]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Weapons.cpp
BEAUTIFIED ALL SOURCE CODE
[lugaru.git] / Source / Weapons.cpp
index 0346e57da74276347263ff297410b55cce4c154b..144d9cc31334fbd1c3ae5c97947e3a3fc06ba4f1 100644 (file)
@@ -39,7 +39,7 @@ extern int slomo;
 extern float slomodelay;
 extern bool cellophane;
 extern float texdetail;
-extern GLubyte bloodText[512*512*3];
+extern GLubyte bloodText[512 * 512 * 3];
 extern int bloodtoggle;
 extern Objects objects;
 extern bool osx;
@@ -66,1005 +66,984 @@ Texture Weapon::bloodswordtextureptr;
 Model Weapon::staffmodel;
 Texture Weapon::stafftextureptr;
 
-Weapon::Weapon(int t, int o) : owner(o) {
-       setType(t);
-       bloody=0;
-       blooddrip=0;
-       blooddripdelay=0;
-       onfire=0;
-       flamedelay=0;
-       damage=0;
-       position=-1000;
-       tippoint=-1000;
+Weapon::Weapon(int t, int o) : owner(o)
+{
+    setType(t);
+    bloody = 0;
+    blooddrip = 0;
+    blooddripdelay = 0;
+    onfire = 0;
+    flamedelay = 0;
+    damage = 0;
+    position = -1000;
+    tippoint = -1000;
 }
 
-void Weapon::setType(int t) {
-       type = t;
-       if(type==sword){
-               mass=1.5;
-               tipmass=1;
-               length=.8;
-       }
-       if(type==staff){
-               mass=2;
-               tipmass=1;
-               length=1.5;
-       }
-       if(type==knife){
-               mass=1;
-               tipmass=1.2;
-               length=.25;
-       }
+void Weapon::setType(int t)
+{
+    type = t;
+    if (type == sword) {
+        mass = 1.5;
+        tipmass = 1;
+        length = .8;
+    }
+    if (type == staff) {
+        mass = 2;
+        tipmass = 1;
+        length = 1.5;
+    }
+    if (type == knife) {
+        mass = 1;
+        tipmass = 1.2;
+        length = .25;
+    }
 }
 
-void Weapon::DoStuff(int i) {
-       //~ cout << position.x << "," << position.y << "," << position.z << "|" << tippoint.x << "," << tippoint.y << "," << tippoint.z << endl;
-       static int whichpatchx,whichpatchz,whichhit;
-       static XYZ start,end,colpoint,normalrot,footvel,footpoint;
-       static XYZ terrainnormal;
-       static XYZ vel;
-       static XYZ midp;
-       static XYZ newpoint1,newpoint2;
-       static float friction=3.5;
-       static float elasticity=.4;
-       static XYZ bounceness;
-       static float frictionness;
-       static float closestdistance;
-       static float distance;
-       static XYZ point[3];
-       static XYZ closestpoint;
-       static XYZ closestswordpoint;
-       static XYZ extramove;
-       static float tempmult;
-       
-       if(owner!=-1) {
-               oldowner=owner;
-       }
-       if(damage>=2 && type==staff && owner!=-1) { // the staff breaks
-               emit_sound_at(staffbreaksound, tippoint);
-               XYZ tempvel;
-               for(int j=0;j<40;j++) {
-                       tempvel.x=float(abs(Random()%100)-50)/20;
-                       tempvel.y=float(abs(Random()%100)-50)/20;
-                       tempvel.z=float(abs(Random()%100)-50)/20;
-                       Sprite::MakeSprite(splintersprite, position+(tippoint-position)*((float)j-8)/32,tempvel*.5, 115/255,73/255,12/255, .1, 1);
-               }
-               if(owner!=-1) {
-                       player[owner].weaponactive=-1;
-                       player[owner].num_weapons--;
-                       if(player[owner].num_weapons) {
-                               player[owner].weaponids[0]=player[owner].weaponids[player[owner].num_weapons];
-                               if(player[owner].weaponstuck==player[owner].num_weapons)
-                                       player[owner].weaponstuck=0;
-                       }
-               }
-               owner=-1;
-               hitsomething=0;
-               missed=1;
-               freetime=0;
-               firstfree=1;
-               position=0;
-               physics=0;
-       }
-       oldposition=position;
-       oldtippoint=tippoint;
-       if(owner==-1 && (velocity.x||velocity.y||velocity.z) && !physics) { // if the weapon is flying
-               position+=velocity*multiplier;
-               tippoint+=velocity*multiplier;
-               whichpatchx=position.x/(terrain.size/subdivision*terrain.scale);
-               whichpatchz=position.z/(terrain.size/subdivision*terrain.scale);
-               if(whichpatchx>0 && whichpatchz>0 && whichpatchx<subdivision && whichpatchz<subdivision) {
-                       if(terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are objects where the weapon is
-                               for(int j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++) { // check for collision
-                                       int k=terrain.patchobjects[whichpatchx][whichpatchz][j];
-                                       start=oldtippoint;
-                                       end=tippoint;
-                                       whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                       if(whichhit!=-1) {
-                                               if(objects.type[k]==treetrunktype){
-                                                       objects.model[k].MakeDecal(breakdecal,DoRotation(colpoint-objects.position[k],0,-objects.yaw[k],0),.1,1,Random()%360);
-                                                       normalrot=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0);
-                                                       velocity=0;
-                                                       if(type==knife)
-                                                               position=colpoint-normalrot*.1;
-                                                       else if(type==sword)
-                                                               position=colpoint-normalrot*.2;
-                                                       else if(type==staff)
-                                                               position=colpoint-normalrot*.2;
-                                                       XYZ temppoint1,temppoint2,tempforward;
-                                                       float distance;
-
-                                                       temppoint1=0;
-                                                       temppoint2=normalrot;
