]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.cpp
Removed most of the commented out code
[lugaru.git] / Source / Person.cpp
index c258e2352d5e89723a5b5805b4cdf2d9d71a00ea..95e06b9b554d333a3562673063f8c752cc63ceb0 100644 (file)
@@ -3,20 +3,18 @@ Copyright (C) 2003, 2010 - Wolfire Games
 
 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 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.
 
-This program is distributed in the hope that it will be useful,
+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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 /**> HEADER FILES <**/
@@ -83,7 +81,6 @@ extern int indialogue;
 
 extern bool gamestarted;
 
-//~ Person player[maxplayers];
 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
 
 /* EFFECT
@@ -193,7 +190,9 @@ int Person::getIdle()
     if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
         return talkidleanim;
     if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
-        if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) {
+        if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
+            victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+            victim->id < Person::players.size())) {
             if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
                 if (creature == rabbittype)
                     return fightidleanim;
@@ -311,7 +310,6 @@ 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;
@@ -426,7 +424,6 @@ void Person::DoBloodBig(float howmuch, int which)
                 envsoundvol[numenvsounds] = 16;
                 envsoundlife[numenvsounds] = .4;
                 numenvsounds++;
-                //if(i==2)whichsound=rabbitpain2sound;
             }
 
             if (whichsound != -1)
@@ -722,15 +719,6 @@ 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;
 
@@ -922,7 +910,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < numplayers; j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -952,7 +940,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < numplayers; j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -981,7 +969,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < numplayers; j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1010,7 +998,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < numplayers; j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1019,7 +1007,7 @@ 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;
@@ -1093,7 +1081,7 @@ void Person::Reverse()
                     victim->weaponstuck = 0;
             }
             victim->weaponactive = -1;
-            for (int i = 0; i < numplayers; i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -1136,7 +1124,7 @@ void Person::Reverse()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (int i = 0; i < numplayers; i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
 
@@ -1272,10 +1260,6 @@ 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);
         }
@@ -1309,7 +1293,6 @@ void Person::DoDamage(float howmuch)
                 envsoundvol[numenvsounds] = 16;
                 envsoundlife[numenvsounds] = .4;
                 numenvsounds++;
-                //if(i==2)whichsound=rabbitpain2sound;
             }
 
             if (whichsound != -1) {
@@ -1317,9 +1300,6 @@ 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
@@ -1409,8 +1389,7 @@ void Person::DoHead()
 
         skeleton.specialforward[0] = facing;
         //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
-        static int i;
-        for (i = 0; i < skeleton.num_muscles; i++) {
+        for (int i = 0; i < skeleton.num_muscles; i++) {
             if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
                 skeleton.FindRotationMuscle(i, animTarget);
             }
@@ -1456,19 +1435,18 @@ void Person::RagDoll(bool checkcollision)
         if (!isnormal(tilt)) tilt = 0;
         if (!isnormal(tilt2)) tilt2 = 0;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].delay = 0;
             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;
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
         }
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
             skeleton.joints[i].velchange = 0;
         }
@@ -1489,7 +1467,7 @@ void Person::RagDoll(bool checkcollision)
 
         speed *= speedmult;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
                 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
             else
@@ -1542,7 +1520,7 @@ void Person::RagDoll(bool checkcollision)
         updatedelay = 0;
 
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -1566,7 +1544,7 @@ void Person::RagDoll(bool checkcollision)
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < numplayers; i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
             }
@@ -1684,7 +1662,6 @@ void Person::setAnimation(int animation)
 void Person::DoAnimations()
 {
     if (!skeleton.free) {
-        int i = 0;
         static float oldtarget;
 
