]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.cpp
Cleaned up some code in Person.cpp
[lugaru.git] / Source / Person.cpp
index 3327f5abc3c139901d5b0f1cd9093c4981b8b67e..8bcf81e43f458aa76a694a8bab93c18e1efa2fc2 100644 (file)
@@ -1,5 +1,6 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
@@ -42,7 +43,6 @@ extern GLubyte bloodText[512 * 512 * 3];
 extern GLubyte wolfbloodText[512 * 512 * 3];
 extern int bloodtoggle;
 extern Objects objects;
-extern bool osx;
 extern bool autoslomo;
 extern float camerashake;
 extern float woozy;
@@ -160,14 +160,13 @@ void Person::CatchFire()
     int howmany;
     for (int i = 0; i < 10; i++) {
         howmany = abs(Random() % (skeleton.num_joints));
-        if (!skeleton.free)
-            flatvelocity = velocity;
-        if (skeleton.free)
+        if (skeleton.free) {
             flatvelocity = skeleton.joints[howmany].velocity;
-        if (!skeleton.free)
-            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
-        if (skeleton.free)
             flatfacing = skeleton.joints[howmany].position * scale + coords;
+        } else {
+            flatvelocity = velocity;
+            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
+        }
         Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1);
     }
 
@@ -310,29 +309,21 @@ void Person::DoBlood(float howmuch, int which)
     // FIXME: should abstract out inputs
     static int bleedxint, bleedyint;
     static XYZ bloodvel;
-    //if(howmuch&&id==0)blooddimamount=1;
     if (bloodtoggle && tutoriallevel != 1) {
         if (bleeding <= 0 && spurt) {
             spurt = 0;
             for (int i = 0; i < 3; i++) {
                 // emit blood particles
                 bloodvel = 0;
-                if (!skeleton.free) {
-                    bloodvel.z = 10;
-                    bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                }
                 if (skeleton.free) {
                     bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
-                }
-                if (skeleton.free)
                     bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                if (!skeleton.free)
-                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                if (skeleton.free) {
                     Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                     Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
-                }
-                if (!skeleton.free) {
+                } else {
+                    bloodvel.z = 10;
+                    bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
                     Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
@@ -425,7 +416,6 @@ void Person::DoBloodBig(float howmuch, int which)
                 envsoundvol[numenvsounds] = 16;
                 envsoundlife[numenvsounds] = .4;
                 numenvsounds++;
-                //if(i==2)whichsound=rabbitpain2sound;
             }
 
             if (whichsound != -1)
@@ -448,22 +438,15 @@ void Person::DoBloodBig(float howmuch, int which)
                 // emit blood particles
                 // FIXME: copypaste from above
                 bloodvel = 0;
-                if (!skeleton.free) {
-                    bloodvel.z = 10;
-                    bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                }
                 if (skeleton.free) {
                     bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
-                }
-                if (skeleton.free)
                     bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                if (!skeleton.free)
-                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                if (skeleton.free) {
                     Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                     Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
-                }
-                if (!skeleton.free) {
+                } else {
+                    bloodvel.z = 10;
+                    bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
                     Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
@@ -696,22 +679,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                     // emit blood particles
                     // FIXME: more copypaste code
                     bloodvel = 0;
-                    if (!skeleton.free) {
-                        bloodvel.z = 10;
-                        bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                    }
                     if (skeleton.free) {
                         bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
-                    }
-                    if (skeleton.free)
                         bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                    if (!skeleton.free)
-                        bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    if (skeleton.free) {
                         Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
-                    }
-                    if (!skeleton.free) {
+                    } else {
+                        bloodvel.z = 10;
+                        bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+                        bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
                         Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
                     }
@@ -721,15 +697,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             // texture manipulation follows
 
             int offsetx = 0, offsety = 0;
-            /*if(which==225){
-            offsety=Random()%40;
-            offsetx=abs(Random()%120);
-            }
-            if(which==220||which==215){
-            offsety=Random()%20;
-            offsetx=abs(Random()%80);
-            }*/
-            //which=220;
             offsetx = (1 + coordsy) * 512 - 291;
             offsety = coordsx * 512 - 437;
 