-                                                       distance=findDistance(&temppoint1,&temppoint2);
-                                                       rotation2=asin((temppoint1.y-temppoint2.y)/distance);
-                                                       rotation2*=360/6.28;
-                                                       temppoint1.y=0;
-                                                       temppoint2.y=0;
-                                                       rotation1=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2));
-                                                       rotation1*=360/6.28;
-                                                       if(temppoint1.x>temppoint2.x)
-                                                               rotation1=360-rotation1;
-
-                                                       rotation3=0;
-                                                       smallrotation=90;
-                                                       smallrotation2=0;
-                                                       bigtilt=0;
-                                                       bigtilt2=0;
-                                                       bigrotation=0;
-
-                                                       emit_sound_at(knifesheathesound, position, 128.);
-
-                                                       bloody=0;
-
-                                                       Sprite::MakeSprite(cloudimpactsprite, position,velocity, 1,1,1, .8, .3);
-                                               }
-                                               else {
-                                                       physics=1;
-                                                       firstfree=1;
-                                                       position-=velocity*multiplier;
-                                                       tippoint-=velocity*multiplier;
-                                                       tipvelocity=velocity;
-                                               }
-                                       }
-                               }
-                       }
-               }
-               
-               if(velocity.x||velocity.y||velocity.z) {
-                       for(int j=0;j<numplayers;j++) {
-                               footvel=0;
-                               footpoint=DoRotation((player[j].jointPos(abdomen)+player[j].jointPos(neck))/2,0,player[j].yaw,0)*player[j].scale+player[j].coords;
-                               if(owner==-1 && distsqflat(&position,&player[j].coords)<1.5 && 
-                               distsq(&position,&player[j].coords)<4 && player[j].weaponstuck==-1 &&
-                               !player[j].skeleton.free && j!=oldowner) {
-                                       if((player[j].aitype!=attacktypecutoff||abs(Random()%6)==0||(player[j].animTarget!=backhandspringanim&&player[j].animTarget!=rollanim&&player[j].animTarget!=flipanim&&Random()%2==0))&&!missed) {
-                                               if( (player[j].creature==wolftype       &&      Random()%3!=0 && player[j].weaponactive==-1 && (player[j].isIdle()||player[j].isRun()||player[j].animTarget==walkanim))||
-                                                       (player[j].creature==rabbittype &&      Random()%2==0 && player[j].aitype==attacktypecutoff && player[j].weaponactive==-1)) {
-                                                       emit_sound_at(knifedrawsound, player[j].coords, 128.);
-
-                                                       player[j].weaponactive=0;
-                                                       player[j].animTarget=removeknifeanim;
-                                                       player[j].frameTarget=1;
-                                                       player[j].target=1;
-                                                       owner=player[j].id;
-                                                       if(player[j].num_weapons>0){
-                                                               player[j].weaponids[player[j].num_weapons]=player[j].weaponids[0];
-                                                       }
-                                                       player[j].num_weapons++;
-                                                       player[j].weaponids[0]=i;
-
-                                                       player[j].aitype=attacktypecutoff;
-                                               }
-                                               else {
-                                                       if(j!=0) numthrowkill++;
-                                                       player[j].num_weapons++;
-                                                       player[j].weaponstuck=player[j].num_weapons-1;
-                                                       if(normaldotproduct(player[j].facing,velocity)>0)
-                                                               player[j].weaponstuckwhere=1;
-                                                       else
-                                                               player[j].weaponstuckwhere=0;
-
-                                                       player[j].weaponids[player[j].num_weapons-1]=i;
-
-                                                       player[j].RagDoll(0);
-                                                       player[j].jointVel(abdomen)+=velocity*2;
-                                                       player[j].jointVel(neck)+=velocity*2;
-                                                       player[j].jointVel(rightshoulder)+=velocity*2;
-                                                       player[j].jointVel(leftshoulder)+=velocity*2;
-                                                       if(bloodtoggle&&tutoriallevel!=1)
-                                                               Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
-                                                       if(tutoriallevel==1)
-                                                               Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,1,1, .8, .3);
-                                                       footvel=tippoint-position;
-                                                       Normalise(&footvel);
