
+    sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+    Menu::setText(2,sbuf);
+}
+
+void updateControlsMenu(){
+    Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey)));
+    Menu::setText(1,(string)"Back: "    +(keyselect==1?"_":Input::keyToChar(backkey)));
+    Menu::setText(2,(string)"Left: "    +(keyselect==2?"_":Input::keyToChar(leftkey)));
+    Menu::setText(3,(string)"Right: "   +(keyselect==3?"_":Input::keyToChar(rightkey)));
+    Menu::setText(4,(string)"Crouch: "  +(keyselect==4?"_":Input::keyToChar(crouchkey)));
+    Menu::setText(5,(string)"Jump: "    +(keyselect==5?"_":Input::keyToChar(jumpkey)));
+    Menu::setText(6,(string)"Draw: "    +(keyselect==6?"_":Input::keyToChar(drawkey)));
+    Menu::setText(7,(string)"Throw: "   +(keyselect==7?"_":Input::keyToChar(throwkey)));
+    Menu::setText(8,(string)"Attack: "  +(keyselect==8?"_":Input::keyToChar(attackkey)));
+    if(debugmode)
+        Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey)));
+}
+
+/*
+Values of mainmenu :
+1 Main menu
+2 Menu pause (resume/end game)
+3 Option menu
+4 Controls configuration menu
+5 Main game menu (choose level or challenge)
+6 Deleting user menu
+7 User managment menu (select/add)
+8 Choose difficulty menu
+9 Challenge level selection menu
+10 End of the campaign congratulation (is that really a menu?)
+11 Same that 9 ??? => unused
+18 stereo configuration
+*/
+
+void Game::LoadMenu(){
+    Menu::clearMenu();
+    switch(mainmenu) {
+        case 1:
+        case 2:
+            Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128);
+            Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32);
+            Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32);
+            Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32);
+        break;
+        case 3:
+            Menu::addButton( 0,"",10+20,440);
+            Menu::addButton( 1,"",10+60,405);
+            Menu::addButton( 2,"",10+70,370);
+            Menu::addButton( 3,"",10+20-1000,335-1000);
+            Menu::addButton( 4,"",10   ,335);
+            Menu::addButton( 5,"",10+60,300);
+            Menu::addButton( 6,"",10+70,265);
+            Menu::addButton( 9,"",10   ,230);
+            Menu::addButton(10,"",20   ,195);
+            Menu::addButton(11,"",10+60,160);
+            Menu::addButton(13,"",30   ,125);
+            Menu::addButton( 7,"-Configure Controls-",10+15, 90);
+            Menu::addButton(12,"-Configure Stereo -",10+15, 55);
+            Menu::addButton(8,"Back",10,10);
+            updateSettingsMenu();
+        break;
+        case 4:
+            Menu::addButton(0,"",10   ,400);
+            Menu::addButton(1,"",10+40,360);
+            Menu::addButton(2,"",10+40,320);
+            Menu::addButton(3,"",10+30,280);
+            Menu::addButton(4,"",10+20,240);
+            Menu::addButton(5,"",10+40,200);
+            Menu::addButton(6,"",10+40,160);
+            Menu::addButton(7,"",10+30,120);
+            Menu::addButton(8,"",10+20,80);
+            if(debugmode)
+                Menu::addButton(9,"",10+10,40);
+            Menu::addButton(debugmode?10:9,"Back",10,10);
+            updateControlsMenu();
+        break;
+        case 5: {
+            LoadCampaign();
+            Menu::addLabel(-1,accountactive->getName(),5,400);
+            Menu::addButton(1,"Tutorial",5,300);
+            Menu::addButton(2,"Challenge",5,240);
+            Menu::addButton(3,"Delete User",400,10);
+            Menu::addButton(4,"Main Menu",5,10);
+            Menu::addButton(5,"Change User",5,180);
+            Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420);
+
+            //show campaign map
+            //with (2,-5) offset from old code
+            Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400);
+            //show levels
+            int numlevels = accountactive->getCampaignChoicesMade();
+            numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1;
+            for(int i=0;i<numlevels;i++){
+                XYZ midpoint=campaignlevels[i].getCenter();
+                float itemsize=campaignlevels[i].getWidth();
+                const bool active=i>=accountactive->getCampaignChoicesMade();
+                if(!active)
+                    itemsize/=2;
+
+                if(i>=1){
+                    XYZ start=campaignlevels[i-1].getCenter();
+                    Menu::addMapLine(start.x,start.y,midpoint.x-start.x,midpoint.y-start.y,0.5,active?1:0.5,active?1:0.5,0,0);
+                }
+                Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture,
+                        midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0);
+
+                if(active){
+                    Menu::addMapLabel(-2,campaignlevels[i].description,
+                            campaignlevels[i].getStartX()+10,
+                            campaignlevels[i].getStartY()-4);
+                }
+            }
+        } break;
+        case 6:
+            Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400);
+            Menu::addButton(1,"Yes",10,360);
+            Menu::addButton(2,"No",10,320);
+            break;
+        case 7:
+            if(Account::getNbAccounts()<8)
+                Menu::addButton(0,"New User",10,400);
+            else
+                Menu::addLabel(0,"No More Users",10,400);
+            Menu::addLabel(-2,"",20,400);
+            Menu::addButton(Account::getNbAccounts()+1,"Back",10,10);
+            for(int i=0;i<Account::getNbAccounts();i++)
+                Menu::addButton(i+1,Account::get(i)->getName(),10,340-20*(i+1));
+            break;
+        case 8:
+            Menu::addButton(0,"Easier",10,400);
+            Menu::addButton(1,"Difficult",10,360);
+            Menu::addButton(2,"Insane",10,320);
+            break;
+        case 9:
+            for(int i=0;i<numchallengelevels;i++){
+                char temp[255];
+                string name="";
+                sprintf (temp, "Level %d",i+1);
+                for(int j=strlen(temp);j<17;j++)
+                        strcat(temp," ");
+                name+=temp;
+                sprintf (temp, "%d",(int)accountactive->getHighScore(i));
+                for(int j=strlen(temp);j<(32-17);j++)
+                        strcat(temp," ");
+                name+=temp;
+                sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
+                if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
+                name+=temp;
+                sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
+                name+=temp;
+
+                Menu::addButton(i,name,10,400-i*25,i>accountactive->getProgress()?0.5:1,0,0);
+            }
+
+            Menu::addButton(-1,"             High Score      Best Time",10,440);
+            Menu::addButton(numchallengelevels,"Back",10,10);
+            break;
+        case 10: {
+            Menu::addLabel(0,"Congratulations!",220,330);
+            Menu::addLabel(1,"You have avenged your family and",140,300);
+            Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270);
+            Menu::addButton(3,"Back",10,10);
+            char sbuf[256];
+            sprintf(sbuf,"Your score:         %d",(int)accountactive->getCampaignScore());
+            Menu::addLabel(4,sbuf,190,200);
+            sprintf(sbuf,"Highest score:      %d",(int)accountactive->getCampaignHighScore());
+            Menu::addLabel(5,sbuf,190,180);
+        } break;
+        case 18:
+            Menu::addButton(0,"",70,400);
+            Menu::addButton(1,"",10,360);
+            Menu::addButton(2,"",40,320);
+            Menu::addButton(3,"Back",10,10);
+            updateStereoConfigMenu();
+        break;
+    }
+}
+
+extern SDL_Rect **resolutions;
+
+void MenuTick(){
+    //menu buttons
+    selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight);
+
+    // some specific case where we do something even if the left mouse button is not pressed.
+       if((mainmenu==5) && (endgame==2)) {
+               accountactive->endGame();
+               endgame=0;
+       }
+       if(mainmenu==10)
+               endgame=2;
+       if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){
+               stereoseparation-=0.001;
+        updateStereoConfigMenu();
+    }
+
+    static int oldmainmenu=mainmenu;
+
+    char sbuf[256];
+
+    if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+               switch(mainmenu) {
+                       case 1:
+                       case 2:
+                               switch(selected) {
+                                       case 1:
+                                               if(gameon) { //resume
+                                                       mainmenu=0;
+                                                       pause_sound(stream_menutheme);
+                                                       resume_stream(leveltheme);
+                                               } else { //new game
+                                                       fireSound(firestartsound);
+                                                       flash();
+                                                       mainmenu=(accountactive?5:7);
+                                                       selected=-1;
+                                               }
+                                               break;
+                                       case 2: //options
+                                               fireSound();
+                                               flash();
+                                               mainmenu=3;
+                                               if(newdetail>2) newdetail=detail;
+                                               if(newdetail<0) newdetail=detail;
+                                               if(newscreenwidth>3000) newscreenwidth=screenwidth;
+                                               if(newscreenwidth<0) newscreenwidth=screenwidth;
+                                               if(newscreenheight>3000) newscreenheight=screenheight;
+                                               if(newscreenheight<0) newscreenheight=screenheight;
+                                               break;
+                                       case 3:
+                                               fireSound();
+                                               flash();
+                                               if(gameon){ //end game
+                                                       gameon=0;
+                                                       mainmenu=1;
+                                               } else { //quit
+                                                       tryquit=1;
+                                                       pause_sound(stream_menutheme);
+                                               }
+                                               break;
+                               }
+                               break;
+                       case 3:
+                               fireSound();
+                               bool isCustomResolution,found;
+                               switch(selected){
+                                       case 0:
+                                               isCustomResolution = true;
+                                               found = false;
+                                               for(int i = 0; (!found) && (resolutions[i]); i++) {
+                                                       if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
+                                                               isCustomResolution = false;
+
+                                                       if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
+                                                               i++;
+                                                               if(resolutions[i] != NULL) {
+                                                                       newscreenwidth = (int) resolutions[i]->w;
+                                                                       newscreenheight = (int) resolutions[i]->h;
+                                                               } else if(isCustomResolution){
+                                                                       if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
+                                                                               newscreenwidth = (int) resolutions[0]->w;
+                                                                               newscreenheight = (int) resolutions[0]->h;
+                                                                       } else {
+                                                                               newscreenwidth = screenwidth;
+                                                                               newscreenheight = screenheight;
+                                                                       }
+                                                               } else {
+                                                                       newscreenwidth = (int) resolutions[0]->w;
+                                                                       newscreenheight = (int) resolutions[0]->h;
+                                                               }
+                                                               found = true;
+                                                       }
+                                               }
+
+                                               if(!found) {
+                                                       newscreenwidth = (int) resolutions[0]->w;
+                                                       newscreenheight = (int) resolutions[0]->h;
+                                               }
+                                               break;
+                                       case 1:
+                                               newdetail++;
+                                               if(newdetail>2) newdetail=0;
+                                               break;
+                                       case 2:
+                                               bloodtoggle++;
+                                               if(bloodtoggle>2) bloodtoggle=0;