@@ -904,15 +871,10 @@ void Person::Reverse()
     if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
-            weapons[victim->weaponids[0]].owner = -1;
-            weapons[victim->weaponids[0]].velocity = victim->velocity * .2;
-            if (weapons[victim->weaponids[0]].velocity.x == 0)
-                weapons[victim->weaponids[0]].velocity.x = .1;
-            weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity;
-            weapons[victim->weaponids[0]].missed = 1;
-            weapons[victim->weaponids[0]].freetime = 0;
-            weapons[victim->weaponids[0]].firstfree = 1;
-            weapons[victim->weaponids[0]].physics = 1;
+            XYZ tempVelocity = victim->velocity * .2;
+            if (tempVelocity.x == 0)
+                tempVelocity.x = .1;
+            weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
@@ -934,15 +896,10 @@ void Person::Reverse()
     if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) {
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
-            weapons[victim->weaponids[0]].owner = -1;
-            weapons[victim->weaponids[0]].velocity = victim->velocity * .2;
-            if (weapons[victim->weaponids[0]].velocity.x == 0)
-                weapons[victim->weaponids[0]].velocity.x = .1;
-            weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity;
-            weapons[victim->weaponids[0]].missed = 1;
-            weapons[victim->weaponids[0]].freetime = 0;
-            weapons[victim->weaponids[0]].firstfree = 1;
-            weapons[victim->weaponids[0]].physics = 1;
+            XYZ tempVelocity = victim->velocity * .2;
+            if (tempVelocity.x == 0)
+                tempVelocity.x = .1;
+            weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
@@ -963,15 +920,10 @@ void Person::Reverse()
     if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
-            weapons[victim->weaponids[0]].owner = -1;
-            weapons[victim->weaponids[0]].velocity = victim->velocity * .2;
-            if (weapons[victim->weaponids[0]].velocity.x == 0)
-                weapons[victim->weaponids[0]].velocity.x = .1;
-            weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity;
-            weapons[victim->weaponids[0]].missed = 1;
-            weapons[victim->weaponids[0]].freetime = 0;
-            weapons[victim->weaponids[0]].firstfree = 1;
-            weapons[victim->weaponids[0]].physics = 1;
+            XYZ tempVelocity = victim->velocity * .2;
+            if (tempVelocity.x == 0)
+                tempVelocity.x = .1;
+            weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
@@ -992,15 +944,10 @@ void Person::Reverse()
     if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) {
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
-            weapons[victim->weaponids[0]].owner = -1;
-            weapons[victim->weaponids[0]].velocity = victim->velocity * .2;
-            if (weapons[victim->weaponids[0]].velocity.x == 0)
-                weapons[victim->weaponids[0]].velocity.x = .1;
-            weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity;
-            weapons[victim->weaponids[0]].missed = 1;
-            weapons[victim->weaponids[0]].freetime = 0;
-            weapons[victim->weaponids[0]].firstfree = 1;
-            weapons[victim->weaponids[0]].physics = 1;
+            XYZ tempVelocity = victim->velocity * .2;
+            if (tempVelocity.x == 0)
+                tempVelocity.x = .1;
+            weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
@@ -1018,7 +965,7 @@ void Person::Reverse()
         victim->animCurrent = knifeslashreversalanim;
         victim->animTarget = knifeslashreversalanim;
     }
-    if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim && animTarget != swordslashanim) {
+    if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) {
         victim->targettilt2 = targettilt2;
         victim->frameCurrent = frameCurrent;
         victim->frameTarget = frameTarget;
@@ -1075,16 +1022,9 @@ void Person::Reverse()
             victim->animTarget = staggerbackhighanim;
             victim->targetyaw = targetyaw + 180;
             victim->target = 0;
-            weapons[victim->weaponids[0]].owner = -1;
             aim = DoRotation(facing, 0, 90, 0) * 21;
             aim.y += 7;
-            weapons[victim->weaponids[0]].velocity = aim * -.2;
-            weapons[victim->weaponids[0]].tipvelocity = aim;
-            weapons[victim->weaponids[0]].missed = 1;
-            weapons[victim->weaponids[0]].hitsomething = 0;
-            weapons[victim->weaponids[0]].freetime = 0;
-            weapons[victim->weaponids[0]].firstfree = 1;
-            weapons[victim->weaponids[0]].physics = 1;
+            weapons[victim->weaponids[0]].drop(aim * -.2, aim);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[num_weapons];
@@ -1118,16 +1058,9 @@ void Person::Reverse()
             animTarget = staggerbackhighanim;
             targetyaw = targetyaw + 180;
             target = 0;
-            weapons[weaponids[0]].owner = -1;
             aim = DoRotation(facing, 0, 90, 0) * 21;
             aim.y += 7;
-            weapons[weaponids[0]].velocity = aim * -.2;
-            weapons[weaponids[0]].tipvelocity = aim;
-            weapons[weaponids[0]].hitsomething = 0;
-            weapons[weaponids[0]].missed = 1;
-            weapons[weaponids[0]].freetime = 0;
-            weapons[weaponids[0]].firstfree = 1;
-            weapons[weaponids[0]].physics = 1;
+            weapons[victim->weaponids[0]].drop(aim * -.2, aim);
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
@@ -1250,14 +1183,13 @@ void Person::DoDamage(float howmuch)
         XYZ flatvelocity2;
         XYZ flatfacing2;
         for (int i = 0; i < skeleton.num_joints; i++) {
-            if (!skeleton.free)
-                flatvelocity2 = velocity;
-            if (skeleton.free)
+            if (skeleton.free) {
                 flatvelocity2 = skeleton.joints[i].velocity;
-            if (!skeleton.free)
-                flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
-            if (skeleton.free)
                 flatfacing2 = skeleton.joints[i].position * scale + coords;
+            } else {
+                flatvelocity2 = velocity;
+                flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + 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;
@@ -1271,10 +1203,6 @@ void Person::DoDamage(float howmuch)
         skeleton.free = 2;
         DoDamage(10000);
         RagDoll(0);
-        /*if(autoslomo){
-        slomo=1;
-        slomodelay=.2;
-        }*/
         if (!dead && creature == wolftype) {
             award_bonus(0, Wolfbonus);
         }
@@ -1308,7 +1236,6 @@ void Person::DoDamage(float howmuch)
                 envsoundvol[numenvsounds] = 16;
                 envsoundlife[numenvsounds] = .4;
                 numenvsounds++;
-                //if(i==2)whichsound=rabbitpain2sound;
             }
 
