]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Objects/Weapons.cpp
Sorted all source files in folders
[lugaru.git] / Source / Objects / Weapons.cpp
diff --git a/Source/Objects/Weapons.cpp b/Source/Objects/Weapons.cpp
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+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+
+This file is part of Lugaru.
+
+This file is part of Lugaru.
+
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+Lugaru is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+/**> HEADER FILES <**/
+#include "Animation/Animation.h"
+#include "Audio/openal_wrapper.h"
+#include "Audio/Sounds.h"
+#include "Level/Awards.h"
+#include "Objects/Weapons.h"
+
+#include "Game.h"
+
+extern float multiplier;
+extern Terrain terrain;
+extern float gravity;
+extern int environment;
+extern int detail;
+extern FRUSTUM frustum;
+extern XYZ viewer;
+extern float realmultiplier;
+extern int slomo;
+extern float slomodelay;
+extern bool cellophane;
+extern float texdetail;
+extern GLubyte bloodText[512 * 512 * 3];
+extern int bloodtoggle;
+extern Objects objects;
+extern bool autoslomo;
+extern float camerashake;
+extern float woozy;
+extern float viewdistance;
+extern float blackout;
+extern bool freeze;
+extern int tutoriallevel;
+extern int numthrowkill;
+
+Model Weapon::throwingknifemodel;
+Texture Weapon::knifetextureptr;
+Texture Weapon::lightbloodknifetextureptr;
+Texture Weapon::bloodknifetextureptr;
+
+Model Weapon::swordmodel;
+Texture Weapon::swordtextureptr;
+Texture Weapon::lightbloodswordtextureptr;
+Texture Weapon::bloodswordtextureptr;
+
+Model Weapon::staffmodel;
+Texture Weapon::stafftextureptr;
+
+Weapon::Weapon(int t, int o) : owner(o)
+{
+    setType(t);
+    bloody = 0;
+    blooddrip = 0;
+    blooddripdelay = 0;
+    onfire = 0;
+    flamedelay = 0;
+    damage = 0;
+    position = -1000;
+    tippoint = -1000;
+}
+
+void Weapon::setType(int t)
+{
+    type = t;
+    if (type == sword) {
+        mass = 1.5;
+        tipmass = 1;
+        length = .8;
+    }
+    if (type == staff) {
+        mass = 2;
+        tipmass = 1;
+        length = 1.5;
+    }
+    if (type == knife) {
+        mass = 1;
+        tipmass = 1.2;
+        length = .25;
+    }
+}
+
+void Weapon::DoStuff(int i)
+{
+    //~ cout << position.x << "," << position.y << "," << position.z << "|" << tippoint.x << "," << tippoint.y << "," << tippoint.z << endl;
+    static int whichpatchx, whichpatchz, whichhit;
+    static XYZ start, end, colpoint, normalrot, footvel, footpoint;
+    static XYZ terrainnormal;
+    static XYZ vel;
+    static XYZ midp;
+    static XYZ newpoint1, newpoint2;
+    static float friction = 3.5;
+    static float elasticity = .4;
+    static XYZ bounceness;
+    static float frictionness;
+    static float closestdistance;
+    static float distance;
+    static XYZ point[3];
+    static XYZ closestpoint;
+    static XYZ closestswordpoint;
+    static float tempmult;
+
+    if (owner != -1) {
+        oldowner = owner;
+    }
+    if (damage >= 2 && type == staff && owner != -1) { // the staff breaks
+        emit_sound_at(staffbreaksound, tippoint);
+        XYZ tempvel;
+        for (int j = 0; j < 40; j++) {
+            tempvel.x = float(abs(Random() % 100) - 50) / 20;
+            tempvel.y = float(abs(Random() % 100) - 50) / 20;
+            tempvel.z = float(abs(Random() % 100) - 50) / 20;
+            Sprite::MakeSprite(splintersprite, position + (tippoint - position) * ((float)j - 8) / 32, tempvel * .5, 115 / 255, 73 / 255, 12 / 255, .1, 1);
+        }
+        if (owner != -1) {
+            Person::players[owner]->weaponactive = -1;
+            Person::players[owner]->num_weapons--;
+            if (Person::players[owner]->num_weapons) {
+                Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
+                if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons)
+                    Person::players[owner]->weaponstuck = 0;
+            }
+        }
+        owner = -1;
+        hitsomething = 0;
+        missed = 1;
+        freetime = 0;
+        firstfree = 1;
+        position = 0;
+        physics = 0;
+    }
+    oldposition = position;
+    oldtippoint = tippoint;
+    if (owner == -1 && (velocity.x || velocity.y || velocity.z) && !physics) { // if the weapon is flying
+        position += velocity * multiplier;
+        tippoint += velocity * multiplier;
+        whichpatchx = position.x / (terrain.size / subdivision * terrain.scale);
+        whichpatchz = position.z / (terrain.size / subdivision * terrain.scale);
+        if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
+            if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are objects where the weapon is
+                for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { // check for collision
+                    int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
+                    start = oldtippoint;
+                    end = tippoint;
+                    whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                    if (whichhit != -1) {
+                        if (objects.type[k] == treetrunktype) {
+                            objects.model[k].MakeDecal(breakdecal, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), .1, 1, Random() % 360);
+                            normalrot = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0);
+                            velocity = 0;
+                            if (type == knife)
+                                position = colpoint - normalrot * .1;
+                            else if (type == sword)
+                                position = colpoint - normalrot * .2;
+                            else if (type == staff)
+                                position = colpoint - normalrot * .2;
+                            XYZ temppoint1, temppoint2;
+                            float distance;
+
+                            temppoint1 = 0;
+                            temppoint2 = normalrot;
+                            distance = findDistance(&temppoint1, &temppoint2);
+                            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+                            rotation2 *= 360 / 6.28;
+                            temppoint1.y = 0;
+                            temppoint2.y = 0;
+                            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+                            rotation1 *= 360 / 6.28;
+                            if (temppoint1.x > temppoint2.x)
+                                rotation1 = 360 - rotation1;