         if (isIdle() && animCurrent != getIdle())
@@ -1759,7 +1736,6 @@ 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) {
@@ -1836,12 +1812,12 @@ void Person::DoAnimations()
                     }
                     if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
                         if (animation[animTarget].attack != neutral) {
-                            i = abs(Random() % 3);
-                            if (i == 0)
+                            unsigned r = abs(Random() % 3);
+                            if (r == 0)
                                 whichsound = lowwhooshsound;
-                            if (i == 1)
+                            if (r == 1)
                                 whichsound = midwhooshsound;
-                            if (i == 2)
+                            if (r == 2)
                                 whichsound = highwhooshsound;
                         }
                         if (animation[animTarget].attack == neutral)
@@ -1878,25 +1854,22 @@ void Person::DoAnimations()
                             int whichsound = -1;
                             if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
                                 if (animation[animTarget].attack != neutral) {
-                                    i = abs(Random() % 4);
+                                    unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (i == 0) whichsound = rabbitattacksound;
-                                        if (i == 1) whichsound = rabbitattack2sound;
-                                        if (i == 2) whichsound = rabbitattack3sound;
-                                        if (i == 3) whichsound = rabbitattack4sound;
+                                        if (r == 0) whichsound = rabbitattacksound;
+                                        if (r == 1) whichsound = rabbitattack2sound;
+                                        if (r == 2) whichsound = rabbitattack3sound;
+                                        if (r == 3) whichsound = rabbitattack4sound;
                                     }
                                     if (creature == wolftype) {
-                                        if (i == 0) whichsound = barksound;
-                                        if (i == 1) whichsound = bark2sound;
-                                        if (i == 2) whichsound = bark3sound;
-                                        if (i == 3) whichsound = barkgrowlsound;
+                                        if (r == 0) whichsound = barksound;
+                                        if (r == 1) whichsound = bark2sound;
+                                        if (r == 2) whichsound = bark3sound;
+                                        if (r == 3) whichsound = barkgrowlsound;
                                     }
                                     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);
@@ -1917,7 +1890,7 @@ void Person::DoAnimations()
             frameTarget++;
 
             if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     if (weapons[i].owner == -1)
                         if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) >= 1) {
@@ -1938,20 +1911,20 @@ void Person::DoAnimations()
             }
 
             if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     bool willwork = true;
                     if (weapons[i].owner != -1)
                         if (Person::players[weapons[i].owner]->weaponstuck != -1)
-                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
                                 if (Person::players[weapons[i].owner]->num_weapons > 1)
                                     willwork = 0;
-                    if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
+                    if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
                         if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
                                 bool fleshstuck = false;
                                 if (weapons[i].owner != -1)
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             fleshstuck = true;
                                         }
                                     }
@@ -1989,7 +1962,7 @@ void Person::DoAnimations()
                                     footvel = 0;
                                     footpoint = weapons[i].position;
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             if (bloodtoggle)
                                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
                                             weapons[i].bloody = 2;
@@ -2000,7 +1973,7 @@ void Person::DoAnimations()
                                     if (victim->num_weapons > 0) {
                                         if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
                                             victim->weaponstuck = 0;
-                                        if (victim->weaponids[0] == i)
+                                        if (victim->weaponids[0] == int(i))
                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
                                     }
 
@@ -2079,7 +2052,7 @@ void Person::DoAnimations()
                 targetloc = velocity;
                 Normalise(&targetloc);
                 targetloc += coords;
-                for (i = 0; i < numplayers; i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     if (i != id)
                         if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
                             closestdist = distsq(&targetloc, &Person::players[i]->coords);
@@ -2117,7 +2090,6 @@ 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) {
@@ -2144,7 +2116,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2180,7 +2152,7 @@ void Person::DoAnimations()
                         relative.y -= 1;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2211,7 +2183,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2247,7 +2219,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2277,7 +2249,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2299,7 +2271,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].delay = 0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2310,7 +2282,7 @@ void Person::DoAnimations()
                         relative = 0;
                         relative.y = 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity.y = relative.y * 10;
                             victim->skeleton.joints[i].position.y += relative.y * .3;
                             victim->skeleton.joints[i].oldposition.y += relative.y * .3;
@@ -2333,7 +2305,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 90;
                         }
                         victim->Puff(abdomen);
@@ -2360,7 +2332,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             //victim->skeleton.joints[i].delay=0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2370,7 +2342,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y += .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         if (!victim->dead)
@@ -2388,7 +2360,6 @@ void Person::DoAnimations()
                 }
 
                 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
-                    //if(id==0)camerashake+=.4;
 
                     if (hasvictim)
                         if (!victim->skeleton.free)
@@ -2457,7 +2428,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2547,7 +2518,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2594,7 +2565,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 150;
@@ -2641,7 +2612,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y = .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 5;
                         }
                         victim->jointVel(abdomen) += relative * damagemult * 400;
@@ -2698,9 +2669,6 @@ void Person::DoAnimations()
                         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;
@@ -2859,7 +2827,7 @@ void Person::DoAnimations()
                                     victim->weaponstuck = 0;
                             }
                             victim->weaponactive = -1;
-                            for (i = 0; i < numplayers; i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 Person::players[i]->wentforweapon = 0;
                             }
 