             if (whichsound != -1) {
@@ -1316,9 +1243,6 @@ void Person::DoDamage(float howmuch)
             }
         }
     speechdelay = .3;
-
-    //if(permanentdamage>=damagetolerance&&howmuch<50)permanentdamage=damagetolerance-1;
-    //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1;
 }
 
 /* EFFECT
@@ -1459,7 +1383,6 @@ void Person::RagDoll(bool checkcollision)
             skeleton.joints[i].locked = 0;
             skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
             if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position;
             if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
             skeleton.joints[i].position.y += .1;
             skeleton.joints[i].oldposition = skeleton.joints[i].position;
@@ -1548,15 +1471,8 @@ void Person::RagDoll(bool checkcollision)
         // drop weapon
         if (Random() % 2 == 0) {
             if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) {
-                weapons[weaponids[0]].owner = -1;
-                weapons[weaponids[0]].hitsomething = 0;
-                weapons[weaponids[0]].velocity = jointVel(righthand) * scale * -.3;
+                weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale);
                 weapons[weaponids[0]].velocity.x += .01;
-                weapons[weaponids[0]].tipvelocity = jointVel(righthand) * scale;
-                weapons[weaponids[0]].missed = 1;
-                weapons[weaponids[0]].freetime = 0;
-                weapons[weaponids[0]].firstfree = 1;
-                weapons[weaponids[0]].physics = 1;
                 num_weapons--;
                 if (num_weapons) {
                     weaponids[0] = weaponids[num_weapons];
@@ -1756,7 +1672,6 @@ void Person::DoAnimations()
             }
 