+                                               break;
+                                       case 3:
+                                               difficulty++;
+                                               if(difficulty>2) difficulty=0;
+                                               break;
+                                       case 4:
+                                               ismotionblur = !ismotionblur;
+                                               break;
+                                       case 5:
+                                               decals = !decals;
+                                               break;
+                                       case 6:
+                                               musictoggle = !musictoggle;
+                                               if(musictoggle) {
+                                                 emit_stream_np(stream_menutheme);
+                                               } else {
+                                                       pause_sound(leveltheme);
+                                                       pause_sound(stream_fighttheme);
+                                                       pause_sound(stream_menutheme);
+
+                                                       for(int i=0;i<4;i++){
+                                                               oldmusicvolume[i]=0;
+                                                               musicvolume[i]=0;
+                                                       }
+                                               }
+                                               break;
+                                       case 7: // controls
+                                               flash();
+                                               mainmenu=4;
+                                               selected=-1;
+                                               keyselect=-1;
+                                               break;
+                                       case 8:
+                                               flash();
+                                               SaveSettings();
+                                               mainmenu=gameon?2:1;
+                                               break;
+                                       case 9:
+                                               invertmouse = !invertmouse;
+                                               break;
+                                       case 10:
+                                               usermousesensitivity+=.2;
+                                               if(usermousesensitivity>2)
+                            usermousesensitivity=.2;
+                                               break;
+                                       case 11:
+                                               volume+=.1f;
+                                               if(volume>1.0001f)
+                            volume=0;
+                                               OPENAL_SetSFXMasterVolume((int)(volume*255));
+                                               break;
+                                       case 12:
+                                               flash();
+                                               newstereomode = stereomode;
+                                               mainmenu=18;
+                                               keyselect=-1;
+                                               break;
+                                       case 13:
+                                               showdamagebar = !showdamagebar;
+                                               break;
+                               }
+                updateSettingsMenu();
+                               break;
+                       case 4:
+                               if(!waiting) {
+                                       fireSound();
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
+                                               keyselect=selected;
+                                       if(keyselect!=-1)
+                                               setKeySelected();
+                                       if(selected==(debugmode?10:9)){
+                                               flash();
+                                               mainmenu=3;
+                                       }
+                               }
+                updateControlsMenu();
+                               break;
+                       case 5:
+                               fireSound();
+                               flash();
+                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
+                                       startbonustotal=0;
+
+                                       loading=2;
+                                       loadtime=0;
+                                       targetlevel=7;
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+                                       actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
+                                       visibleloading=1;
+                                       stillloading=1;
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+                                       campaign=1;
+                                       mainmenu=0;
+                                       gameon=1;
+                                       pause_sound(stream_menutheme);
+                               }
+                               switch(selected){
+                                       case 1:
+                                               startbonustotal=0;
+
+                                               loading=2;
+                                               loadtime=0;
+                                               targetlevel=-1;
+                                               if(firstload) {
+                                                       TickOnceAfter();
+                                               } else
+                                                       LoadStuff();
+                                               Loadlevel(-1);
+
+                                               mainmenu=0;
+                                               gameon=1;
+                                               pause_sound(stream_menutheme);
+                                               break;
+                                       case 2:
+                                               mainmenu=9;
+                                               break;
+                                       case 3:
+                                               mainmenu=6;
+                                               break;
+                                       case 4:
+                                               mainmenu=(gameon?2:1);
+                                               break;
+                                       case 5:
+                                               mainmenu=7;
+                                               break;
+                                       case 6:
+                                               vector<string> campaigns = ListCampaigns();
+                                               vector<string>::iterator c;
+                                               if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
+                                                       if(!campaigns.empty())
+                                                               accountactive->setCurrentCampaign(campaigns.front());
+                                               } else {
+                                                       c++;
+                                                       if(c==campaigns.end())
+                                                               c=campaigns.begin();
+                                                       accountactive->setCurrentCampaign(*c);
+                                               }
+                                               LoadMenu();
+                                               break;
+                               }
+                               break;
+                       case 6:
+                               fireSound();
+                               if(selected==1) {
+                                       flash();
+                                       accountactive = Account::destroy(accountactive);
+                                       mainmenu=7;
+                               } else if(selected==2) {
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 7:
+                               fireSound();
+                               if(selected==0 && Account::getNbAccounts()<8){
+                                       entername=1;
+                               } else if (selected < Account::getNbAccounts()+1) {
+                                       flash();
+                                       mainmenu=5;
+                                       accountactive=Account::get(selected-1);
+                               } else if (selected == Account::getNbAccounts()+1) {
+                                       flash();
+                    if(accountactive)
+                        mainmenu=5;
+                    else
+                        mainmenu=1;
+                                       for(int j=0;j<255;j++){
+                                               displaytext[0][j]=0;
+                                       }
+                                       displaychars[0]=0;
+                                       displayselected=0;
+                                       entername=0;
+                               }
+                               break;
+                       case 8:
+                               fireSound();
+                               flash();
+                               if(selected<=2)
+                                       accountactive->setDifficulty(selected);
+                               mainmenu=5;
+                               break;
+                       case 9:
+                               if(selected<numchallengelevels && selected<=accountactive->getProgress()){
+                                       fireSound();
+                                       flash();
+
+                                       startbonustotal=0;
+
+                                       loading=2;
+                                       loadtime=0;
+                                       targetlevel=selected;
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       Loadlevel(selected);
+                                       campaign=0;
+
+                                       mainmenu=0;
+                                       gameon=1;
+                                       pause_sound(stream_menutheme);
+                               }
+                               if(selected==numchallengelevels){
+                                       fireSound();
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 10:
+                               if(selected==3){
+                                       fireSound();
+                                       flash();
+                                       mainmenu=5;
+                               }
+                               break;
+                       case 18:
+                               if(selected==1)
+                                       stereoseparation+=0.001;
+                               else {
+                                       fireSound();
+                                       if(selected==0){
+                                               newstereomode = (StereoMode)(newstereomode + 1);
+                                               while(!CanInitStereo(newstereomode)){
+                                                       printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+                                                       newstereomode = (StereoMode)(newstereomode + 1);
+                                                       if(newstereomode >= stereoCount)
+                                                               newstereomode = stereoNone;
+                                               }
+                                       } else if(selected==2) {
+                                               stereoreverse = !stereoreverse;
+                                       } else if(selected==3) {
+                                               flash();
+                                               mainmenu=3;
+
+                                               stereomode = newstereomode;
+                                               InitStereo(stereomode);
+                                       }
+                               }
+                updateStereoConfigMenu();
+                               break;
+               }
+       }
+
+    if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
+        tryquit=1;
+        if(mainmenu==3) {
+            SaveSettings();
+        }
+    }
+
+    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+
+    if(entername){
+        inputText(displaytext[0],&displayselected,&displaychars[0]);
+        if(!waiting) { // the input as finished
+            if(displaychars[0]){ // with enter
+                accountactive = Account::add(string(displaytext[0]));
+
+                mainmenu=8;
+
+                flash();
+
+                fireSound(firestartsound);
+
+                for(int i=0;i<255;i++){
+                    displaytext[0][i]=0;
+                }
+                displaychars[0]=0;
+
+                displayselected=0;
+            }
+            entername=0;
+            LoadMenu();
+        }
+        
+        displayblinkdelay-=multiplier;
+        if(displayblinkdelay<=0){
+            displayblinkdelay=.3;
+            displayblink=1-displayblink;
+        }
+    }
+
+    if(entername){
+        Menu::setText(0,displaytext[0],20,400,-1,-1);
+        Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1);
+    }
+
+    if(oldmainmenu!=mainmenu)
+        LoadMenu();
+       oldmainmenu=mainmenu;
+
+}
+
 void Game::Tick(){
        static XYZ facing,flatfacing;
        static int target;
 