@@ -2887,7 +2855,7 @@ void Person::DoAnimations()
                         relative = DoRotation(relative, 0, 90, 0);
                         relative.y -= 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 60;
                         }
                         victim->jointVel(head) += relative * damagemult * 230;
@@ -2920,7 +2888,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 220;
@@ -2952,7 +2920,7 @@ void Person::DoAnimations()
                         victim->skeleton.free = 1;
                         victim->skeleton.broken = 0;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].locked = 0;
                             //victim->skeleton.joints[i].velocity=0;
@@ -2968,14 +2936,14 @@ void Person::DoAnimations()
                         relative.y = -1;
                         Normalise(&relative);
                         if (!victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
                             }
                             //FootLand(1,2);
                             victim->jointVel(abdomen) += relative * damagemult * 40;
                         }
                         if (victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
                             }
                             //FootLand(1,2);
@@ -3010,7 +2978,7 @@ void Person::DoAnimations()
                                 DoBlood(.2, 250);
                             }
                             victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                             }
                             victim->jointVel(head) += relative * damagemult * 200;
@@ -3029,7 +2997,7 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3070,12 +3038,12 @@ void Person::DoAnimations()
                         if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
                             victim->RagDoll(0);
 
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 15;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
                             relative.y += .1;
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity = relative * 80;
                             }
@@ -3085,11 +3053,11 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
                             }
@@ -3133,7 +3101,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3146,7 +3114,7 @@ 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 == victim->id) {
+                        if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
                             weapons[victim->weaponids[victim->weaponactive]].owner = id;
                             weaponactive = 0;
                             if (num_weapons > 0) {
@@ -3157,7 +3125,6 @@ void Person::DoAnimations()
                             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;
                         }
@@ -3178,12 +3145,10 @@ void Person::DoAnimations()
                     relative = victim->coords - oldcoords;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    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);
                 }
@@ -3209,12 +3174,10 @@ void Person::DoAnimations()
                     relative = victim->coords - oldcoords;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    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);
                 }
@@ -3226,9 +3189,8 @@ void Person::DoAnimations()
                     relative = facing;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1;
@@ -3278,9 +3240,8 @@ void Person::DoAnimations()
                     relative = facing;
                     relative.y = 0;
                     Normalise(&relative);
-                    //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1 - 1;
@@ -3312,11 +3273,10 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     relative = DoRotation(relative, 0, -90, 0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         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);
 
@@ -3333,10 +3293,9 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     if (victim->id == 0)
                         relative /= 30;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    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;
@@ -3370,14 +3329,6 @@ 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;
@@ -3417,12 +3368,12 @@ void Person::DoAnimations()
                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (animTarget == knifefollowanim) {
                         victim->RagDoll(0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = 0;
                         }
                     }
@@ -3475,7 +3426,7 @@ void Person::DoAnimations()
                 if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (weaponactive != -1) {
@@ -3537,14 +3488,13 @@ void Person::DoAnimations()
                     victim->Puff(neck);
 
                     XYZ relative;
-                    //relative=victim->coords-oldcoords;
                     relative = facing * -1;
                     relative.y = 0;
                     Normalise(&relative);
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3558,14 +3508,13 @@ void Person::DoAnimations()
                     escapednum = 0;
                     victim->RagDoll(0);
                     XYZ relative;
-                    //relative=victim->coords-oldcoords;
                     relative = facing * -1;
                     relative.y = 0;
                     Normalise(&relative);
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3678,8 +3627,8 @@ void Person::DoAnimations()
                         int closest = -1;
                         float closestdist = -1;
                         float distance;
-                        if (numplayers > 1)
-                            for (i = 0; i < numplayers; i++) {
+                        if (Person::players.size() > 1)
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -3736,8 +3685,8 @@ void Person::DoAnimations()
                         int closest = -1;
                         float closestdist = -1;
                         float distance;
-                        if (numplayers > 1)
-                            for (i = 0; i < numplayers; i++) {
+                        if (Person::players.size() > 1)
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -4033,18 +3982,18 @@ void Person::DoAnimations()
             }
             if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
                 //Old rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4056,18 +4005,18 @@ void Person::DoAnimations()
                 }
 
                 //New rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4092,12 +4041,12 @@ void Person::DoAnimations()
             oldframeTarget = frameTarget;
             oldframeCurrent = frameCurrent;
 