             if (animTarget == rabbittacklinganim && frameTarget == 1) {
-                //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->animTarget].attack==neutral&&victim->id!=0)Reverse();
                 if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)
                     Reverse();
                 if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) {
@@ -1890,10 +1805,7 @@ void Person::DoAnimations()
                                     }
                                     speechdelay = .3;
                                 }
-                                //if(animation[animTarget].attack==neutral)whichsound=movewhooshsound;
                             }
-                            //else if(animation[animTarget].label[frameTarget]==4)whichsound=knifeswishsound;
-                            //if(animation[animTarget].label[frameTarget]==8)whichsound=landsound2;
 
                             if (whichsound != -1) {
                                 emit_sound_at(whichsound, coords);
@@ -1922,13 +1834,7 @@ void Person::DoAnimations()
                                     emit_sound_at(knifedrawsound, coords, 128.);
                                 }
 
-                                weaponactive = 0;
-                                weapons[i].owner = id;
-                                if (num_weapons > 0) {
-                                    weaponids[num_weapons] = weaponids[0];
-                                }
-                                num_weapons++;
-                                weaponids[0] = i;
+                                takeWeapon(i);
                             }
                         }
                 }
@@ -1959,9 +1865,7 @@ void Person::DoAnimations()
                                         emit_sound_at(knifedrawsound, coords, 128.);
                                     }
                                 }
-                                weaponactive = 0;
                                 if (weapons[i].owner != -1) {
-
                                     victim = Person::players[weapons[i].owner];
                                     if (victim->num_weapons == 1)
                                         victim->num_weapons = 0;
@@ -2006,12 +1910,7 @@ void Person::DoAnimations()
                                     victim->jointVel(rightshoulder) += relative * 6;
                                     victim->jointVel(leftshoulder) += relative * 6;
                                 }
-                                weapons[i].owner = id;
-                                if (num_weapons > 0) {
-                                    weaponids[num_weapons] = weaponids[0];
-                                }
-                                num_weapons++;
-                                weaponids[0] = i;
+                                takeWeapon(i);
                             }
                         }
                 }
@@ -2114,7 +2013,6 @@ void Person::DoAnimations()
             if (hasvictim) {
                 damagemult /= victim->damagetolerance / 200;
             }
-            //if(onfire)damagemult=3;
             if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
                 if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
@@ -2385,7 +2283,6 @@ void Person::DoAnimations()
                 }
 
                 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
-                    //if(id==0)camerashake+=.4;
 