+
+                            rotation3 = 0;
+                            smallrotation = 90;
+                            smallrotation2 = 0;
+                            bigtilt = 0;
+                            bigtilt2 = 0;
+                            bigrotation = 0;
+
+                            emit_sound_at(knifesheathesound, position, 128.);
+
+                            bloody = 0;
+
+                            Sprite::MakeSprite(cloudimpactsprite, position, velocity, 1, 1, 1, .8, .3);
+                        } else {
+                            physics = 1;
+                            firstfree = 1;
+                            position -= velocity * multiplier;
+                            tippoint -= velocity * multiplier;
+                            tipvelocity = velocity;
+                        }
+                    }
+                }
+            }
+        }
+
+        if (velocity.x || velocity.y || velocity.z) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
+                footvel = 0;
+                footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
+                if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
+                        distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
+                        !Person::players[j]->skeleton.free && (int(j) != oldowner)) {
+                    if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) {
+                        if ( (Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) ||
+                                (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
+                            emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
+
+                            Person::players[j]->animTarget = removeknifeanim;
+                            Person::players[j]->frameTarget = 1;
+                            Person::players[j]->target = 1;
+                            Person::players[j]->takeWeapon(i);
+
+                            Person::players[j]->aitype = attacktypecutoff;
+                        } else {
+                            if (j != 0)
+                                numthrowkill++;
+                            Person::players[j]->num_weapons++;
+                            Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
+                            if (normaldotproduct(Person::players[j]->facing, velocity) > 0)
+                                Person::players[j]->weaponstuckwhere = 1;
+                            else
+                                Person::players[j]->weaponstuckwhere = 0;
+
+                            Person::players[j]->weaponids[Person::players[j]->num_weapons - 1] = i;
+
+                            Person::players[j]->RagDoll(0);
+                            Person::players[j]->jointVel(abdomen) += velocity * 2;
+                            Person::players[j]->jointVel(neck) += velocity * 2;
+                            Person::players[j]->jointVel(rightshoulder) += velocity * 2;
+                            Person::players[j]->jointVel(leftshoulder) += velocity * 2;
+                            if (bloodtoggle && tutoriallevel != 1)
+                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                            if (tutoriallevel == 1)
+                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
+                            footvel = tippoint - position;
+                            Normalise(&footvel);
+                            if (bloodtoggle && tutoriallevel != 1)
+                                Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
+
+                            if (tutoriallevel != 1) {
+                                if (Person::players[j]->weaponstuckwhere == 0)
+                                    Person::players[j]->DoBloodBig(2, 205);
+                                if (Person::players[j]->weaponstuckwhere == 1)
+                                    Person::players[j]->DoBloodBig(2, 200);
+                                Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
+                                Person::players[j]->deathbleeding = 1;
+                                Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
+                                owner = j;
+                                bloody = 2;
+                                blooddrip = 5;
+                            }
+
+                            emit_sound_at(fleshstabsound, position, 128.);
+
+                            if (Animation::animations[Person::players[0]->animTarget].height == highheight)
+                                award_bonus(0, ninja);
+                            else
+                                award_bonus(0, Bullseyebonus);
+                        }
+                    } else {
+                        missed = 1;
+                    }
+                }
+            }
+        }
+        if (position.y < terrain.getHeight(position.x, position.z)) {
+            if (terrain.getOpacity(position.x, position.z) < .2) {
+                velocity = 0;
+                if (terrain.lineTerrain(oldposition, position, &colpoint) != -1) {
+                    position = colpoint * terrain.scale;
+                } else {
+                    position.y = terrain.getHeight(position.x, position.z);
+                }
+
+                terrain.MakeDecal(shadowdecalpermanent, position, .06, .5, 0);
+                normalrot = terrain.getNormal(position.x, position.z) * -1;
+                velocity = 0;
+                glMatrixMode(GL_MODELVIEW);
+                glPushMatrix();
+                GLfloat M[16];
+                glLoadIdentity();
+                glRotatef(bigrotation, 0, 1, 0);
+                glRotatef(bigtilt2, 1, 0, 0);
+                glRotatef(bigtilt, 0, 0, 1);
+                glRotatef(-rotation1 + 90, 0, 1, 0);
+                glRotatef(-rotation2 + 90, 0, 0, 1);
+                glRotatef(-rotation3, 0, 1, 0);
+                glRotatef(smallrotation, 1, 0, 0);
+                glRotatef(smallrotation2, 0, 1, 0);
+                glTranslatef(0, 0, 1);
+                glGetFloatv(GL_MODELVIEW_MATRIX, M);
+                tippoint.x = M[12];
+                tippoint.y = M[13];
+                tippoint.z = M[14];
+                glPopMatrix();
+                position -= tippoint * .15;
+                XYZ temppoint1, temppoint2;
+
+                rotation3 = 0;
+                smallrotation = 90;
+                smallrotation2 = 0;
+                bigtilt = 0;