-            for (i = 0; i < skeleton.num_joints; i++) {
+            for (int i = 0; i < skeleton.num_joints; i++) {
                 skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
                 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
             }
             offset = currentoffset * (1 - target) + targetoffset * target;
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 if (skeleton.muscles[i].visible) {
                     skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
                     skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
@@ -4116,7 +4065,6 @@ void Person::DoAnimations()
             transspeed = 15;
         }
     }
-    //skeleton.DoConstraints();
 }
 
 /* EFFECT
@@ -4207,8 +4155,6 @@ void Person::DoStuff()
 
     if (onfire) {
         burnt += multiplier;
-        /*if(aitype!=playercontrolled)*///deathbleeding=5;
-        /*if(aitype!=playercontrolled)*/
         deathbleeding = 1;
         if (burnt > .6)
             burnt = .6;
@@ -4318,7 +4264,6 @@ void Person::DoStuff()
         }
         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) {
@@ -4339,7 +4284,7 @@ void Person::DoStuff()
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < numplayers; i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
 
@@ -4357,7 +4302,7 @@ void Person::DoStuff()
             }
             dead = 2;
             if (animTarget == knifefollowedanim && !skeleton.free) {
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].velocity = 0;
                     skeleton.joints[i].velocity.y = -2;
                 }
@@ -4765,7 +4710,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < numplayers; i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4780,16 +4725,13 @@ 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;
@@ -4807,7 +4749,7 @@ void Person::DoStuff()
         dead = 0;
         skeleton.free = 1;
         damage -= 20;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
         }
     }
@@ -4831,7 +4773,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < numplayers; i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4901,7 +4843,7 @@ void Person::DoStuff()
 
         //velocity=jointVel(groin)*scale;
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -5005,7 +4947,6 @@ void Person::DoStuff()
                 yaw = targetyaw;
 
                 frameTarget = 0;
-                // frameTarget=2;
                 animTarget = flipanim;
                 crouchtogglekeydown = 1;
                 target = 0;
@@ -5015,11 +4956,8 @@ void Person::DoStuff()
                 animCurrent = tempanim;
                 frameCurrent = 0;
                 target = 0;
-                //tilt2=targettilt2;
 
-                //if(middle.y>0)targetoffset.y=middle.y+1;
-
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -5110,7 +5048,7 @@ void Person::DoStuff()
                 if (middle.y > 0 && animTarget != rollanim)
                     targetoffset.y = middle.y + 1;
 
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -5316,7 +5254,7 @@ void Person::DoStuff()
     if (!skeleton.free) {
         bool play;
         play = 0;
-        if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)
+        if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
             play = 1;
         if (hasvictim)
             if (aitype != passivetype && victim->skeleton.free && !victim->dead)
@@ -5421,7 +5359,7 @@ 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;
@@ -5468,7 +5406,7 @@ void Person::DoStuff()
         if (hasvictim) {
             if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
                 (victim->aitype != searchtype) && (aitype != passivetype) &&
-                (aitype != searchtype) && (victim->id < numplayers) && (aitype != passivetype)) {
+                (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
                 behind = (normaldotproduct(facing, coords - victim->coords) > 0);
             }
         }
@@ -5561,7 +5499,6 @@ void Person::DoStuff()
         }
 
         //Running velocity
-        //if(!creature==wolftype||animTarget==rabbitkickanim)
         if (animTarget == rabbittackleanim) {
             velocity += facing * multiplier * speed * 700 * scale;
             velspeed = findLength(&velocity);
@@ -5628,21 +5565,6 @@ 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);
@@ -6022,7 +5944,7 @@ int Person::DrawSkeleton()
                 skeleton.drawmodelclothes.vertex[i] = 0;
                 skeleton.drawmodelclothes.vertex[i].y = 999;
             }
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 // convenience renames
                 const int p1 = skeleton.muscles[i].parent1->label;
                 const int p2 = skeleton.muscles[i].parent2->label;
@@ -6103,12 +6025,9 @@ 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();
                         }
                     }
@@ -6288,7 +6207,6 @@ 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);
@@ -6599,7 +6517,6 @@ int Person::DrawSkeleton()
         calcrot = 1;
     if (animCurrent != animTarget)
         calcrot = 1;
-    //if(id==0)calcrot=1;
     if (skeleton.free == 2)
         calcrot = 0;