                     if (hasvictim)
                         if (!victim->skeleton.free)
@@ -2692,19 +2589,9 @@ void Person::DoAnimations()
                     if (weaponactive != -1) {
                         escapednum = 0;
                         XYZ aim;
-                        weapons[weaponids[0]].owner = -1;
                         aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
                         Normalise(&aim);
-                        /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){
-                        aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0);
-                        }*/
-                        weapons[weaponids[0]].velocity = aim * 50;
-                        weapons[weaponids[0]].tipvelocity = aim * 50;
-                        weapons[weaponids[0]].missed = 0;
-                        weapons[weaponids[0]].hitsomething = 0;
-                        weapons[weaponids[0]].freetime = 0;
-                        weapons[weaponids[0]].firstfree = 1;
-                        weapons[weaponids[0]].physics = 0;
+                        weapons[weaponids[0]].thrown(aim * 50);
                         num_weapons--;
                         if (num_weapons) {
                             weaponids[0] = weaponids[num_weapons];
@@ -2748,8 +2635,7 @@ void Person::DoAnimations()
                             footvel = 0;
                             if (skeleton.free) {
                                 footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
-                            }
-                            if (!skeleton.free) {
+                            } else {
                                 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                             }
                             if (tutoriallevel != 1) {
@@ -2804,8 +2690,7 @@ void Person::DoAnimations()
                                 footvel = 0;
                                 if (skeleton.free) {
                                     footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
-                                }
-                                if (!skeleton.free) {
+                                } else {
                                     footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                                 }
                                 if (bloodtoggle)
@@ -2839,16 +2724,9 @@ void Person::DoAnimations()
                             victim->animTarget = staggerbackhighanim;
                             victim->targetyaw = targetyaw + 180;
                             victim->target = 0;
-                            weapons[victim->weaponids[0]].owner = -1;
                             aim = DoRotation(facing, 0, 90, 0) * 21;
                             aim.y += 7;
-                            weapons[victim->weaponids[0]].velocity = aim * -.2;
-                            weapons[victim->weaponids[0]].tipvelocity = aim;
-                            weapons[victim->weaponids[0]].missed = 1;
-                            weapons[weaponids[0]].hitsomething = 0;
-                            weapons[victim->weaponids[0]].freetime = 0;
-                            weapons[victim->weaponids[0]].firstfree = 1;
-                            weapons[victim->weaponids[0]].physics = 1;
+                            weapons[victim->weaponids[0]].drop(aim * -.2, aim);
                             victim->num_weapons--;
                             if (victim->num_weapons) {
                                 victim->weaponids[0] = victim->weaponids[num_weapons];
@@ -3144,17 +3022,10 @@ void Person::DoAnimations()
                 if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
                     if (victim->weaponactive != -1 && victim->num_weapons > 0) {
                         if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
-                            weapons[victim->weaponids[victim->weaponactive]].owner = id;
-                            weaponactive = 0;
-                            if (num_weapons > 0) {
-                                weaponids[num_weapons] = weaponids[victim->weaponactive];
-                            }
-                            num_weapons++;
-                            weaponids[0] = victim->weaponids[victim->weaponactive];
+                            takeWeapon(victim->weaponids[victim->weaponactive]);
                             victim->num_weapons--;
                             if (victim->num_weapons > 0) {
                                 victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons];
-                                //if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
                             }
                             victim->weaponactive = -1;
                         }
@@ -3175,12 +3046,10 @@ void Person::DoAnimations()
                     relative = victim->coords - oldcoords;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative=DoRotation(relative,0,-90,0);
                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
-                    //FootLand(1,2);
                     victim->Puff(head);
                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
                 }
@@ -3206,12 +3075,10 @@ void Person::DoAnimations()
                     relative = victim->coords - oldcoords;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative=DoRotation(relative,0,-90,0);
                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
-                    //FootLand(1,2);
                     victim->Puff(head);
                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
                 }
@@ -3223,7 +3090,6 @@ void Person::DoAnimations()
                     relative = facing;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative*=-1;
                     relative.y -= .1;
                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
@@ -3275,7 +3141,6 @@ void Person::DoAnimations()
                     relative = facing;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative*=-1;
                     relative.y -= .1;
                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
@@ -3313,7 +3178,6 @@ void Person::DoAnimations()
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
-                    //FootLand(1,2);
                     victim->Puff(abdomen);
                     victim->DoDamage(damagemult * 30 / victim->protectionhigh);
 
@@ -3333,7 +3197,6 @@ void Person::DoAnimations()
                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
-                    //victim->DoDamage(1000);
                     victim->damage = victim->damagetolerance;
                     victim->permanentdamage = victim->damagetolerance - 1;
                     bool doslice;
@@ -3367,14 +3230,6 @@ void Person::DoAnimations()
                         if (animTarget == knifefollowanim)
                             victim->DoBloodBig(200, 210);
                         if (animTarget == knifesneakattackanim) {
-                            /*victim->DoBloodBig(200,195);
-                            XYZ bloodvel;
-                            bloodvel=0;
-                            bloodvel.z=20;
-                            bloodvel.y=5;
-                            bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale;
-                            Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1);
-                            */
                             XYZ footvel, footpoint;
                             footvel = 0;
                             footpoint = weapons[weaponids[0]].tippoint;
@@ -3534,7 +3389,6 @@ void Person::DoAnimations()
                     victim->Puff(neck);
 