+                bigtilt2 = 0;
+                bigrotation = 0;
+
+                emit_sound_at(knifesheathesound, position, 128.);
+
+                XYZ terrainlight;
+                terrainlight = terrain.getLighting(position.x, position.z);
+                if (environment == snowyenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                } else if (environment == grassyenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                } else if (environment == desertenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                }
+
+                bloody = 0;
+            } else {
+                physics = 1;
+                firstfree = 1;
+                position -= velocity * multiplier;
+                tippoint -= velocity * multiplier;
+                tipvelocity = velocity;
+            }
+        }
+        if (velocity.x != 0 || velocity.z != 0 || velocity.y != 0) {
+            velocity.y += gravity * multiplier;
+
+            XYZ temppoint1, temppoint2;
+            float distance;
+
+            temppoint1 = 0;
+            temppoint2 = velocity;
+            distance = findDistance(&temppoint1, &temppoint2);
+            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+            rotation2 *= 360 / 6.28;
+            temppoint1.y = 0;
+            temppoint2.y = 0;
+            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+            rotation1 *= 360 / 6.28;
+            rotation3 = 0;
+            smallrotation = 90;
+            smallrotation2 = 0;
+            bigtilt = 0;
+            bigtilt2 = 0;
+            bigrotation = 0;
+            if (temppoint1.x > temppoint2.x)
+                rotation1 = 360 - rotation1;
+        }
+
+    }
+
+    //Sword physics
+    XYZ mid;
+    XYZ oldmid;
+    XYZ oldmid2;
+
+    tempmult = multiplier;
+    multiplier /= 10;
+    for (int l = 0; l < 10; l++) {
+        if (owner == -1 && (velocity.x || velocity.y || velocity.z) && physics) {
+            //move
+            position += velocity * multiplier;
+            tippoint += tipvelocity * multiplier;
+
+            //Length constrain
+            midp = (position * mass + tippoint * tipmass) / (mass + tipmass);
+            vel = tippoint - midp;
+            Normalise(&vel);
+            newpoint1 = midp - vel * length * (tipmass / (mass + tipmass));
+            newpoint2 = midp + vel * length * (mass / (mass + tipmass));
+            if (!freeze) {
+                if (freetime > .04) {
+                    velocity = velocity + (newpoint1 - position) / multiplier;
+                    tipvelocity = tipvelocity + (newpoint2 - tippoint) / multiplier;
+                }
+            }
+            position = newpoint1;
+            tippoint = newpoint2;
+
+
+            //Object collisions
+            whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
+            whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
+            if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision)
+                if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
+                    for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
+                        int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
+
+                        if (firstfree) {
+                            if (type == staff) {
+                                start = tippoint - (position - tippoint) / 5;
+                                end = position + (position - tippoint) / 30;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    XYZ diff;
+                                    diff = (colpoint - position);
+                                    Normalise(&diff);
+                                    hitsomething = 1;
+
+                                    tippoint += (colpoint - position) + diff * .05;
+                                    position = colpoint + diff * .05;
+                                    oldtippoint = tippoint;
+                                    oldposition = tippoint;
+                                }
+                            } else {
+                                start = position - (tippoint - position) / 5;
+                                end = tippoint + (tippoint - position) / 30;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    XYZ diff;
+                                    diff = (colpoint - tippoint);
+                                    Normalise(&diff);
+                                    hitsomething = 1;
+
+                                    position += (colpoint - tippoint) + diff * .05;
+                                    tippoint = colpoint + diff * .05;
+                                    oldposition = position;
+                                    oldtippoint = tippoint;
+                                }
+                            }
+                        }
+
+                        start = oldposition;
+                        end = position;
+                        whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                        if (whichhit != -1) {
+                            hitsomething = 1;
+                            position = colpoint;
+                            terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                            ReflectVector(&velocity, &terrainnormal);
+                            position += terrainnormal * .002;
+
+                            bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                            if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                                bounceness = 0;
+                            frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                            velocity -= bounceness;
+                            if (1 - friction * frictionness > 0)
+                                velocity *= 1 - friction * frictionness;
+                            else
+                                velocity = 0;
+                            velocity += bounceness * elasticity;
+
+                            if (findLengthfast(&bounceness) > 1) {
+                                int whichsound;
+                                if (type == staff)
+                                    whichsound = footstepsound3 + abs(Random() % 2);
+                                else
+                                    whichsound = clank1sound + abs(Random() % 4);
+                                emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
+                            }
+                        }
+                        start = oldtippoint;