-       int templength;
-
        for(int i=0;i<15;i++){
                displaytime[i]+=multiplier;
        }
 
-       keyboardfrozen=0;
+       keyboardfrozen=false;
     Input::Tick();
 
        if(Input::isKeyPressed(SDLK_F6)){
@@ -6000,25 +6168,35 @@ void Game::Tick(){
     18 stereo configuration
     */
         
-       if(!console){
+       if(!console) {
         //campaign over?
                if(mainmenu&&endgame==1)
             mainmenu=10;
+        //go to level select after completing a campaign level
+        if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
+            mainmenu=5;
+            gameon=0;
+            winfreeze=0;
+            fireSound();
+            flash();
+            if(musictoggle) {
+                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                emit_stream_np(stream_menutheme);
+                pause_sound(leveltheme);
+            }
+                       LoadMenu();
+        }
         //escape key pressed
-        //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
                if(Input::isKeyPressed(SDLK_ESCAPE)&&
-                (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
+                (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
                        selected=-1;
             if(mainmenu==0&&!winfreeze)
                 mainmenu=2; //pause
-            else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
-                mainmenu=100;
-                gameon=0;
-                winfreeze=0;
-            }else if(mainmenu==1||mainmenu==2)
+            else if(mainmenu==1||mainmenu==2){
                 mainmenu=0; //unpause
+            }
             //play menu theme
-            if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){
+            if(musictoggle&&(mainmenu==1||mainmenu==2)){
                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
@@ -6030,15 +6208,7 @@ void Game::Tick(){
             }
             //finished with settings menu
                        if(mainmenu==3){
-                               if(newdetail>2)
-                    newdetail=detail;
-                               if(newdetail<0)
-                    newdetail=detail;
-                               if(newscreenwidth<0)
-                    newscreenwidth=screenwidth;
-                               if(newscreenheight<0)
-                    newscreenheight=screenheight;
-                               SaveSettings(*this);
+                               SaveSettings();
                        }
             //effects
                        if(mainmenu>=3&&mainmenu!=8){
@@ -6051,17 +6221,17 @@ void Game::Tick(){
                     mainmenu=gameon?2:1; break;
                 case 4: case 18:
                     mainmenu=3; break;
-                case 6: case 7: case 9: case 10: case 100:
+                case 6: case 7: case 9: case 10:
                     mainmenu=5; break;
             }
                }
        }
 
-       if(mainmenu){
+       if(mainmenu) {
         MenuTick();
        }
 
-       if(!mainmenu){
+       if(!mainmenu) {
                if(hostile==1)hostiletime+=multiplier;
                else hostiletime=0;
                if(!winfreeze)leveltime+=multiplier;
@@ -6096,11 +6266,11 @@ void Game::Tick(){
                        }
                }
                if(chatting)
-            keyboardfrozen=1;
+            keyboardfrozen=true;
 
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
-                       console=1-console;
-                       if(console){
+               if(Input::isKeyPressed(consolekey)&&debugmode) {
+                       console=!console;
+                       if(console) {
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        } else {
                                freeze=0;
@@ -6110,14 +6280,13 @@ void Game::Tick(){
 
                if(console)
             freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+               if(console&&!Input::isKeyDown(SDLK_LMETA)) {
                        inputText(consoletext[0],&consoleselected,&consolechars[0]);
                        if(!waiting) {
-                               archiveselected=0;
-                               if(consolechars[0]>0){
-                    consoletext[0][consolechars[0]]=' ';
-                    cmd_dispatch(this, consoletext[0]);
-                                       for(int k=14;k>=1;k--){
+                               if(consolechars[0]>0) {
+                    consoletext[0][consolechars[0]]='\0';
+                    cmd_dispatch(consoletext[0]);
+                                       for(int k=14;k>=1;k--) {
                                                for(int j=0;j<255;j++)
                                                        consoletext[k][j]=consoletext[k-1][j];
                                                consolechars[k]=consolechars[k-1];
@@ -6130,7 +6299,7 @@ void Game::Tick(){
                        }
 
                        consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
+                       if(consoleblinkdelay<=0) {
                                consoleblinkdelay=.3;
                                consoleblink=1-consoleblink;
                        }
@@ -6140,13 +6309,8 @@ void Game::Tick(){
 
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
-                       if(mainmenu==3){
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
-
-                               SaveSettings(*this);
+                       if(mainmenu==3) {
+                               SaveSettings();
                        }
                }
 
@@ -6165,9 +6329,9 @@ void Game::Tick(){
                 winfreeze=0;
                if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
             if(console){
-                console=0;
+                console=false;
                 freeze=0;
-            }else if(winfreeze){
+            } else if(winfreeze) {
                                mainmenu=9;
                                gameon=0;
                        }
@@ -6175,15 +6339,16 @@ void Game::Tick(){
 
 
 
-        //TODO: what is this test?
                if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
 
             //dialogues
+            static float talkdelay = 0;
+
                        if(indialogue!=-1)
                 talkdelay=1;
                        talkdelay-=multiplier;
 
-                       if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
+                       if(talkdelay<=0&&indialogue==-1&&animation[player[0].animTarget].height!=highheight)
                 for(int i=0;i<numdialogues;i++){
                     int realdialoguetype;
                     bool special;
@@ -6216,17 +6381,17 @@ void Game::Tick(){
                             realdialoguetype>0&&
                             (dialoguegonethrough[i]==0||!special)&&
                             (special||Input::isKeyPressed(attackkey))){
-                        if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
+                        if(distsq(&player[0].coords,&player[realdialoguetype].coords)<6||
                                 player[realdialoguetype].howactive>=typedead1||
                                 dialoguetype[i]>40&&dialoguetype[i]<50){
                             whichdialogue=i;
                             for(int j=0;j<numdialogueboxes[whichdialogue];j++){
                                 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
                                 player[participantfocus[whichdialogue][j]].velocity=0;
-                                player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
-                                player[participantfocus[whichdialogue][j]].targetframe=0;
+                                player[participantfocus[whichdialogue][j]].animTarget=player[participantfocus[whichdialogue][j]].getIdle();
+                                player[participantfocus[whichdialogue][j]].frameTarget=0;
                             }
                             directing=0;
                             indialogue=0;
@@ -6362,13 +6527,13 @@ void Game::Tick(){
                     facing=0;
                     facing.z=-1;
 
-                    facing=DoRotation(facing,-rotation2,0,0);
-                    facing=DoRotation(facing,0,0-rotation,0);
+                    facing=DoRotation(facing,-pitch,0,0);
+                    facing=DoRotation(facing,0,0-yaw,0);
 
                     flatfacing=0;
                     flatfacing.z=-1;
 
-                    flatfacing=DoRotation(flatfacing,0,-rotation,0);
+                    flatfacing=DoRotation(flatfacing,0,-yaw,0);
 
                     if(Input::isKeyDown(forwardkey))
                         viewer+=facing*multiplier*4;
@@ -6409,7 +6574,7 @@ void Game::Tick(){
                         if(whichend!=-1){
                             participantfocus[whichdialogue][indialogue]=whichend;
                             participantlocation[whichdialogue][whichend]=player[whichend].coords;
-                            participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+                            participantyaw[whichdialogue][whichend]=player[whichend].yaw;
                         }
                         if(whichend==-1){
                             participantfocus[whichdialogue][indialogue]=-1;
@@ -6420,8 +6585,8 @@ void Game::Tick(){
                             cameramode=0;
                         }
                         dialoguecamera[whichdialogue][indialogue]=viewer;
-                        dialoguecamerarotation[whichdialogue][indialogue]=rotation;
-                        dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
+                        dialoguecamerayaw[whichdialogue][indialogue]=yaw;
+                        dialoguecamerapitch[whichdialogue][indialogue]=pitch;
                         indialogue++;
                         if(indialogue<numdialogueboxes[whichdialogue]){
                             if(dialogueboxsound[whichdialogue][indialogue]!=0){
@@ -6467,8 +6632,8 @@ void Game::Tick(){
                     pause_sound(whooshsound);
                     viewer=dialoguecamera[whichdialogue][indialogue];
                     viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
-                    rotation=dialoguecamerarotation[whichdialogue][indialogue];
-                    rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
+                    yaw=dialoguecamerayaw[whichdialogue][indialogue];
+                    pitch=dialoguecamerapitch[whichdialogue][indialogue];
                     if(dialoguetime>0.5)
                         if(     Input::isKeyPressed(SDLK_1)||
                                 Input::isKeyPressed(SDLK_2)||
@@ -6513,7 +6678,7 @@ void Game::Tick(){
                             hostile=1;
                         }
                         if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
-                            windialogue=1;
+                            windialogue=true;
                         }
                         if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
                             hostile=1;
@@ -6525,23 +6690,21 @@ void Game::Tick(){
                 }
             }
 
-            static float keyrefreshdelay=0,bigrefreshdelay=0;
-
             if(!player[0].jumpkeydown){
                 player[0].jumptogglekeydown=0;
             }
             if(player[0].jumpkeydown&&
-                    player[0].targetanimation!=jumpupanim&&
-                    player[0].targetanimation!=jumpdownanim&&
+                    player[0].animTarget!=jumpupanim&&
+                    player[0].animTarget!=jumpdownanim&&
                     !player[0].isFlip())
                 player[0].jumptogglekeydown=1;
 
 
             dialoguetime+=multiplier;
-            hawkrotation+=multiplier*25;
+            hawkyaw+=multiplier*25;
             realhawkcoords=0;
             realhawkcoords.x=25;
-            realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
+            realhawkcoords=DoRotation(realhawkcoords,0,hawkyaw,0)+hawkcoords;
             hawkcalldelay-=multiplier/2;
 
             if(hawkcalldelay<=0){
@@ -6549,8 +6712,6 @@ void Game::Tick(){
 
                 hawkcalldelay=16+abs(Random()%8);
             }
-            static float temptexdetail;
-
 
             doDebugKeys();
 
@@ -6599,73 +6760,71 @@ void Game::Tick(){
 
             //?
             for(int i=0;i<numplayers;i++){
-                static float oldtargetrotation;
+                static float oldtargetyaw;
                 if(!player[i].skeleton.free){
-                    oldtargetrotation=player[i].targetrotation;
+                    oldtargetyaw=player[i].targetyaw;
                     if(i==0&&indialogue==-1){
                         //TODO: refactor repetitive code
-                        if(!animation[player[0].targetanimation].attack&&
-                                player[0].targetanimation!=staggerbackhighanim&&
-                                player[0].targetanimation!=staggerbackhardanim&&
-                                player[0].targetanimation!=crouchremoveknifeanim&&
-                                player[0].targetanimation!=removeknifeanim&&
-                                player[0].targetanimation!=backhandspringanim&&
-                                player[0].targetanimation!=dodgebackanim&&
-                                player[0].targetanimation!=walljumprightkickanim&&
-                                player[0].targetanimation!=walljumpleftkickanim){
+                        if(!animation[player[0].animTarget].attack&&
+                                player[0].animTarget!=staggerbackhighanim&&
+                                player[0].animTarget!=staggerbackhardanim&&
+                                player[0].animTarget!=crouchremoveknifeanim&&
+                                player[0].animTarget!=removeknifeanim&&
+                                player[0].animTarget!=backhandspringanim&&
+                                player[0].animTarget!=dodgebackanim&&
+                                player[0].animTarget!=walljumprightkickanim&&
+                                player[0].animTarget!=walljumpleftkickanim){
                             if(cameramode)
-                                player[0].targetrotation=0;
+                                player[0].targetyaw=0;
                             else
-                                player[0].targetrotation=-rotation+180;
+                                player[0].targetyaw=-yaw+180;
                         }
 