                     XYZ relative;
-                    //relative=victim->coords-oldcoords;
                     relative = facing * -1;
                     relative.y = 0;
                     Normalise(&relative);
@@ -3555,7 +3409,6 @@ void Person::DoAnimations()
                     escapednum = 0;
                     victim->RagDoll(0);
                     XYZ relative;
-                    //relative=victim->coords-oldcoords;
                     relative = facing * -1;
                     relative.y = 0;
                     Normalise(&relative);
@@ -4113,7 +3966,6 @@ void Person::DoAnimations()
             transspeed = 15;
         }
     }
-    //skeleton.DoConstraints();
 }
 
 /* EFFECT
@@ -4204,8 +4056,6 @@ void Person::DoStuff()
 
     if (onfire) {
         burnt += multiplier;
-        /*if(aitype!=playercontrolled)*///deathbleeding=5;
-        /*if(aitype!=playercontrolled)*/
         deathbleeding = 1;
         if (burnt > .6)
             burnt = .6;
@@ -4230,28 +4080,26 @@ void Person::DoStuff()
     while (flamedelay < 0 && onfire) {
         flamedelay += .006;
         howmany = abs(Random() % (skeleton.num_joints));
-        if (!skeleton.free)
-            flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
-        if (skeleton.free)
+        if (skeleton.free) {
             flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
-        if (!skeleton.free)
-            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
-        if (skeleton.free)
             flatfacing = skeleton.joints[howmany].position * scale + coords;
+        } else {
+            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
+            flatvelocity = (coords - oldcoords) / multiplier / 2;
+        }
         Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
     }
 
     while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
         flamedelay += .05;
         howmany = abs(Random() % (skeleton.num_joints));
-        if (!skeleton.free)
-            flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
-        if (skeleton.free)
+        if (skeleton.free) {
             flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
-        if (!skeleton.free)
-            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
-        if (skeleton.free)
             flatfacing = skeleton.joints[howmany].position * scale + coords;
+        } else {
+            flatvelocity = (coords - oldcoords) / multiplier / 2;
+            flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
+        }
         Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3);
     }
 
@@ -4259,7 +4107,7 @@ void Person::DoStuff()
         bleeding -= multiplier * .3;
         if (bloodtoggle == 2) {
             skeleton.drawmodel.textureptr.bind();
-            if (bleeding <= 0 && (detail != 2 || osx))
+            if ((bleeding <= 0) && (detail != 2))
                 DoMipmaps();
         }
     }
@@ -4271,21 +4119,16 @@ void Person::DoStuff()
         if (neckspurtparticledelay < 0 && neckspurtdelay > 2) {
             spurt = 0;
             bloodvel = 0;
-            if (!skeleton.free) {
-                bloodvel.z = 5 * neckspurtamount;
-                bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
-            }
             if (skeleton.free) {
                 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
-            }
-            if (skeleton.free)
                 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
-            if (!skeleton.free)
-                bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
-            if (skeleton.free)
                 Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
-            if (!skeleton.free)
+            } else {
+                bloodvel.z = 5 * neckspurtamount;
+                bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
+                bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
                 Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+            }
             neckspurtparticledelay = .05;
         }
         if (neckspurtdelay < 0) {
@@ -4303,32 +4146,23 @@ void Person::DoStuff()
             XYZ bloodvel;
             if (bloodtoggle) {
                 bloodvel = 0;
-                if (skeleton.free)
+                if (skeleton.free) {
                     bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
-                if (!skeleton.free)
-                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                if (skeleton.free)
                     Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                if (!skeleton.free)
+                } else {
+                    bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                }
             }
         }
         bloodloss += deathbleeding * multiplier * 80;
         deathbleeding -= multiplier * 1.6;
-        //if(id==0)deathbleeding-=multiplier*.2;
         if (deathbleeding < 0)
             deathbleeding = 0;
         if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) {
             if (weaponactive != -1) {
-                weapons[weaponids[0]].owner = -1;
-                weapons[weaponids[0]].velocity = velocity * scale * -.3;
+                weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
                 weapons[weaponids[0]].velocity.x += .01;
-                weapons[weaponids[0]].tipvelocity = velocity * scale;
-                weapons[weaponids[0]].missed = 1;
-                weapons[weaponids[0]].hitsomething = 0;
-                weapons[weaponids[0]].freetime = 0;
-                weapons[weaponids[0]].firstfree = 1;
-                weapons[weaponids[0]].physics = 1;
                 num_weapons--;
                 if (num_weapons) {
                     weaponids[0] = weaponids[num_weapons];
@@ -4411,24 +4245,23 @@ void Person::DoStuff()
                 }
             }
         }
-        if (!osx && detail > 1) {
+        if (detail > 1) {
             skeleton.drawmodel.textureptr.bind();
             DoMipmaps();
         }
 