-                                                       if(bloodtoggle&&tutoriallevel!=1)
-                                                               Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*-1, 1,0,0, .6, 1);
-
-                                                       if(tutoriallevel!=1) {
-                                                               if(player[j].weaponstuckwhere==0)
-                                                                       player[j].DoBloodBig(2,205);
-                                                               if(player[j].weaponstuckwhere==1)
-                                                                       player[j].DoBloodBig(2,200);
-                                                               player[j].damage+=200/player[j].armorhigh;
-                                                               player[j].deathbleeding=1;
-                                                               player[j].bloodloss+=(200+abs((float)(Random()%40))-20)/player[j].armorhigh;
-                                                               owner=j;
-                                                               bloody=2;
-                                                               blooddrip=5;
-                                                       }
-
-                                                       emit_sound_at(fleshstabsound, position, 128.);
-
-                                                       if(animation[player[0].animTarget].height==highheight)
-                                                         award_bonus(0, ninja);
-                                                       else
-                                                         award_bonus(0, Bullseyebonus);
-                                               }
-                                       }
-                                       else missed=1;
-                               }
-                       }
-               }
-               if(position.y<terrain.getHeight(position.x,position.z)) {
-                       if(terrain.getOpacity(position.x,position.z)<.2) {
-                               velocity=0;
-                               if(terrain.lineTerrain(oldposition,position,&colpoint)!=-1) {
-                                       position=colpoint*terrain.scale;
-                               } else {
-                                       position.y=terrain.getHeight(position.x,position.z);
-                               }
-
-                               terrain.MakeDecal(shadowdecalpermanent,position,.06,.5,0);
-                               normalrot=terrain.getNormal(position.x,position.z)*-1;
-                               velocity=0;
-                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                               glPushMatrix();
-                                       GLfloat M[16];
-                                       glLoadIdentity();
-                                       glRotatef(bigrotation,0,1,0);
-                                       glRotatef(bigtilt2,1,0,0);
-                                       glRotatef(bigtilt,0,0,1);
-                                       glRotatef(-rotation1+90,0,1,0);
-                                       glRotatef(-rotation2+90,0,0,1);
-                                       glRotatef(-rotation3,0,1,0);
-                                       glRotatef(smallrotation,1,0,0);
-                                       glRotatef(smallrotation2,0,1,0);
-                                       glTranslatef(0,0,1);
-                                       glGetFloatv(GL_MODELVIEW_MATRIX,M);
-                                       tippoint.x=M[12];
-                                       tippoint.y=M[13];
-                                       tippoint.z=M[14];
-                               glPopMatrix();
-                               position-=tippoint*.15;
-                               XYZ temppoint1,temppoint2,tempforward;
-
-                               rotation3=0;
-                               smallrotation=90;
-                               smallrotation2=0;
-                               bigtilt=0;
-                               bigtilt2=0;
-                               bigrotation=0;
-
-                               emit_sound_at(knifesheathesound, position, 128.);
-
-                               XYZ terrainlight;
-                               terrainlight=terrain.getLighting(position.x,position.z);
-                               if(environment==snowyenvironment){
-                                       if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                               Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7);
-                               }
-                               else if(environment==grassyenvironment){
-                                       if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                               Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x*90/255,terrainlight.y*70/255,terrainlight.z*8/255, .5, .5);
-                               }
-                               else if(environment==desertenvironment){
-                                       if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                               Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x*190/255,terrainlight.y*170/255,terrainlight.z*108/255, .5, .7);
-                               }
-
-                               bloody=0;
-                       }
-                       else {
-                               physics=1;
-                               firstfree=1;
-                               position-=velocity*multiplier;
-                               tippoint-=velocity*multiplier;
-                               tipvelocity=velocity;
-                       }
-               }
-               if(velocity.x!=0||velocity.z!=0||velocity.y!=0) {
-                       velocity.y+=gravity*multiplier;
-
-                       XYZ temppoint1,temppoint2,tempforward;
-                       float distance;
-
-                       temppoint1=0;
-                       temppoint2=velocity;
-                       distance=findDistance(&temppoint1,&temppoint2);
-                       rotation2=asin((temppoint1.y-temppoint2.y)/distance);