                         facing=0;
                         facing.z=-1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
                         if(cameramode){
                             facing=flatfacing;
                         }else{
-                            facing=DoRotation(facing,-rotation2,0,0);
-                            facing=DoRotation(facing,0,0-rotation,0);
+                            facing=DoRotation(facing,-pitch,0,0);
+                            facing=DoRotation(facing,0,0-yaw,0);
                         }
 
-                        player[0].lookrotation=-rotation;
+                        player[0].lookyaw=-yaw;
 
-                        player[i].targetheadrotation=rotation;
-                        player[i].targetheadrotation2=rotation2;
+                        player[i].targetheadyaw=yaw;
+                        player[i].targetheadpitch=pitch;
                     }
                     if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
-                        if(!animation[player[i].targetanimation].attack&&
-                                player[i].targetanimation!=staggerbackhighanim&&
-                                player[i].targetanimation!=staggerbackhardanim&&
-                                player[i].targetanimation!=crouchremoveknifeanim&&
-                                player[i].targetanimation!=removeknifeanim&&
-                                player[i].targetanimation!=backhandspringanim&&
-                                player[i].targetanimation!=dodgebackanim&&
-                                player[i].targetanimation!=walljumprightkickanim&&
-                                player[i].targetanimation!=walljumpleftkickanim){
-                            player[i].targetrotation=-player[i].lookrotation+180;
+                        if(!animation[player[i].animTarget].attack&&
+                                player[i].animTarget!=staggerbackhighanim&&
+                                player[i].animTarget!=staggerbackhardanim&&
+                                player[i].animTarget!=crouchremoveknifeanim&&
+                                player[i].animTarget!=removeknifeanim&&
+                                player[i].animTarget!=backhandspringanim&&
+                                player[i].animTarget!=dodgebackanim&&
+                                player[i].animTarget!=walljumprightkickanim&&
+                                player[i].animTarget!=walljumpleftkickanim){
+                            player[i].targetyaw=-player[i].lookyaw+180;
                         }
 
                         facing=0;
                         facing.z=-1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        flatfacing=DoRotation(facing,0,player[i].yaw+180,0);
 
-                        facing=DoRotation(facing,-player[i].lookrotation2,0,0);
-                        facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+                        facing=DoRotation(facing,-player[i].lookpitch,0,0);
+                        facing=DoRotation(facing,0,0-player[i].lookyaw,0);
 
-                        player[i].targetheadrotation=player[i].lookrotation;
-                        player[i].targetheadrotation2=player[i].lookrotation2;
+                        player[i].targetheadyaw=player[i].lookyaw;
+                        player[i].targetheadpitch=player[i].lookpitch;
                     }
                     if(indialogue!=-1){
-                        player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
-                        player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+                        player[i].targetheadyaw=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
+                        player[i].targetheadpitch=pitchOf(participantfacing[whichdialogue][indialogue][i]);
                     }
 
-                    bool pause;
-
                     if(leveltime<.5)
                         numenvsounds=0;
 
@@ -6674,14 +6833,14 @@ void Game::Tick(){
                     //avoid flaming things
                     for(int j=0;j<objects.numobjects;j++)
                         if(objects.onfire[j])
-                            if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
-                                if(     findDistancefast(&player[i].coords,&objects.position[j])<
-                                        findDistancefast(&player[i].coords,&player[0].coords)){
+                            if(distsq(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
+                                if(     distsq(&player[i].coords,&objects.position[j])<
+                                        distsq(&player[i].coords,&player[0].coords)){
                                     player[i].collided=0;
                                     player[i].avoidcollided=1;
                                     if(player[i].avoidsomething==0||
-                                            findDistancefast(&player[i].coords,&objects.position[j])<
-                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+                                            distsq(&player[i].coords,&objects.position[j])<
+                                            distsq(&player[i].coords,&player[i].avoidwhere)){
                                         player[i].avoidwhere=objects.position[j];
                                         player[i].avoidsomething=1;
                                     }
@@ -6690,14 +6849,14 @@ void Game::Tick(){
                     //avoid flaming players
                     for(int j=0;j<numplayers;j++)
                         if(player[j].onfire)
-                            if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
-                                if(     findDistancefast(&player[i].coords,&player[j].coords)<
-                                        findDistancefast(&player[i].coords,&player[0].coords)){
+                            if(distsq(&player[j].coords,&player[i].coords)<sq(0.3)*200)
+                                if(     distsq(&player[i].coords,&player[j].coords)<
+                                        distsq(&player[i].coords,&player[0].coords)){
                                     player[i].collided=0;
                                     player[i].avoidcollided=1;
                                     if(player[i].avoidsomething==0||
-                                            findDistancefast(&player[i].coords,&player[j].coords)<
-                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+                                            distsq(&player[i].coords,&player[j].coords)<
+                                            distsq(&player[i].coords,&player[i].avoidwhere)){
                                         player[i].avoidwhere=player[j].coords;
                                         player[i].avoidsomething=1;
                                     }
@@ -6708,8 +6867,8 @@ void Game::Tick(){
 
                     doAI(i);
 
-                    if(animation[player[i].targetanimation].attack==reversed){
-                        //player[i].targetrotation=player[i].rotation;
+                    if(animation[player[i].animTarget].attack==reversed){
+                        //player[i].targetyaw=player[i].yaw;
                         player[i].forwardkeydown=0;
                         player[i].leftkeydown=0;
                         player[i].backkeydown=0;
@@ -6753,7 +6912,7 @@ void Game::Tick(){
                             player[i].aitype==attacktypecutoff&&
                             !player[i].dead&&
                             !player[i].skeleton.free&&
-                            animation[player[i].targetanimation].attack==neutral)
+                            animation[player[i].animTarget].attack==neutral)
                         numresponded=1;
 
                     if(!player[i].throwkeydown)
@@ -6765,45 +6924,45 @@ void Game::Tick(){
                                 player[i].num_weapons<2&&
                                 (player[i].isIdle()||
                                  player[i].isCrouch()||
-                                 player[i].targetanimation==sneakanim||
-                                 player[i].targetanimation==rollanim||
-                                 player[i].targetanimation==backhandspringanim||
+                                 player[i].animTarget==sneakanim||
+                                 player[i].animTarget==rollanim||
+                                 player[i].animTarget==backhandspringanim||
                                  player[i].isFlip()||
                                  player[i].isFlip()||
                                  player[i].aitype!=playercontrolled)){
-                            for(int j=0;j<weapons.numweapons;j++){
-                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                            for(int j=0;j<weapons.size();j++){
+                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
                                             player[i].aitype==playercontrolled)&&
-                                        weapons.owner[j]==-1&&
+                                        weapons[j].owner==-1&&
                                         player[i].weaponactive==-1)
-                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
-                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
+                                    if(distsqflat(&player[i].coords,&weapons[j].position)<2){
+                                        if(distsq(&player[i].coords,&weapons[j].position)<2){
                                             if(player[i].isCrouch()||
-                                                    player[i].targetanimation==sneakanim||
+                                                    player[i].animTarget==sneakanim||
                                                     player[i].isRun()||
                                                     player[i].isIdle()||
                                                     player[i].aitype!=playercontrolled){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,crouchremoveknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                                player[i].setAnimation(crouchremoveknifeanim);
+                                                player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[j].position);
                                                 player[i].hasvictim=0;
                                             }
-                                            if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
+                                            if(player[i].animTarget==rollanim||player[i].animTarget==backhandspringanim){
                                                 player[i].throwtogglekeydown=1;
                                                 player[i].hasvictim=0;
 
-                                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
                                                                 player[i].aitype==playercontrolled)&&
-                                                            weapons.owner[j]==-1||
+                                                            weapons[j].owner==-1||
                                                         player[i].victim&&
-                                                        weapons.owner[j]==player[i].victim->id)
-                                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
-                                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
-                                                            if(weapons.type[j]!=staff)
+                                                        weapons[j].owner==player[i].victim->id)
+                                                    if(distsqflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
+                                                        if(distsq(&player[i].coords,&weapons[j].position)<1||player[i].victim){
+                                                            if(weapons[j].getType()!=staff)
                                                                 emit_sound_at(knifedrawsound, player[i].coords, 128.);
 
                                                             player[i].weaponactive=0;
-                                                            weapons.owner[j]=player[i].id;
+                                                            weapons[j].owner=player[i].id;
                                                             if(player[i].num_weapons>0)
                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                             player[i].num_weapons++;
@@ -6813,31 +6972,31 @@ void Game::Tick(){
                                         }else if((player[i].isIdle()||
                                                     player[i].isFlip()||
                                                     player[i].aitype!=playercontrolled)&&
-                                                findDistancefast(&player[i].coords,&weapons.position[j])<5&&
-                                                player[i].coords.y<weapons.position[j].y){
+                                                distsq(&player[i].coords,&weapons[j].position)<5&&
+                                                player[i].coords.y<weapons[j].position.y){
                                             if(!player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,removeknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                                player[i].setAnimation(removeknifeanim);
+                                                player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[j].position);
                                             }
                                             if(player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
                                                 player[i].hasvictim=0;
 