+                        end = tippoint;
+                        whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                        if (whichhit != -1) {
+                            hitsomething = 1;
+                            tippoint = colpoint;
+                            terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                            ReflectVector(&tipvelocity, &terrainnormal);
+                            tippoint += terrainnormal * .002;
+
+                            bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                            if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                                bounceness = 0;
+                            frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                            tipvelocity -= bounceness;
+                            if (1 - friction * frictionness > 0)
+                                tipvelocity *= 1 - friction * frictionness;
+                            else
+                                tipvelocity = 0;
+                            tipvelocity += bounceness * elasticity;
+
+                            if (findLengthfast(&bounceness) > 1) {
+                                int whichsound;
+                                if (type == staff)
+                                    whichsound = footstepsound3 + abs(Random() % 2);
+                                else
+                                    whichsound = clank1sound + abs(Random() % 4);
+                                emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
+                            }
+                        }
+
+                        if ((objects.type[k] != boxtype && objects.type[k] != platformtype && objects.type[k] != walltype && objects.type[k] != weirdtype) || objects.pitch[k] != 0)
+                            for (int m = 0; m < 2; m++) {
+                                mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
+                                oldmid2 = mid;
+                                oldmid = (oldposition * (21 + (float)m * 10) + oldtippoint * (19 - (float)m * 10)) / 40;
+
+                                start = oldmid;
+                                end = mid;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    hitsomething = 1;
+                                    mid = colpoint;
+                                    terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                                    ReflectVector(&velocity, &terrainnormal);
+
+                                    bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                                    if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                                        bounceness = 0;
+                                    frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                                    velocity -= bounceness;
+                                    if (1 - friction * frictionness > 0)
+                                        velocity *= 1 - friction * frictionness;
+                                    else
+                                        velocity = 0;
+                                    velocity += bounceness * elasticity;
+
+                                    if (findLengthfast(&bounceness) > 1) {
+                                        int whichsound;
+                                        if (type == staff)
+                                            whichsound = footstepsound3 + abs(Random() % 2);
+                                        else
+                                            whichsound = clank1sound + abs(Random() % 4);
+                                        emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
+                                    }
+                                    position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
+                                }
+
+                                mid = (position * (19 - (float)m * 10) + tippoint * (21 + (float)m * 10)) / 40;
+                                oldmid2 = mid;
+                                oldmid = (oldposition * (19 - (float)m * 10) + oldtippoint * (21 + (float)m * 10)) / 40;
+
+                                start = oldmid;
+                                end = mid;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    hitsomething = 1;
+                                    mid = colpoint;
+                                    terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                                    ReflectVector(&tipvelocity, &terrainnormal);
+
+                                    bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                                    if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                                        bounceness = 0;
+                                    frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                                    tipvelocity -= bounceness;
+                                    if (1 - friction * frictionness > 0)
+                                        tipvelocity *= 1 - friction * frictionness;
+                                    else
+                                        tipvelocity = 0;
+                                    tipvelocity += bounceness * elasticity;
+
+                                    if (findLengthfast(&bounceness) > 1) {
+                                        int whichsound;
+                                        if (type == staff)
+                                            whichsound = footstepsound3 + abs(Random() % 2);
+                                        else
+                                            whichsound = clank1sound + abs(Random() % 4);
+                                        emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
+                                    }
+                                    tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
+                                }
+                            }
+                        else {
+                            start = position;
+                            end = tippoint;
+                            whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                            if (whichhit != -1) {
+                                hitsomething = 1;
+                                closestdistance = -1;
+                                closestswordpoint = colpoint; //(position+tippoint)/2;