-                       rotation2*=360/6.28;
-                       temppoint1.y=0;
-                       temppoint2.y=0;
-                       rotation1=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2));
-                       rotation1*=360/6.28;
-                       rotation3=0;
-                       smallrotation=90;
-                       smallrotation2=0;
-                       bigtilt=0;
-                       bigtilt2=0;
-                       bigrotation=0;
-                       if(temppoint1.x>temppoint2.x) rotation1=360-rotation1;
-               }
-
-       }
-       
-       //Sword physics
-       XYZ mid;
-       XYZ oldmid;
-       XYZ oldmid2;
-
-       tempmult=multiplier;
-       multiplier/=10;
-       for(int l=0;l<10;l++) {
-               if(owner==-1&&(velocity.x||velocity.y||velocity.z)&&physics) {
-                       //move
-                       position+=velocity*multiplier;
-                       tippoint+=tipvelocity*multiplier;
-
-                       //Length constrain
-                       midp=(position*mass+tippoint*tipmass)/(mass+tipmass);
-                       vel=tippoint-midp;
-                       Normalise(&vel);
-                       newpoint1=midp-vel*length*(tipmass/(mass+tipmass));
-                       newpoint2=midp+vel*length*(mass/(mass+tipmass));
-                       if(!freeze){
-                               if(freetime>.04) {
-                                       velocity=velocity+(newpoint1-position)/multiplier;
-                                       tipvelocity=tipvelocity+(newpoint2-tippoint)/multiplier;
-                               }
-                       }
-                       position=newpoint1;
-                       tippoint=newpoint2;
-
-
-                       //Object collisions
-                       whichpatchx=(position.x)/(terrain.size/subdivision*terrain.scale);
-                       whichpatchz=(position.z)/(terrain.size/subdivision*terrain.scale);
-                       if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
-                               if(terrain.patchobjectnum[whichpatchx][whichpatchz]) {
-                                       for(int j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++) {
-                                               int k=terrain.patchobjects[whichpatchx][whichpatchz][j];
-
-                                               if(firstfree) {
-                                                       if(type==staff) {
-                                                               start=tippoint-(position-tippoint)/5;
-                                                               end=position+(position-tippoint)/30;
-                                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                                               if(whichhit!=-1) {
-                                                                       XYZ diff;
-                                                                       diff=(colpoint-position);
-                                                                       Normalise(&diff);
-                                                                       hitsomething=1;
-
-                                                                       tippoint+=(colpoint-position)+diff*.05;
-                                                                       position=colpoint+diff*.05;
-                                                                       oldtippoint=tippoint;
-                                                                       oldposition=tippoint;
-                                                               }
-                                                       } else {
-                                                               start=position-(tippoint-position)/5;
-                                                               end=tippoint+(tippoint-position)/30;
-                                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                                               if(whichhit!=-1){
-                                                                       XYZ diff;
-                                                                       diff=(colpoint-tippoint);
-                                                                       Normalise(&diff);
-                                                                       hitsomething=1;
-
-                                                                       position+=(colpoint-tippoint)+diff*.05;
-                                                                       tippoint=colpoint+diff*.05;
-                                                                       oldposition=position;
-                                                                       oldtippoint=tippoint;
-                                                               }
-                                                       }
-                                               }
-
-                                               start=oldposition;
-                                               end=position;
-                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                               if(whichhit!=-1) {
-                                                       hitsomething=1;
-                                                       position=colpoint;
-                                                       terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1;
-                                                       ReflectVector(&velocity,&terrainnormal);
-                                                       position+=terrainnormal*.002;
-
-                                                       bounceness=terrainnormal*findLength(&velocity)*(abs(normaldotproduct(velocity,terrainnormal)));
-                                                       if(findLengthfast(&velocity)<findLengthfast(&bounceness))
-                                                               bounceness=0;
-                                                       frictionness=abs(normaldotproduct(velocity,terrainnormal));
-                                                       velocity-=bounceness;
-                                                       if(1-friction*frictionness>0)velocity*=1-friction*frictionness;