-                                                for(int k=0;k<weapons.numweapons;k++){
+                                                for(int k=0;k<weapons.size();k++){
                                                     if(player[i].weaponactive==-1)
-                                                        if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
+                                                        if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
                                                                         player[i].aitype==playercontrolled)&&
-                                                                    weapons.owner[k]==-1||
+                                                                    weapons[k].owner==-1||
                                                                 player[i].victim&&
-                                                                 weapons.owner[k]==player[i].victim->id)
-                                                            if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
+                                                                 weapons[k].owner==player[i].victim->id)
+                                                            if(distsqflat(&player[i].coords,&weapons[k].position)<3&&
                                                                     player[i].weaponactive==-1){
-                                                                if(weapons.type[k]!=staff)
+                                                                if(weapons[k].getType()!=staff)
                                                                     emit_sound_at(knifedrawsound, player[i].coords, 128.);
 
                                                                 player[i].weaponactive=0;
-                                                                weapons.owner[k]=player[i].id;
+                                                                weapons[k].owner=player[i].id;
                                                                 if(player[i].num_weapons>0)
                                                                     player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                                 player[i].num_weapons++;
@@ -6849,31 +7008,31 @@ void Game::Tick(){
                                     }
                             }
                             if(player[i].isCrouch()||
-                                    player[i].targetanimation==sneakanim||
+                                    player[i].animTarget==sneakanim||
                                     player[i].isRun()||
-                                    player[i].isIdle()||player[i].targetanimation==rollanim||
-                                    player[i].targetanimation==backhandspringanim){
+                                    player[i].isIdle()||player[i].animTarget==rollanim||
+                                    player[i].animTarget==backhandspringanim){
                                 if(numplayers>1)
                                     for(int j=0;j<numplayers;j++){
                                         if(player[i].weaponactive==-1)
                                             if(j!=i)
                                                 if(player[j].num_weapons&&
                                                         player[j].skeleton.free&&
-                                                        findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
+                                                        distsq(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
                                                         (((player[j].skeleton.forward.y<0&&
                                                            player[j].weaponstuckwhere==0)||
                                                           (player[j].skeleton.forward.y>0&&
                                                            player[j].weaponstuckwhere==1))||
                                                          player[j].weaponstuck==-1||
                                                          player[j].num_weapons>1)){
-                                                    if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
+                                                    if(player[i].animTarget!=rollanim&&player[i].animTarget!=backhandspringanim){
                                                         player[i].throwtogglekeydown=1;
                                                         player[i].victim=&player[j];
                                                         player[i].hasvictim=1;
-                                                        setAnimation(i,crouchremoveknifeanim);
-                                                        player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                        player[i].setAnimation(crouchremoveknifeanim);
+                                                        player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords);
                                                     }
-                                                    if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
+                                                    if(player[i].animTarget==rollanim||player[i].animTarget==backhandspringanim){
                                                         player[i].throwtogglekeydown=1;
                                                         player[i].victim=&player[j];
                                                         player[i].hasvictim=1;
@@ -6887,14 +7046,14 @@ void Game::Tick(){
                                                                 }
                                                             }
                                                             if(!fleshstuck){
-                                                                if(weapons.type[k]!=staff)
+                                                                if(weapons[k].getType()!=staff)
                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
                                                             }
                                                             if(fleshstuck)
                                                               emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
 
                                                             player[i].weaponactive=0;
-                                                            if(weapons.owner[k]!=-1){
+                                                            if(weapons[k].owner!=-1){
                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
                                                                 else player[i].victim->num_weapons=1;
 
@@ -6913,12 +7072,12 @@ void Game::Tick(){
                                                                 Normalise(&relative);
                                                                 XYZ footvel,footpoint;
                                                                 footvel=0;
-                                                                footpoint=weapons.position[k];
+                                                                footpoint=weapons[k].position;
                                                                 if(player[i].victim->weaponstuck!=-1){
                                                                     if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
                                                                         if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
-                                                                        weapons.bloody[k]=2;
-                                                                        weapons.blooddrip[k]=5;
+                                                                        weapons[k].bloody=2;
+                                                                        weapons[k].blooddrip=5;
                                                                         player[i].victim->weaponstuck=-1;
                                                                         player[i].victim->bloodloss+=2000;
                                                                         player[i].victim->DoDamage(2000);
@@ -6932,12 +7091,12 @@ void Game::Tick(){
 
                                                                 player[i].victim->weaponactive=-1;
 
-                                                                playerJoint(player[i].victim,abdomen).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,neck).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(abdomen).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(neck).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
                                                             }
-                                                            weapons.owner[k]=i;
+                                                            weapons[k].owner=i;
                                                             if(player[i].num_weapons>0){
                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
                                                             }
@@ -6950,11 +7109,11 @@ void Game::Tick(){
                             }
                         }
                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                            if(weapons.type[player[i].weaponids[0]]==knife){
+                            if(weapons[player[i].weaponids[0]].getType()==knife){
                                 if(player[i].isIdle()||
                                         player[i].isRun()||
                                         player[i].isCrouch()||
-                                        player[i].targetanimation==sneakanim||
+                                        player[i].animTarget==sneakanim||
                                         player[i].isFlip())
                                     if(numplayers>1)
                                         for(int j=0;j<numplayers;j++){
@@ -6962,15 +7121,15 @@ void Game::Tick(){
                                                 if(tutoriallevel!=1||tutorialstage==49)
                                                     if(hostile)
                                                         if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
-                                                                findDistancefast(&player[i].coords,&player[j].coords)<100&&
-                                                                findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
+                                                                distsq(&player[i].coords,&player[j].coords)<100&&
+                                                                distsq(&player[i].coords,&player[j].coords)>1.5&&
                                                                 !player[j].skeleton.free&&
-                                                                -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
+                                                                -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*player[i].scale+player[i].coords)){
                                                             if(!player[i].isFlip()){
                                                                 player[i].throwtogglekeydown=1;
                                                                 player[i].victim=&player[j];
-                                                                setAnimation(i,knifethrowanim);
-                                                                player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                                player[i].setAnimation(knifethrowanim);
+                                                                player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords);
                                                                 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
                                                             }
                                                             if(player[i].isFlip()){
@@ -6978,18 +7137,18 @@ void Game::Tick(){
                                                                     player[i].throwtogglekeydown=1;
                                                                     player[i].victim=&player[j];
                                                                     XYZ aim;
-                                                                    weapons.owner[player[i].weaponids[0]]=-1;
-                                                                    aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
+                                                                    weapons[player[i].weaponids[0]].owner=-1;
+                                                                    aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->yaw,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].yaw,0)*player[i].scale);
                                                                     Normalise(&aim);
 
                                                                     aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
 
-                                                                    weapons.velocity[player[i].weaponids[0]]=aim*50;
-                                                                    weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
-                                                                    weapons.missed[player[i].weaponids[0]]=0;
-                                                                    weapons.freetime[player[i].weaponids[0]]=0;
-                                                                    weapons.firstfree[player[i].weaponids[0]]=1;
-                                                                    weapons.physics[player[i].weaponids[0]]=0;
+                                                                    weapons[player[i].weaponids[0]].velocity=aim*50;
+                                                                    weapons[player[i].weaponids[0]].tipvelocity=aim*50;
+                                                                    weapons[player[i].weaponids[0]].missed=0;
+                                                                    weapons[player[i].weaponids[0]].freetime=0;
+                                                                    weapons[player[i].weaponids[0]].firstfree=1;
+                                                                    weapons[player[i].weaponids[0]].physics=0;
                                                                     player[i].num_weapons--;
                                                                     if(player[i].num_weapons){
                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
@@ -7002,16 +7161,16 @@ void Game::Tick(){
                             }
                         }
                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                            if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
+                            if(player[i].isCrouch()||player[i].animTarget==sneakanim){
                                 player[i].throwtogglekeydown=1;
-                                weapons.owner[player[i].weaponids[0]]=-1;
-                                weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
-                                if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
-                                weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
-                                weapons.missed[player[i].weaponids[0]]=1;
-                                weapons.freetime[player[i].weaponids[0]]=0;
-                                weapons.firstfree[player[i].weaponids[0]]=1;
-                                weapons.physics[player[i].weaponids[0]]=1;
+                                weapons[player[i].weaponids[0]].owner=-1;
+                                weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
+                                if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
+                                weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
+                                weapons[player[i].weaponids[0]].missed=1;
+                                weapons[player[i].weaponids[0]].freetime=0;
+                                weapons[player[i].weaponids[0]].firstfree=1;
+                                weapons[player[i].weaponids[0]].physics=1;
                                 player[i].num_weapons--;
                                 if(player[i].num_weapons){
                                     player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
@@ -7028,21 +7187,21 @@ void Game::Tick(){
                     }
 