+                                point[0] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]], 0, objects.yaw[k], 0) + objects.position[k];
+                                point[1] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]], 0, objects.yaw[k], 0) + objects.position[k];
+                                point[2] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]], 0, objects.yaw[k], 0) + objects.position[k];
+                                if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (closestdistance != -1 && isnormal(closestdistance)) {
+                                    if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint )) {
+                                        closestswordpoint = colpoint;
+                                        velocity += (closestpoint - closestswordpoint);
+                                        tipvelocity += (closestpoint - closestswordpoint);
+                                        position += (closestpoint - closestswordpoint);
+                                        tippoint += (closestpoint - closestswordpoint);
+                                    }
+                                }
+                            }
+                        }
+                    }
+                }
+            //Terrain collisions
+            whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
+            if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
+                hitsomething = 1;
+                if (whichhit != -1)
+                    position = colpoint * terrain.scale;
+                else
+                    position.y = terrain.getHeight(position.x, position.z);
+
+                terrainnormal = terrain.getNormal(position.x, position.z);
+                ReflectVector(&velocity, &terrainnormal);
+                position += terrainnormal * .002;
+                bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                    bounceness = 0;
+                frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                velocity -= bounceness;
+                if (1 - friction * frictionness > 0)
+                    velocity *= 1 - friction * frictionness;
+                else
+                    velocity = 0;
+                if (terrain.getOpacity(position.x, position.z) < .2)
+                    velocity += bounceness * elasticity * .3;
+                else
+                    velocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(position.x, position.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        else
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, position,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.));
+
+                    if (terrain.getOpacity(position.x, position.z) < .2) {
+                        XYZ terrainlight;
+                        terrainlight = terrain.getLighting(position.x, position.z);
+                        if (environment == snowyenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                        } else if (environment == grassyenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                        } else if (environment == desertenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                        }
+                    }
+                }
+            }
+            whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
+            if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
+                if (whichhit != -1)
+                    tippoint = colpoint * terrain.scale;
+                else
+                    tippoint.y = terrain.getHeight(tippoint.x, tippoint.z);
+
+                terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
+                ReflectVector(&tipvelocity, &terrainnormal);
+                tippoint += terrainnormal * .002;
+                bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                    bounceness = 0;
+                frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                tipvelocity -= bounceness;
+                if (1 - friction * frictionness > 0)
+                    tipvelocity *= 1 - friction * frictionness;
+                else
+                    tipvelocity = 0;
+                if (terrain.getOpacity(tippoint.x, tippoint.z) < .2)
+                    tipvelocity += bounceness * elasticity * .3;
+                else
+                    tipvelocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        else
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, tippoint,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(tippoint.x, tippoint.z) > .2  ? 128. : 32.));
+
+                    if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
+                        XYZ terrainlight;
+                        terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
+                        if (environment == snowyenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                        } else if (environment == grassyenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                        } else if (environment == desertenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                        }
+                    }
+                }
+            }
+
+            //Edges
+            mid = position + tippoint;
+            mid /= 2;
+            mid += (position - mid) / 20;
+            oldmid = mid;
+            if (mid.y < terrain.getHeight(mid.x, mid.z)) {
+                hitsomething = 1;
+                mid.y = terrain.getHeight(mid.x, mid.z);
+
+                terrainnormal = terrain.getNormal(mid.x, mid.z);
+                ReflectVector(&velocity, &terrainnormal);
+                //mid+=terrainnormal*.002;
+                bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                    bounceness = 0;
+                frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                velocity -= bounceness;
+                if (1 - friction * frictionness > 0)
+                    velocity *= 1 - friction * frictionness;
+                else
+                    velocity = 0;
+                if (terrain.getOpacity(mid.x, mid.z) < .2)
+                    velocity += bounceness * elasticity * .3;
+                else
+                    velocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(mid.x, mid.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        if (type != staff)
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, mid,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2
+                                     ? 128.