-        if (!skeleton.free) {
-            bleedy -= 4 / realtexdetail;
-            if (detail == 2)
-                bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail;
-            else
-                bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail;
-        }
         if (skeleton.free) {
             bleedx += 4 * direction / realtexdetail;
             if (detail == 2)
                 bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail;
             else
                 bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail;
+        } else {
+            bleedy -= 4 / realtexdetail;
+            if (detail == 2)
+                bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail;
+            else
+                bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail;
         }
     }
 
@@ -4523,14 +4356,13 @@ void Person::DoStuff()
             if (environment == snowyenvironment) {
                 XYZ footpoint;
                 XYZ footvel;
-                if (!skeleton.free)
-                    footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1;
-                if (skeleton.free)
+                if (skeleton.free) {
                     footvel = skeleton.specialforward[0] * -1;
-                if (!skeleton.free)
-                    footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
-                if (skeleton.free)
                     footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords;
+                } else {
+                    footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1;
+                    footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
+                }
                 if (animTarget == sleepanim)
                     footvel = DoRotation(footvel, 0, 90, 0);
                 Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3);
@@ -4746,15 +4578,8 @@ void Person::DoStuff()
         RagDoll(0);
 
         if (weaponactive != -1) {
-            weapons[weaponids[0]].owner = -1;
-            weapons[weaponids[0]].velocity = velocity * scale * -.3;
+            weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
             weapons[weaponids[0]].velocity.x += .01;
-            weapons[weaponids[0]].tipvelocity = velocity * scale;
-            weapons[weaponids[0]].missed = 1;
-            weapons[weaponids[0]].hitsomething = 0;
-            weapons[weaponids[0]].freetime = 0;
-            weapons[weaponids[0]].firstfree = 1;
-            weapons[weaponids[0]].physics = 1;
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
@@ -4777,16 +4602,13 @@ void Person::DoStuff()
         damage += 20;
     }
 
-    //if(dead)damage-=multiplier/4;
     if (!dead)
         damage -= multiplier * 13;
-    //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4;
     if (!dead)
         permanentdamage -= multiplier * 4;
     if (isIdle() || isCrouch()) {
         if (!dead)
             permanentdamage -= multiplier * 4;
-        //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4;
     }
     if (damage < 0)
         damage = 0;
@@ -4812,15 +4634,8 @@ void Person::DoStuff()
         DoBlood(1, 255);
 
         if (weaponactive != -1) {
-            weapons[weaponids[0]].owner = -1;
-            weapons[weaponids[0]].velocity = velocity * scale * -.3;
+            weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
             weapons[weaponids[0]].velocity.x += .01;
-            weapons[weaponids[0]].tipvelocity = velocity * scale;
-            weapons[weaponids[0]].missed = 1;
-            weapons[weaponids[0]].hitsomething = 0;
-            weapons[weaponids[0]].freetime = 0;
-            weapons[weaponids[0]].firstfree = 1;
-            weapons[weaponids[0]].physics = 1;
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
@@ -4896,7 +4711,6 @@ void Person::DoStuff()
         }
         average /= multiplier;
 