                     //draw weapon
-                    if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+                    if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
                         if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
                                 player[i].num_weapons==2&&
                                 player[i].weaponactive==-1&&
                                 player[i].isIdle()||
                                 player[0].dead&&
                                 player[i].weaponactive!=-1&&
-                                i!=0){
-                            bool isgood=1;
+                                i!=0) {
+                            bool isgood=true;
                             if(player[i].weaponactive!=-1)
-                                if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
-                                    isgood=0;
+                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
+                                    isgood=false;
                             if(isgood&&player[i].creature!=wolftype){
-                                if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                    setAnimation(i,drawrightanim);
+                                if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
+                                    player[i].setAnimation(drawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if((player[i].isIdle()||
@@ -7050,47 +7209,46 @@ void Game::Tick(){
                                              player[0].weaponactive!=-1&&
                                              player[i].isRun()))&&
                                         player[i].num_weapons&&
-                                        weapons.type[player[i].weaponids[0]]==sword){
-                                    setAnimation(i,drawleftanim);
+                                        weapons[player[i].weaponids[0]].getType()==sword){
+                                    player[i].setAnimation(drawleftanim);
                                     player[i].drawtogglekeydown=1;
                                 }
-                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                    setAnimation(i,crouchdrawrightanim);
+                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
+                                    player[i].setAnimation(crouchdrawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                             }
                         }
-                    //clean weapon
-                    if(player[i].isCrouch()&&
-                            weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
-                            bloodtoggle&&
-                            player[i].onterrain&&
-                            player[i].num_weapons&&
-                            player[i].weaponactive!=-1&&
-                            player[i].attackkeydown){
-                        if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
-                                player[i].onterrain&&
-                                bloodtoggle&&musictype!=stream_fighttheme){
-                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
-                                setAnimation(i,crouchstabanim);
-                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
-                                setAnimation(i,swordgroundstabanim);
-                            player[i].hasvictim=0;
-                            //player[i].attacktogglekeydown=1;
-                        }
                     }
+                    
+                    //clean weapon
+                    if(player[i].weaponactive!=-1) {
+                                               if (player[i].isCrouch()&&
+                                                       weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
+                                                       bloodtoggle&&
+                                                       player[i].onterrain&&
+                                                       player[i].num_weapons&&
+                                                       player[i].attackkeydown&&
+                                                       musictype!=stream_fighttheme) {
+                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
+                                                                       player[i].setAnimation(crouchstabanim);
+                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
+                                                                       player[i].setAnimation(swordgroundstabanim);
+                                                               player[i].hasvictim=0;
+                                               }
+                                       }
 
                     if(!player[i].drawkeydown)
                         player[i].drawtogglekeydown=0;
 
                     XYZ absflatfacing;
-                    if(i==0){
+                    if(i==0) {
                         absflatfacing=0;
                         absflatfacing.z=-1;
 
-                        absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
-                    }
-                    else absflatfacing=flatfacing;
+                        absflatfacing=DoRotation(absflatfacing,0,-yaw,0);
+                    } else
+                                               absflatfacing=flatfacing;
 
                     if(indialogue!=-1){
                         player[i].forwardkeydown=0;
@@ -7104,11 +7262,11 @@ void Game::Tick(){
                     }
                     movekey=0;
                     //Do controls
-                    if(!animation[player[i].targetanimation].attack&&
-                            player[i].targetanimation!=staggerbackhighanim&&
-                            player[i].targetanimation!=staggerbackhardanim&&
-                            player[i].targetanimation!=backhandspringanim&&
-                            player[i].targetanimation!=dodgebackanim){
+                    if(!animation[player[i].animTarget].attack&&
+                            player[i].animTarget!=staggerbackhighanim&&
+                            player[i].animTarget!=staggerbackhardanim&&
+                            player[i].animTarget!=backhandspringanim&&
+                            player[i].animTarget!=dodgebackanim){
                         if(!player[i].forwardkeydown)
                             player[i].forwardstogglekeydown=0;
                         if(player[i].crouchkeydown){
@@ -7119,23 +7277,23 @@ void Game::Tick(){
                                 if(numplayers>1)
                                     for(int j=0;j<numplayers;j++)
                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
-                                            if(findDistancefast(&player[j].coords,&player[i].coords)<16)
+                                            if(distsq(&player[j].coords,&player[i].coords)<16)
                                                 player[i].superruntoggle=0;
                             }
 
                             if(numplayers>1)
                                 for(int j=0;j<numplayers;j++){
                                     if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
-                                        if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                        if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
                                                 player[j].victim==&player[i]&&
-                                                (player[j].targetanimation==sweepanim||
-                                                 player[j].targetanimation==upunchanim||
-                                                 player[j].targetanimation==wolfslapanim||
-                                                 ((player[j].targetanimation==swordslashanim||
-                                                   player[j].targetanimation==knifeslashstartanim||
-                                                   player[j].targetanimation==staffhitanim||
-                                                   player[j].targetanimation==staffspinhitanim)&&
-                                                  findDistancefast(&player[j].coords,&player[i].coords)<2))){
+                                                (player[j].animTarget==sweepanim||
+                                                 player[j].animTarget==upunchanim||
+                                                 player[j].animTarget==wolfslapanim||
+                                                 ((player[j].animTarget==swordslashanim||
+                                                   player[j].animTarget==knifeslashstartanim||
+                                                   player[j].animTarget==staffhitanim||
+                                                   player[j].animTarget==staffspinhitanim)&&
+                                                  distsq(&player[j].coords,&player[i].coords)<2))){
                                             if(target>=0)
                                                 target=-1;
                                             else
@@ -7148,7 +7306,7 @@ void Game::Tick(){
                             player[i].lowreversaldelay=.5;
 
                             if(player[i].isIdle()){
-                                setAnimation(i,player[i].getCrouch());
+                                player[i].setAnimation(player[i].getCrouch());
                                 player[i].transspeed=10;
                             }
                             if(player[i].isRun()||
@@ -7157,13 +7315,13 @@ void Game::Tick(){
                                       player[i].rightkeydown||
                                       player[i].forwardkeydown||
                                       player[i].backkeydown))){
-                                setAnimation(i,rollanim);
+                                player[i].setAnimation(rollanim);
                                 player[i].transspeed=20;
                             }
                         }
                         if(!player[i].crouchkeydown){
                             //Uncrouch
-                            if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
+                            if(!player[i].isRun()&&player[i].animTarget!=sneakanim&&i==0)player[i].superruntoggle=0;
                             target=-2;
                             if(player[i].isCrouch()){
                                 if(numplayers>1)
@@ -7172,9 +7330,9 @@ void Game::Tick(){
                                                 !player[j].skeleton.free&&
                                                 player[j].victim&&
                                                 player[i].highreversaldelay<=0){
-                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                            if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
                                                     player[j].victim==&player[i]&&
-                                                    (player[j].targetanimation==spinkickanim)&&
+                                                    (player[j].animTarget==spinkickanim)&&
                                                     player[i].isCrouch()){
                                                 if(target>=0)
                                                     target=-1;
@@ -7189,46 +7347,46 @@ void Game::Tick(){
 
                                 if(player[i].isCrouch()){
                                     if(!player[i].wasCrouch()){
-                                        player[i].currentanimation=player[i].getCrouch();
-                                        player[i].currentframe=0;
+                                        player[i].animCurrent=player[i].getCrouch();
+                                        player[i].frameCurrent=0;
                                     }
-                                    setAnimation(i,player[i].getIdle());
+                                    player[i].setAnimation(player[i].getIdle());
                                     player[i].transspeed=10;
                                 }
                             }
-                            if(player[i].targetanimation==sneakanim){
-                                setAnimation(i,player[i].getIdle());
+                            if(player[i].animTarget==sneakanim){
+                                player[i].setAnimation(player[i].getIdle());
                                 player[i].transspeed=10;
                             }
                         }
                         if(player[i].forwardkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown)||
                                     (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
                                 if(player[i].aitype==passivetype)
-                                    setAnimation(i,walkanim);
+                                    player[i].setAnimation(walkanim);
                                 else
-                                    setAnimation(i,player[i].getRun());
+                                    player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
+                                player[i].animTarget=sneakanim;
                                 if(player[i].wasCrouch())
                                     player[i].target=0;
-                                player[i].targetframe=0;
+                                player[i].frameTarget=0;
                             }
-                            if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
-                                setAnimation(i,climbanim);
-                                player[i].targetframe=1;
+                            if(player[i].animTarget==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
+                                player[i].setAnimation(climbanim);
+                                player[i].frameTarget=1;
                                 player[i].jumpclimb=1;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                            if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity+=absflatfacing*5*multiplier;
                             }
                             player[i].forwardstogglekeydown=1;
@@ -7237,113 +7395,113 @@ void Game::Tick(){
                         if (player[i].rightkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown)||
                                     (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
+                                player[i].animTarget=sneakanim;
                                 if(player[i].wasCrouch())
                                     player[i].target=0;
-                                player[i].targetframe=0;
+                                player[i].frameTarget=0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                            if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
                             }
-                            player[i].targetrotation-=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation+=45;
-                            if(player[i].backkeydown)player[i].targetrotation-=45;
+                            player[i].targetyaw-=90;
+                            if(player[i].forwardkeydown)player[i].targetyaw+=45;
+                            if(player[i].backkeydown)player[i].targetyaw-=45;
                             movekey=1;
                         }
                         if ( player[i].leftkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown)||
                                     (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
+                                player[i].animTarget=sneakanim;
                                 if(player[i].wasCrouch())
                                     player[i].target=0;
-                                player[i].targetframe=0;
+                                player[i].frameTarget=0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                            if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
                             }
-                            player[i].targetrotation+=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation-=45;
-                            if(player[i].backkeydown)player[i].targetrotation+=45;
+                            player[i].targetyaw+=90;
+                            if(player[i].forwardkeydown)player[i].targetyaw-=45;
+                            if(player[i].backkeydown)player[i].targetyaw+=45;
                             movekey=1;
                         }
                         if(player[i].backkeydown){
                             if(player[i].isIdle()||
                                     (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
+                                     player[i].targetyaw==player[i].yaw)||
                                     (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown)||
                                     (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
+                                     player[i].frameTarget>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
+                                player[i].animTarget=sneakanim;
                                 if(player[i].wasCrouch())
                                     player[i].target=0;
-                                player[i].targetframe=0;
+                                player[i].frameTarget=0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                            if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){
                                 player[i].velocity-=absflatfacing*5*multiplier;
                             }
-                            if(player[i].targetanimation==hanganim){
-                                player[i].currentanimation=jumpdownanim;
-                                player[i].targetanimation=jumpdownanim;
+                            if(player[i].animTarget==hanganim){
+                                player[i].animCurrent=jumpdownanim;
+                                player[i].animTarget=jumpdownanim;
                                 player[i].target=0;
-                                player[i].currentframe=0;
-                                player[i].targetframe=1;
+                                player[i].frameCurrent=0;
+                                player[i].frameTarget=1;
                                 player[i].velocity=0;
                                 player[i].velocity.y+=gravity;
                                 player[i].coords.y-=1.4;
                                 player[i].grabdelay=1;
                             }
                             if ( !player[i].leftkeydown&&!player[i].rightkeydown)
-                                player[i].targetrotation+=180;
+                                player[i].targetyaw+=180;
                             movekey=1;
                         }
                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
-                            if((((player[i].isLanding()&&player[i].targetframe>=3)||
+                            if((((player[i].isLanding()&&player[i].frameTarget>=3)||
                                             player[i].isRun()||
-                                            player[i].targetanimation==walkanim||
+                                            player[i].animTarget==walkanim||
                                             player[i].isCrouch()||
-                                            player[i].targetanimation==sneakanim)&&
+                                            player[i].animTarget==sneakanim)&&
                                         player[i].jumppower>1)&&
-                                    ((player[i].targetanimation!=rabbitrunninganim&&
-                                      player[i].targetanimation!=wolfrunninganim)||i!=0)){
+                                    ((player[i].animTarget!=rabbitrunninganim&&
+                                      player[i].animTarget!=wolfrunninganim)||i!=0)){
                                 player[i].jumpstart=0;
-                                setAnimation(i,jumpupanim);
-                                player[i].rotation=player[i].targetrotation;
+                                player[i].setAnimation(jumpupanim);
+                                player[i].yaw=player[i].targetyaw;
                                 player[i].transspeed=20;
                                 player[i].FootLand(0,1);
                                 player[i].FootLand(1,1);
 