+                                     : 32.));
+                }
+                position += (mid - oldmid) * 20;
+            }
+
+            mid = position + tippoint;
+            mid /= 2;
+            mid += (tippoint - mid) / 20;
+            oldmid = mid;
+            if (mid.y < terrain.getHeight(mid.x, mid.z)) {
+                hitsomething = 1;
+                mid.y = terrain.getHeight(mid.x, mid.z);
+
+                terrainnormal = terrain.getNormal(mid.x, mid.z);
+                ReflectVector(&tipvelocity, &terrainnormal);
+                //mid+=terrainnormal*.002;
+                bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                    bounceness = 0;
+                frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                tipvelocity -= bounceness;
+                if (1 - friction * frictionness > 0)
+                    tipvelocity *= 1 - friction * frictionness;
+                else
+                    tipvelocity = 0;
+                if (terrain.getOpacity(mid.x, mid.z) < .2)
+                    tipvelocity += bounceness * elasticity * .3;
+                else
+                    tipvelocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(mid.x, mid.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        if (type != staff)
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, mid,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2
+                                     ? 128.
+                                     : 32.));
+                }
+                tippoint += (mid - oldmid) * 20;
+            }
+            //Gravity
+            velocity.y += gravity * multiplier;
+            tipvelocity.y += gravity * multiplier;
+
+            //Rotation
+            XYZ temppoint1, temppoint2;
+            float distance;
+
+            temppoint1 = position;
+            temppoint2 = tippoint;
+            distance = findDistance(&temppoint1, &temppoint2);
+            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+            rotation2 *= 360 / 6.28;
+            temppoint1.y = 0;
+            temppoint2.y = 0;
+            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+            rotation1 *= 360 / 6.28;
+            rotation3 = 0;
+            smallrotation = 90;
+            smallrotation2 = 0;
+            bigtilt = 0;
+            bigtilt2 = 0;
+            bigrotation = 0;
+            if (temppoint1.x > temppoint2.x)
+                rotation1 = 360 - rotation1;
+
+            //Stop moving
+            if (findLengthfast(&velocity) < .3 && findLengthfast(&tipvelocity) < .3 && hitsomething) {
+                freetime += multiplier;
+            }
+
+            if (freetime > .4) {
+                velocity = 0;
+                tipvelocity = 0;
+            }
+            firstfree = 0;
+        }
+    }
+    multiplier = tempmult;
+    if (blooddrip && bloody) {
+        blooddripdelay -= blooddrip * multiplier / 2;
+        blooddrip -= multiplier;
+        if (blooddrip < 0)
+            blooddrip = 0;
+        if (blooddrip > 5)
+            blooddrip = 5;
+        if (blooddripdelay < 0 && bloodtoggle) {
+            blooddripdelay = 1;
+            XYZ bloodvel;
+            XYZ bloodloc;
+            bloodloc = position + (tippoint - position) * .7;
+            bloodloc.y -= .05;
+            if (bloodtoggle) {
+                bloodvel = 0;
+                Sprite::MakeSprite(bloodsprite, bloodloc, bloodvel, 1, 1, 1, .03, 1);
+            }
+        }
+    }
+    if (onfire) {
+        flamedelay -= multiplier;
+        if (onfire && flamedelay <= 0) {
+            flamedelay = .020;
+            flamedelay -= multiplier;
+            normalrot = 0;
+            if (owner != -1) {
+                normalrot = Person::players[owner]->velocity;
+            }
+            normalrot.y += 1;
+            if (owner != -1) {
+                if (Person::players[owner]->onterrain) {
+                    normalrot.y = 1;
+                }
+            }
+            Sprite::MakeSprite(weaponflamesprite, position + tippoint * (((float)abs(Random() % 100)) / 600 + .05), normalrot, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3, 1);
+            Sprite::setLastSpriteSpeed(4);
+            Sprite::setLastSpriteAlivetime(.3);
+        }
+    }
+
+    if (!onfire && owner == -1 && type != staff) {
+        flamedelay -= multiplier;
+        if (flamedelay <= 0) {
+            flamedelay = .020;
+            flamedelay -= multiplier;
+            normalrot = 0;
+            if (Random() % 50 == 0 && distsq(&position, &viewer) > 80) {
+                XYZ shinepoint;