-        //velocity=jointVel(groin)*scale;
         velocity = 0;
         for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
@@ -5002,7 +4816,6 @@ void Person::DoStuff()
                 yaw = targetyaw;
 
                 frameTarget = 0;
-                // frameTarget=2;
                 animTarget = flipanim;
                 crouchtogglekeydown = 1;
                 target = 0;
@@ -5012,9 +4825,6 @@ void Person::DoStuff()
                 animCurrent = tempanim;
                 frameCurrent = 0;
                 target = 0;
-                //tilt2=targettilt2;
-
-                //if(middle.y>0)targetoffset.y=middle.y+1;
 
                 for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
@@ -5418,7 +5228,7 @@ void Person::DoStuff()
             }
         }
 
-        if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim || animTarget == blockhighleftanim) {
+        if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) {
             //close hands and mouth
             if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
                 righthandmorphness = 0;
@@ -5558,7 +5368,6 @@ void Person::DoStuff()
         }
 
         //Running velocity
-        //if(!creature==wolftype||animTarget==rabbitkickanim)
         if (animTarget == rabbittackleanim) {
             velocity += facing * multiplier * speed * 700 * scale;
             velspeed = findLength(&velocity);
@@ -5625,21 +5434,6 @@ void Person::DoStuff()
             velocity = flatfacing * velspeed;
         }
 
-
-        /*if(animCurrent==rollanim&&(isCrouch()||isIdle())){
-        velocity+=facing*multiplier*speed*700*scale;
-        velspeed=findLength(&velocity);
-        if(velspeed>speed*25*scale){
-        velocity/=velspeed;
-        velspeed=speed*25*scale;
-        velocity*=velspeed;
-        }
-        velocity.y+=gravity*multiplier*20;
-        ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
-        velspeed=findLength(&velocity);
-        velocity=flatfacing*velspeed;
-        }*/
-
         if (animTarget == sneakanim || animTarget == walkanim) {
             velocity += facing * multiplier * speed * 700 * scale;
             velspeed = findLength(&velocity);
@@ -6100,12 +5894,9 @@ int Person::DrawSkeleton()
                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
-                            //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0;
-                            //if(!isnormal(scale))test=1;
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale;
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale;
-                            //test=2;
                             glPopMatrix();
                         }
                     }
@@ -6222,14 +6013,11 @@ int Person::DrawSkeleton()
 
         glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
-        if (!skeleton.free)
-            glTranslatef(coords.x, coords.y - .02, coords.z);
-        if (skeleton.free)
-            glTranslatef(coords.x, coords.y - .02, coords.z);
-        if (!skeleton.free)
+        glTranslatef(coords.x, coords.y - .02, coords.z);
+        if (!skeleton.free) {
             glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale);
-        if (!skeleton.free)
             glRotatef(yaw, 0, 1, 0);
+        }
         if (showpoints) {
             glPointSize(5);
             glColor4f(.4, 1, .4, 1);
@@ -6285,7 +6073,6 @@ int Person::DrawSkeleton()
                 glEnable(GL_BLEND);
             }
             if (tutoriallevel && id != 0) {
-                //glDisable(GL_TEXTURE_2D);
                 glColor4f(.7, .7, .7, 0.6);
                 glDepthMask(0);
                 glEnable(GL_LIGHTING);
@@ -6596,7 +6383,6 @@ int Person::DrawSkeleton()
         calcrot = 1;
     if (animCurrent != animTarget)
         calcrot = 1;
-    //if(id==0)calcrot=1;
     if (skeleton.free == 2)
         calcrot = 0;
 
@@ -6747,3 +6533,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
     return firstintersecting;
 }
 
+void Person::takeWeapon(int weaponId)
+{
+    weaponactive = 0;
+    weapons[weaponId].owner = id;
+    if (num_weapons > 0) {
+        weaponids[num_weapons] = weaponids[0];
+    }
+    num_weapons++;
+    weaponids[0] = weaponId;
+}
+