                                 facing=0;
                                 facing.z=-1;
-                                flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
+                                flatfacing=DoRotation(facing,0,player[i].targetyaw+180,0);
 
                                 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
                                 if(!movekey)player[i].velocity=0;
@@ -7353,9 +7511,9 @@ void Game::Tick(){
                                 if(numplayers>1)
                                     for(int j=0;j<numplayers;j++){
                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
-                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                            if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
                                                     player[j].victim==&player[i]&&
-                                                    (player[j].targetanimation==sweepanim)){
+                                                    (player[j].animTarget==sweepanim)){
                                                 if(target>=0)target=-1;
                                                 else target=j;
                                             }
@@ -7382,13 +7540,13 @@ void Game::Tick(){
                                     emit_sound_at(jumpsound, player[i].coords, 128.);
                             }
                             if((player[i].isIdle())&&player[i].jumppower>1){
-                                setAnimation(i,player[i].getLanding());
-                                player[i].targetframe=2;
+                                player[i].setAnimation(player[i].getLanding());
+                                player[i].frameTarget=2;
                                 player[i].landhard=0;
                                 player[i].jumpstart=1;
                                 player[i].tempdeltav=deltav;
                             }
-                            if(player[i].targetanimation==jumpupanim&&
+                            if(player[i].animTarget==jumpupanim&&
                                     (((!floatjump&&
                                        !editorenabled)||
                                       !debugmode)||
@@ -7406,48 +7564,48 @@ void Game::Tick(){
                         }
 
                         if(!movekey){
-                            if(player[i].isRun()||player[i].targetanimation==walkanim)
-                                setAnimation(i,player[i].getStop());
-                            if(player[i].targetanimation==sneakanim){
-                                player[i].targetanimation=player[i].getCrouch();
-                                if(player[i].currentanimation==sneakanim)
+                            if(player[i].isRun()||player[i].animTarget==walkanim)
+                                player[i].setAnimation(player[i].getStop());
+                            if(player[i].animTarget==sneakanim){
+                                player[i].animTarget=player[i].getCrouch();
+                                if(player[i].animCurrent==sneakanim)
                                     player[i].target=0;
-                                player[i].targetframe=0;
+                                player[i].frameTarget=0;
                             }
                         }
-                        if(player[i].targetanimation==walkanim&&
+                        if(player[i].animTarget==walkanim&&
                                 (player[i].aitype==attacktypecutoff||
                                  player[i].aitype==searchtype||
                                  (player[i].aitype==passivetype&&
                                   player[i].numwaypoints<=1)))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                         if(player[i].isRun()&&(player[i].aitype==passivetype))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                     }
                 }
-                if(player[i].targetanimation==rollanim)
-                    player[i].targetrotation=oldtargetrotation;
+                if(player[i].animTarget==rollanim)
+                    player[i].targetyaw=oldtargetyaw;
             }
 
             //Rotation
             for(int k=0;k<numplayers;k++){
-                if(fabs(player[k].rotation-player[k].targetrotation)>180){
-                    if(player[k].rotation>player[k].targetrotation)
-                        player[k].rotation-=360;
+                if(fabs(player[k].yaw-player[k].targetyaw)>180){
+                    if(player[k].yaw>player[k].targetyaw)
+                        player[k].yaw-=360;
                     else
-                        player[k].rotation+=360;
+                        player[k].yaw+=360;
                 }
 
                 //stop to turn in right direction
-                if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
-                    setAnimation(k,player[k].getStop());
+                if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].animTarget==walkanim))
+                    player[k].setAnimation(player[k].getStop());
 
-                if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
+                if(player[k].animTarget==backhandspringanim||player[k].animTarget==dodgebackanim)
                     player[k].targettilt=0;
 
-                if(player[k].targetanimation!=jumpupanim&&
-                        player[k].targetanimation!=backhandspringanim&&
-                        player[k].targetanimation!=jumpdownanim&&
+                if(player[k].animTarget!=jumpupanim&&
+                        player[k].animTarget!=backhandspringanim&&
+                        player[k].animTarget!=jumpdownanim&&
                         !player[k].isFlip()){
                     player[k].targettilt=0;
                     if(player[k].jumppower<0&&!player[k].jumpkeydown)
@@ -7460,7 +7618,7 @@ void Game::Tick(){
                 }
 
                 if(player[k].isRun())
-                    player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+                    player[k].targettilt=(player[k].yaw-player[k].targetyaw)/4;
 
                 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
                 player[k].grabdelay-=multiplier;
@@ -7507,7 +7665,7 @@ void Game::Tick(){
                 oldtemp=temp;
                 oldtemp2=temp2;
                 if(tutorialstage>=51)
-                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+                    if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){
                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
 
@@ -7521,7 +7679,7 @@ void Game::Tick(){
                         flash();
                     }
                 if(tutorialstage<51)
-                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+                    if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){
                         emit_sound_at(fireendsound, player[0].coords);
 
                         player[0].coords=(oldtemp+oldtemp2)/2;
@@ -7529,14 +7687,14 @@ void Game::Tick(){
                         flash();
                     }
                 if(tutorialstage>=14&&tutorialstage<50)
-                    if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
+                    if(distsq(&temp,&player[1].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[1].coords)<4){
                         emit_sound_at(fireendsound, player[1].coords);
 
                         for(int i=0;i<player[1].skeleton.num_joints;i++){
                             if(Random()%2==0){
                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                             }
@@ -7548,7 +7706,7 @@ void Game::Tick(){
                             if(Random()%2==0){
                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords;
                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
                             }
@@ -7572,14 +7730,14 @@ void Game::Tick(){
             upvector=0;
             upvector.z=-1;
 
-            upvector=DoRotation(upvector,-rotation2+90,0,0);
-            upvector=DoRotation(upvector,0,0-rotation,0);
+            upvector=DoRotation(upvector,-pitch+90,0,0);
+            upvector=DoRotation(upvector,0,0-yaw,0);
 
             facing=0;
             facing.z=-1;
 
-            facing=DoRotation(facing,-rotation2,0,0);
-            facing=DoRotation(facing,0,0-rotation,0);
+            facing=DoRotation(facing,-pitch,0,0);
+            facing=DoRotation(facing,0,0-yaw,0);
 
 
             static float ori[6];
@@ -7601,31 +7759,28 @@ void Game::Tick(){
                Screenshot();
 }
 
-
-
-void   Game::TickOnce(){
+void Game::TickOnce(){
        if(mainmenu)
-               rotation+=multiplier*5;
+               yaw+=multiplier*5;
        else
                if(directing||indialogue==-1) {
-                       rotation+=deltah*.7;
+                       yaw+=deltah*.7;
                        if(!invertmouse)
-                rotation2+=deltav*.7;
+                pitch+=deltav*.7;
                        if(invertmouse)
-                rotation2-=deltav*.7;
-                       if(rotation2>90)
-                rotation2=90;
-                       if(rotation2<-70)
-                rotation2=-70;
+                pitch-=deltav*.7;
+                       if(pitch>90)
+                pitch=90;
+                       if(pitch<-70)
+                pitch=-70;
                }
 }
 
-void   Game::TickOnceAfter(){
+void Game::TickOnceAfter(){
        static XYZ colviewer;
        static XYZ coltarget;
        static XYZ target;
        static XYZ col;
-       static float brotate;
        static XYZ facing;
        static float changedelay;
        static bool alldead;
@@ -7633,6 +7788,7 @@ void      Game::TickOnceAfter(){
        static float cameraspeed;
 
        if(!mainmenu){
+        static int oldmusictype=musictype;
 
                if(environment==snowyenvironment)
             leveltheme=stream_snowtheme;
@@ -7650,9 +7806,9 @@ void      Game::TickOnceAfter(){
                         player[i].aitype==gethelptype||
                         player[i].aitype==searchtype)&&
                     !player[i].dead/*&&player[i].surprised<=0*/&&
-                    (player[i].targetanimation!=sneakattackedanim&&
-                     player[i].targetanimation!=knifesneakattackedanim&&
-                     player[i].targetanimation!=swordsneakattackedanim)){
+                    (player[i].animTarget!=sneakattackedanim&&
+                     player[i].animTarget!=knifesneakattackedanim&&
+                     player[i].animTarget!=swordsneakattackedanim)){
                                musictype=stream_fighttheme;
                                realthreat=1;
                        }
@@ -7754,11 +7910,11 @@ void    Game::TickOnceAfter(){
             killhotspot=0;
 