+                shinepoint = position + (tippoint - position) * (((float)abs(Random() % 100)) / 100);
+                Sprite::MakeSprite(weaponshinesprite, shinepoint, normalrot, 1, 1, 1, (.1 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3 * fast_sqrt(findDistance(&shinepoint, &viewer)), 1);
+                Sprite::setLastSpriteSpeed(4);
+                Sprite::setLastSpriteAlivetime(.3);
+            }
+        }
+    }
+}
+
+void Weapons::DoStuff()
+{
+    //Move
+    int i = 0;
+    for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
+        weapon->DoStuff(i++);
+    }
+}
+
+void Weapon::Draw()
+{
+    static XYZ terrainlight;
+    static GLfloat M[16];
+
+    if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
+            distsq(&viewer, &position) < viewdistance * viewdistance)) {
+        bool draw = false;
+        if (owner == -1) {
+            draw = true;
+            if (velocity.x && !physics)
+                drawhowmany = 10;
+            else
+                drawhowmany = 1;
+        } else {
+            if (Person::players[owner]->occluded < 25)
+                if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3)
+                    draw = true;
+            if (
+                (Person::players[owner]->animTarget == knifeslashstartanim ||
+                 Person::players[owner]->animTarget == swordsneakattackanim ||
+                 (Person::players[owner]->animCurrent == staffhitanim && Person::players[owner]->frameCurrent > 1) ||
+                 (Person::players[owner]->animCurrent == staffhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
+                 (Person::players[owner]->animCurrent == staffspinhitanim && Person::players[owner]->frameCurrent > 1) ||
+                 (Person::players[owner]->animCurrent == staffspinhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
+                 (Person::players[owner]->animCurrent == staffgroundsmashanim && Person::players[owner]->frameCurrent > 1) ||
+                 (Person::players[owner]->animTarget == swordslashanim && Person::players[owner]->frameTarget < 7) ||
+                 Person::players[owner]->animTarget == crouchstabanim ||
+                 Person::players[owner]->animTarget == swordslashreversalanim ||
+                 Person::players[owner]->animTarget == swordslashreversedanim ||
+                 Person::players[owner]->animTarget == knifefollowanim ||
+                 Person::players[owner]->animTarget == swordgroundstabanim ||
+                 Person::players[owner]->animTarget == knifethrowanim) &&
+                Person::players[owner]->animTarget == lastdrawnanim &&
+                !Person::players[owner]->skeleton.free
+            ) {
+                drawhowmany = 10;
+            } else {
+                drawhowmany = 1;
+            }
+            if (Person::players[owner]->animTarget == swordgroundstabanim) {
+                lastdrawnrotation1 = rotation1;
+                lastdrawnrotation2 = rotation2;
+                lastdrawnrotation3 = rotation3;
+                lastdrawnbigrotation = bigrotation;
+                lastdrawnbigtilt = bigtilt;
+                lastdrawnbigtilt2 = bigtilt2;
+                lastdrawnsmallrotation = smallrotation;
+                lastdrawnsmallrotation2 = smallrotation2;
+            }
+        }
+        if (draw) {
+            terrainlight = terrain.getLighting(position.x, position.z);
+            if (drawhowmany > 0) {
+                glAlphaFunc(GL_GREATER, 0.01);
+            }
+            for (int j = drawhowmany; j > 0; j--) {
+                glMatrixMode(GL_MODELVIEW);
+                glPushMatrix();
+                glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
+                if (owner == -1)
+                    glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
+                else
+                    glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
+                glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+                glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
+                glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
+                glRotatef(-rotation1 * (((float)(j)) / drawhowmany) - lastdrawnrotation1 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 1, 0);
+                glRotatef(-rotation2 * (((float)(j)) / drawhowmany) - lastdrawnrotation2 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 0, 1);
+                glRotatef(-rotation3 * (((float)(j)) / drawhowmany) - lastdrawnrotation3 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+                glRotatef(smallrotation * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