-                                                       else velocity=0;
-                                                       velocity+=bounceness*elasticity;
-
-                                                       if(findLengthfast(&bounceness)>1) {
-                                                               int whichsound;
-                                                               if(type==staff)
-                                                                       whichsound=footstepsound3+abs(Random()%2);
-                                                               else
-                                                                       whichsound=clank1sound+abs(Random()%4);
-                                                               emit_sound_at(whichsound, position, 128*findLengthfast(&bounceness));
-                                                       }
-                                               }
-                                               start=oldtippoint;
-                                               end=tippoint;
-                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                               if(whichhit!=-1) {
-                                                       hitsomething=1;
-                                                       tippoint=colpoint;
-                                                       terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1;
-                                                       ReflectVector(&tipvelocity,&terrainnormal);
-                                                       tippoint+=terrainnormal*.002;
-
-                                                       bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal)));
-                                                       if(findLengthfast(&tipvelocity)<findLengthfast(&bounceness))bounceness=0;
-                                                       frictionness=abs(normaldotproduct(tipvelocity,terrainnormal));
-                                                       tipvelocity-=bounceness;
-                                                       if(1-friction*frictionness>0)tipvelocity*=1-friction*frictionness;
-                                                       else tipvelocity=0;
-                                                       tipvelocity+=bounceness*elasticity;
-
-                                                       if(findLengthfast(&bounceness)>1){
-                                                               int whichsound;
-                                                               if(type==staff)
-                                                                       whichsound=footstepsound3+abs(Random()%2);
-                                                               else
-                                                                       whichsound=clank1sound+abs(Random()%4);
-                                                               emit_sound_at(whichsound, position, 128*findLengthfast(&bounceness));
-                                                       }
-                                               }
-
-                                               if((objects.type[k]!=boxtype && objects.type[k]!=platformtype && objects.type[k]!=walltype && objects.type[k]!=weirdtype)||objects.pitch[k]!=0)
-                                                       for(int m=0;m<2;m++){
-                                                               mid=(position*(21+(float)m*10)+tippoint*(19-(float)m*10))/40;
-                                                               oldmid2=mid;
-                                                               oldmid=(oldposition*(21+(float)m*10)+oldtippoint*(19-(float)m*10))/40;
-
-                                                               start=oldmid;
-                                                               end=mid;
-                                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                                               if(whichhit!=-1) {
-                                                                       hitsomething=1;
-                                                                       mid=colpoint;
-                                                                       terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1;
-                                                                       ReflectVector(&velocity,&terrainnormal);
-
-                                                                       bounceness=terrainnormal*findLength(&velocity)*(abs(normaldotproduct(velocity,terrainnormal)));
-                                                                       if(findLengthfast(&velocity)<findLengthfast(&bounceness))bounceness=0;
-                                                                       frictionness=abs(normaldotproduct(velocity,terrainnormal));
-                                                                       velocity-=bounceness;
-                                                                       if(1-friction*frictionness>0)velocity*=1-friction*frictionness;
-                                                                       else velocity=0;
-                                                                       velocity+=bounceness*elasticity;
-
-                                                                       if(findLengthfast(&bounceness)>1){
-                                                                               int whichsound;
-                                                                               if(type==staff)
-                                                                                       whichsound=footstepsound3+abs(Random()%2);
-                                                                               else
-                                                                                       whichsound=clank1sound+abs(Random()%4);
-                                                                               emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness));
-                                                                       }
-                                                                       position+=(mid-oldmid2)*(20/(1+(float)m*10));