 
-               winhotspot=0;
+               winhotspot=false;
                for(int i=0;i<numhotspots;i++)
                        if(hotspottype[i]==-1)
-                               if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
-                                       winhotspot=1;
+                               if(distsq(&player[0].coords,&hotspot[i])<hotspotsize[i])
+                                       winhotspot=true;
 
                int numalarmed=0;
                for(int i=1;i<numplayers;i++)
@@ -7772,18 +7928,21 @@ void    Game::TickOnceAfter(){
                                changedelay=1;
                                targetlevel=whichlevel;
                        }
-                       alldead=1;
-                       for(int i=1;i<numplayers;i++)
-                               if(!player[i].dead&&player[i].howactive<typedead1)
-                    alldead=0;
+                       alldead=true;
+                       for(int i=1;i<numplayers;i++) {
+                               if(!player[i].dead&&player[i].howactive<typedead1) {
+                    alldead=false;
+                    break;
+                               }
+                       }
 
 
-                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
+                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
                                changedelay=1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
                        }
-                       if(winhotspot||windialogue){
+                       if(winhotspot||windialogue) {
                                changedelay=0.1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
@@ -7796,12 +7955,12 @@ void    Game::TickOnceAfter(){
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
                        }
 
-                       if(changedelay>0&&!player[0].dead&&!won){
+                       if(changedelay>0&&!player[0].dead&&!won) {
                                //high scores, awards, win
-                               if(campaign){
+                               if(campaign) {
                                        accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
                                        scoreadded=1;
-                               }else{
+                               } else {
                                        accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
                                }
                                won=1;
@@ -7813,12 +7972,12 @@ void    Game::TickOnceAfter(){
                        if(leveltime<1){
                                loading=0;
                                changedelay=.1;
-                               alldead=0;
-                               winhotspot=0;
+                               alldead=false;
+                               winhotspot=false;
                                killhotspot=0;
                        }
 
-                       if(!editorenabled&&gameon&&!mainmenu){
+                       if(!editorenabled&&gameon&&!mainmenu) {
                                if(changedelay!=-999)
                     changedelay-=multiplier/7;
                                if(player[0].dead)
@@ -7845,7 +8004,7 @@ void      Game::TickOnceAfter(){
 
                                        fireSound(firestartsound);
 
-                                       Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+                                       Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
 
                                        fireSound();
 
@@ -7857,17 +8016,16 @@ void    Game::TickOnceAfter(){
                         (player[0].dead||
                          (alldead&&maptype==mapkilleveryone)||
                          (winhotspot)||
-                         (killhotspot))&&
-                        !winfreeze)
+                         (killhotspot)))
                     loading=1;
                                if((player[0].dead||
                             (alldead&&maptype==mapkilleveryone)||
                             (winhotspot)||
                             (windialogue)||
                             (killhotspot))&&
-                        changedelay<=0){
-                    if(whichlevel!=-2&&!loading&&!player[0].dead){
-                        winfreeze=1;
+                        changedelay<=0) {
+                    if(whichlevel!=-2&&!loading&&!player[0].dead) {
+                        winfreeze=true;
                         changedelay=-999;
                     }
                     if(player[0].dead)
@@ -7875,19 +8033,18 @@ void    Game::TickOnceAfter(){
                                }
                        }
 
-                       if(campaign)
-                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
-                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+                       if(campaign) {
+                // campaignchoosenext determines what to do when the level is complete:
+                // 0 = load next level
+                // 1 = go back to level select screen
+                // 2 = stealthload next level
+                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+                                       if(campaignlevels[actuallevel].nextlevel.empty())
                                                endgame=1;
-                               else if(mainmenu==0&&winfreeze){
-                                       if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
-                                               stealthloading=1;
-                                       else
-                        stealthloading=0;
+                               } else if(mainmenu==0&&winfreeze) {
+                                       stealthloading = (campaignlevels[actuallevel].choosenext==2);
 
                                        if(!stealthloading){
-                                               float gLoc[3]={0,0,0};
-                                               float vel[3]={0,0,0};
                                                fireSound(firestartsound);
 
                                                flash();
@@ -7895,76 +8052,18 @@ void    Game::TickOnceAfter(){
 
                                        startbonustotal=0;
 
-                                       ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
-                                       ipstream.ignore(256,':');
-                                       ipstream >> campaignnumlevels;
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               ipstream.ignore(256,':');
-                                               ipstream.ignore(256,':');
-                                               ipstream.ignore(256,' ');
-                                               ipstream >> campaignmapname[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaigndescription[i];
-                                               for(int j=0;j<256;j++){
-                                                       if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
-                                               }
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignchoosenext[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignnumnext[i];
-                                               for(int j=0;j<campaignnumnext[i];j++){
-                                                       ipstream.ignore(256,':');
-                                                       ipstream >> campaignnextlevel[i][j];
-                                                       campaignnextlevel[i][j]-=1;
-                                               }
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationx[i];
-                                               ipstream.ignore(256,':');
-                                               ipstream >> campaignlocationy[i];
-                                       }
-                                       ipstream.close();
-
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               levelvisible[i]=0;
-                                               levelhighlight[i]=0;
-                                       }
-
-
-                                       for(int i=0;i<campaignnumlevels;i++){
-                                               levelvisible[i]=0;
-                                               levelhighlight[i]=0;
-                                       }
-
-                                       levelorder[0]=0;
-                                       levelvisible[0]=1;
-                                       for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
-                                               levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
-                                               levelvisible[levelorder[i+1]]=1;
-                                       }
-                                       int whichlevelstart;
-                                       whichlevelstart=accountactive->getCampaignChoicesMade()-1;
-                                       if(whichlevelstart<0){
-                                               campaignchoicenum=1;
-                                               campaignchoicewhich[0]=0;
-                                       }
-                                       else
-                                       {
-                                               campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
-                                               for(int i=0;i<campaignchoicenum;i++){
-                                                       campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
-                                                       levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                                       levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
-                                               }
-                                       }
+                                       LoadCampaign();
 
                                        loading=2;
                                        loadtime=0;
                                        targetlevel=7;
-                                       if(!firstload)LoadStuff();
+                                       if(!firstload)
+                                               LoadStuff();
                                        whichchoice=0;
+                                       actuallevel=campaignlevels[actuallevel].nextlevel.front();
                                        visibleloading=1;
                                        stillloading=1;
-                                       Loadlevel(campaignmapname[campaignchoicewhich[0]]);
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                                        campaign=1;
                                        mainmenu=0;
                                        gameon=1;
@@ -7972,6 +8071,7 @@ void      Game::TickOnceAfter(){
 
                                        stealthloading=0;
                                }
+            }
 
             if(loading==3)
                 loading=0;
@@ -7984,13 +8084,12 @@ void    Game::TickOnceAfter(){
        facing=0;
        facing.z=-1;
 
-       facing=DoRotation(facing,-rotation2,0,0);
-       facing=DoRotation(facing,0,0-rotation,0);
+       facing=DoRotation(facing,-pitch,0,0);
+       facing=DoRotation(facing,0,0-yaw,0);
        viewerfacing=facing;
 
-       brotate=0;
        if(!cameramode){
-               if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
+               if((animation[player[0].animTarget].attack!=3&&animation[player[0].animCurrent].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
                else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
                target.y+=.1;
                if(player[0].skeleton.free){
@@ -8000,17 +8099,17 @@ void    Game::TickOnceAfter(){
                        }
                        target.y+=.1;
                }
-               if(player[0].skeleton.free!=2&&!autocam){
+               if(player[0].skeleton.free!=2/*&&!autocam*/){
                        cameraspeed=20;
                        if(findLengthfast(&player[0].velocity)>400){
                                cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
                        }
-                       if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
+                       if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
                        coltarget=target-cameraloc;
                        if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
                        else {
                                Normalise(&coltarget);
-                               if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+                               if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
                                else cameraloc=cameraloc+coltarget*multiplier*8;
                        }
                        if(editorenabled)cameraloc=target;
@@ -8025,13 +8124,13 @@ void    Game::TickOnceAfter(){
                                        int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
+                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
                                }
             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                     colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
                         viewer=colviewer;
                     }
                 }
@@ -8041,12 +8140,14 @@ void    Game::TickOnceAfter(){
                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
             }
                }
+        /*
+        //what did autocam do?
                if(player[0].skeleton.free!=2&&autocam){
                        cameraspeed=20;
                        if(findLengthfast(&player[0].velocity)>400){
                                cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
                        }
-                       if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
+                       if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
                        cameradist+=multiplier*5;
                        if(cameradist>3.3)cameradist=3.3;
                        coltarget=target-cameraloc;
@@ -8054,7 +8155,7 @@ void      Game::TickOnceAfter(){
                        else if(findLengthfast(&coltarget)>1)
                        {
                                Normalise(&coltarget);
-                               if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+                               if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
                                else cameraloc=cameraloc+coltarget*multiplier*8;
                        }
                        if(editorenabled)cameraloc=target;
@@ -8067,13 +8168,13 @@ void    Game::TickOnceAfter(){
                                        int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
+                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
                                }
             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                     colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
                         viewer=colviewer;
                     }
                 }
@@ -8083,6 +8184,7 @@ void      Game::TickOnceAfter(){
                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
             }
                }
+        */
                if(camerashake>.8)camerashake=.8;
                //if(woozy>10)woozy=10;
                //woozy+=multiplier;