+                glRotatef(smallrotation2 * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation2 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+
+                if (owner != -1) {
+                    if (Person::players[owner]->animTarget == staffhitanim || Person::players[owner]->animCurrent == staffhitanim || Person::players[owner]->animTarget == staffhitreversedanim || Person::players[owner]->animCurrent == staffhitreversedanim) {
+                        glTranslatef(0, 0, -.3);
+                    }
+                    if (Person::players[owner]->animTarget == staffgroundsmashanim || Person::players[owner]->animCurrent == staffgroundsmashanim || Person::players[owner]->animTarget == staffspinhitreversedanim || Person::players[owner]->animCurrent == staffspinhitreversedanim || Person::players[owner]->animTarget == staffspinhitanim || Person::players[owner]->animCurrent == staffspinhitanim) {
+                        glTranslatef(0, 0, -.1);
+                    }
+                }
+
+                glEnable(GL_LIGHTING);
+                switch (type) {
+                case knife:
+                    if (!bloody || !bloodtoggle)
+                        throwingknifemodel.drawdifftex(knifetextureptr);
+                    if (bloodtoggle) {
+                        if (bloody == 1)
+                            throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
+                        if (bloody == 2)
+                            throwingknifemodel.drawdifftex(bloodknifetextureptr);
+                    }
+                    break;
+                case sword:
+                    if (!bloody || !bloodtoggle)
+                        swordmodel.drawdifftex(swordtextureptr);
+                    if (bloodtoggle) {
+                        if (bloody == 1)
+                            swordmodel.drawdifftex(lightbloodswordtextureptr);
+                        if (bloody == 2)
+                            swordmodel.drawdifftex(bloodswordtextureptr);
+                    }
+                    break;
+                case staff:
+                    staffmodel.drawdifftex(stafftextureptr);
+                    break;
+                }
+
+                glPopMatrix();
+            }
+
+            lastdrawnposition = position;
+            lastdrawntippoint = tippoint;
+            lastdrawnrotation1 = rotation1;
+            lastdrawnrotation2 = rotation2;
+            lastdrawnrotation3 = rotation3;
+            lastdrawnbigrotation = bigrotation;
+            lastdrawnbigtilt = bigtilt;
+            lastdrawnbigtilt2 = bigtilt2;
+            lastdrawnsmallrotation = smallrotation;
+            lastdrawnsmallrotation2 = smallrotation2;
+            if (owner != -1)
+                lastdrawnanim = Person::players[owner]->animCurrent;
+        }
+        if (owner != -1) {
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
+            glTranslatef(position.x, position.y - .02, position.z);
+            glRotatef(bigrotation, 0, 1, 0);
+            glRotatef(bigtilt2, 1, 0, 0);
+            glRotatef(bigtilt, 0, 0, 1);
+            glRotatef(-rotation1 + 90, 0, 1, 0);
+            glRotatef(-rotation2 + 90, 0, 0, 1);
+            glRotatef(-rotation3, 0, 1, 0);
+            glRotatef(smallrotation, 1, 0, 0);
+            glRotatef(smallrotation2, 0, 1, 0);
+            glTranslatef(0, 0, length);
+            glGetFloatv(GL_MODELVIEW_MATRIX, M);
+            tippoint.x = M[12];
+            tippoint.y = M[13];
+            tippoint.z = M[14];
+            glPopMatrix();
+        }
+    }
+}
+
+void Weapon::drop(XYZ v, XYZ tv, bool sethitsomething)
+{
+    owner = -1;
+    velocity = v;
+    tipvelocity = tv;
+    missed = 1;
+    if (sethitsomething) {
+        hitsomething = 0;
+    }
+    freetime = 0;
+    firstfree = 1;
+    physics = 1;
+}
+
+void Weapon::thrown(XYZ v, bool sethitsomething)
+{
+    drop(v, v, sethitsomething);
+    missed = 0;
+    physics = 0;
+}
+
+int Weapons::Draw()
+{
+    glAlphaFunc(GL_GREATER, 0.9);
+    glEnable(GL_TEXTURE_2D);
+    glEnable(GL_BLEND);
+    glEnable(GL_CULL_FACE);
+    glCullFace(GL_FRONT);
+    glDepthMask(1);
+
+    for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
+        weapon->Draw();
+    }
+    return 0;
+}
+
+Weapons::Weapons()
+{
+}
+
+Weapons::~Weapons()
+{
+    Weapon::stafftextureptr.destroy();
+    Weapon::knifetextureptr.destroy();
+    Weapon::lightbloodknifetextureptr.destroy();
+    Weapon::bloodknifetextureptr.destroy();
+    Weapon::swordtextureptr.destroy();
+    Weapon::lightbloodswordtextureptr.destroy();
+    Weapon::bloodswordtextureptr.destroy();
+}
+