-                                                               }
-
-                                                               mid=(position*(19-(float)m*10)+tippoint*(21+(float)m*10))/40;
-                                                               oldmid2=mid;
-                                                               oldmid=(oldposition*(19-(float)m*10)+oldtippoint*(21+(float)m*10))/40;
-
-                                                               start=oldmid;
-                                                               end=mid;
-                                                               whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                                               if(whichhit!=-1) {
-                                                                       hitsomething=1;
-                                                                       mid=colpoint;
-                                                                       terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1;
-                                                                       ReflectVector(&tipvelocity,&terrainnormal);
-
-                                                                       bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal)));
-                                                                       if(findLengthfast(&tipvelocity)<findLengthfast(&bounceness))bounceness=0;
-                                                                       frictionness=abs(normaldotproduct(tipvelocity,terrainnormal));
-                                                                       tipvelocity-=bounceness;
-                                                                       if(1-friction*frictionness>0)tipvelocity*=1-friction*frictionness;
-                                                                       else tipvelocity=0;
-                                                                       tipvelocity+=bounceness*elasticity;
-
-                                                                       if(findLengthfast(&bounceness)>1){
-                                                                               int whichsound;
-                                                                               if(type==staff)
-                                                                                       whichsound=footstepsound3+abs(Random()%2);
-                                                                               else
-                                                                                       whichsound=clank1sound+abs(Random()%4);
-                                                                               emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness));
-                                                                       }
-                                                                       tippoint+=(mid-oldmid2)*(20/(1+(float)m*10));
-                                                               }
-                                                       }
-                                               else
-                                               {
-                                                       start=position;
-                                                       end=tippoint;
-                                                       whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]);
-                                                       if(whichhit!=-1) {
-                                                               hitsomething=1;
-                                                               closestdistance=-1;
-                                                               closestswordpoint=colpoint;//(position+tippoint)/2;
-                                                               point[0]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]],0,objects.yaw[k],0)+objects.position[k];
-                                                               point[1]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]],0,objects.yaw[k],0)+objects.position[k];
-                                                               point[2]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]],0,objects.yaw[k],0)+objects.position[k];
-                                                               if(DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance,&colpoint )) {
-                                                                       if(distance<closestdistance||closestdistance==-1){
-                                                                               closestpoint=colpoint;
-                                                                               closestdistance=distance;
-                                                                       }
-                                                               }
-                                                               if(DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance,&colpoint )) {
-                                                                       if(distance<closestdistance||closestdistance==-1){
-                                                                               closestpoint=colpoint;
-                                                                               closestdistance=distance;
-                                                                       }
-                                                               }
-                                                               if(DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance,&colpoint )) {
-                                                                       if(distance<closestdistance||closestdistance==-1){
-                                                                               closestpoint=colpoint;
-                                                                               closestdistance=distance;
-                                                                       }
-                                                               }
-                                                               if(closestdistance!=-1 && isnormal(closestdistance)) {
-                                                                       if(DistancePointLine(&closestpoint, &position, &tippoint, &distance,&colpoint )) {
-                                                                               closestswordpoint=colpoint;
-                                                                               velocity+=(closestpoint-closestswordpoint);
-                                                                               tipvelocity+=(closestpoint-closestswordpoint);
-                                                                               position+=(closestpoint-closestswordpoint);
-                                                                               tippoint+=(closestpoint-closestswordpoint);
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
-                               //Terrain collisions
-                               whichhit=terrain.lineTerrain(oldposition,position,&colpoint);
-                               if(whichhit!=-1||position.y<terrain.getHeight(position.x,position.z)) {
-                                       hitsomething=1;
-                                       if(whichhit!=-1)
-                                               position=colpoint*terrain.scale;
-                                       else
-                                               position.y=terrain.getHeight(position.x,position.z);
-
-                                       terrainnormal=terrain.getNormal(position.x,position.z);
-                                       ReflectVector(&velocity,&terrainnormal);
-                                       position+=terrainnormal*.002;
-                                       bounceness=terrainnormal*findLength(&velocity)*(abs(normaldotproduct(velocity,terrainnormal)));
-                                       if(findLengthfast(&velocity)<findLengthfast(&bounceness))bounceness=0;
-                                       frictionness=abs(normaldotproduct(velocity,terrainnormal));
-                                       velocity-=bounceness;
-                                       if(1-friction*frictionness>0)velocity*=1-friction*frictionness;
-                                       else velocity=0;
-                                       if(terrain.getOpacity(position.x,position.z)<.2)velocity+=bounceness*elasticity*.3;
-                                       else velocity+=bounceness*elasticity;
-
-                                       if(findLengthfast(&bounceness)>1) {
-                                               int whichsound;
-                                               if(terrain.getOpacity(position.x,position.z)>.2){
-                                                       if(type==staff)
-                                                               whichsound=footstepsound3+abs(Random()%2);
-                                                       else
-                                                               whichsound=clank1sound+abs(Random()%4);
-                                               } else {
-                                                       whichsound=footstepsound+abs(Random()%2);
-                                               }
-                                               emit_sound_at(whichsound, position,
-                                                                 findLengthfast(&bounceness)
-                                                                 * (terrain.getOpacity(position.x,position.z) > .2 ? 128. : 32.));
-
-                                               if(terrain.getOpacity(position.x,position.z)<.2) {
-                                                       XYZ terrainlight;
-                                                       terrainlight=terrain.getLighting(position.x,position.z);
-                                                       if(environment==snowyenvironment){
-                                                               if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7);
-                                                       }
-                                                       else if(environment==grassyenvironment){
-                                                               if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x*90/255,terrainlight.y*70/255,terrainlight.z*8/255, .5, .5);
-                                                       }
-                                                       else if(environment==desertenvironment){
-                                                               if(distsq(&position,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, position,velocity, terrainlight.x*190/255,terrainlight.y*170/255,terrainlight.z*108/255, .5, .7);
-                                                       }
-                                               }
-                                       }
-                               }
-                               whichhit=terrain.lineTerrain(oldtippoint,tippoint,&colpoint);
-                               if(whichhit!=-1||tippoint.y<terrain.getHeight(tippoint.x,tippoint.z)) {
-                                       if(whichhit!=-1)
-                                               tippoint=colpoint*terrain.scale;
-                                       else
-                                               tippoint.y=terrain.getHeight(tippoint.x,tippoint.z);
-
-                                       terrainnormal=terrain.getNormal(tippoint.x,tippoint.z);
-                                       ReflectVector(&tipvelocity,&terrainnormal);
-                                       tippoint+=terrainnormal*.002;
-                                       bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal)));
-                                       if(findLengthfast(&tipvelocity)<findLengthfast(&bounceness))bounceness=0;
-                                       frictionness=abs(normaldotproduct(tipvelocity,terrainnormal));
-                                       tipvelocity-=bounceness;
-                                       if(1-friction*frictionness>0)tipvelocity*=1-friction*frictionness;
-                                       else tipvelocity=0;
-                                       if(terrain.getOpacity(tippoint.x,tippoint.z)<.2)tipvelocity+=bounceness*elasticity*.3;
-                                       else tipvelocity+=bounceness*elasticity;
-
-                                       if(findLengthfast(&bounceness)>1){ 
-                                               int whichsound;
-                                               if(terrain.getOpacity(tippoint.x,tippoint.z)>.2){
-                                                       if(type==staff)
-                                                               whichsound=footstepsound3+abs(Random()%2);
-                                                       else
-                                                               whichsound=clank1sound+abs(Random()%4);
-                                               } else {
-                                                       whichsound=footstepsound+abs(Random()%2);
-                                               }
-                                               emit_sound_at(whichsound, tippoint,
-                                                                 findLengthfast(&bounceness)
-                                                                 * (terrain.getOpacity(tippoint.x,tippoint.z) > .2  ? 128. : 32.));
-
-                                               if(terrain.getOpacity(tippoint.x,tippoint.z)<.2) {
-                                                       XYZ terrainlight;
-                                                       terrainlight=terrain.getLighting(tippoint.x,tippoint.z);
-                                                       if(environment==snowyenvironment){
-                                                               if(distsq(&tippoint,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, tippoint,tipvelocity, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7);
-                                                       }
-                                                       else if(environment==grassyenvironment){
-                                                               if(distsq(&tippoint,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, tippoint,tipvelocity, terrainlight.x*90/255,terrainlight.y*70/255,terrainlight.z*8/255, .5, .5);
-                                                       }
-                                                       else if(environment==desertenvironment){
-                                                               if(distsq(&tippoint,&viewer)<viewdistance*viewdistance/4)
-                                                                       Sprite::MakeSprite(cloudsprite, tippoint,tipvelocity, terrainlight.x*190/255,terrainlight.y*170/255,terrainlight.z*108/255, .5, .7);
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               //Edges
-                               mid=position+tippoint;
-                               mid/=2;
-                               mid+=(position-mid)/20;
-                               oldmid=mid;
-                               if(mid.y<terrain.getHeight(mid.x,mid.z)){
-                                       hitsomething=1;
-                                       mid.y=terrain.getHeight(mid.x,mid.z);
-
-                                       terrainnormal=terrain.getNormal(mid.x,mid.z);
-                                       ReflectVector(&velocity,&terrainnormal);
-                                       //mid+=terrainnormal*.002;
-                                       bounceness=terrainnormal*findLength(&velocity)*(abs(normaldotproduct(velocity,terrainnormal)));
-                                       if(findLengthfast(&velocity)<findLengthfast(&bounceness))bounceness=0;
-                                       frictionness=abs(normaldotproduct(velocity,terrainnormal));
-                                       velocity-=bounceness;
-                                       if(1-friction*frictionness>0)velocity*=1-friction*frictionness;
-                                       else velocity=0;
-                                       if(terrain.getOpacity(mid.x,mid.z)<.2)velocity+=bounceness*elasticity*.3;
-                                       else velocity+=bounceness*elasticity;
-
-                                       if(findLengthfast(&bounceness)>1){
-                                               int whichsound;
-                                               if(terrain.getOpacity(mid.x,mid.z)>.2){
-                                                       if(type==staff)whichsound=footstepsound3+abs(Random()%2);
-                                                       if(type!=staff)whichsound=clank1sound+abs(Random()%4);
-                                               }
-                                               else whichsound=footstepsound+abs(Random()%2);
-                                               emit_sound_at(whichsound, mid,
-                                                                 findLengthfast(&bounceness)
-                                                                 * (terrain.getOpacity(position.x,position.z) > .2
-                                                                ? 128.
-                                                                : 32.));
-                                       }
-                                       position+=(mid-oldmid)*20;
-                               }
-
-                               mid=position+tippoint;
-                               mid/=2;
-                               mid+=(tippoint-mid)/20;
-                               oldmid=mid;
-                               if(mid.y<terrain.getHeight(mid.x,mid.z)){
-                                       hitsomething=1;
-                                       mid.y=terrain.getHeight(mid.x,mid.z);
-
-                                       terrainnormal=terrain.getNormal(mid.x,mid.z);
-                                       ReflectVector(&tipvelocity,&terrainnormal);
-                                       //mid+=terrainnormal*.002;
-                                       bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal)));
-                                       if(findLengthfast(&tipvelocity)<findLengthfast(&bounceness))bounceness=0;
-                                       frictionness=abs(normaldotproduct(tipvelocity,terrainnormal));
-                                       tipvelocity-=bounceness;
-                                       if(1-friction*frictionness>0)tipvelocity*=1-friction*frictionness;
-                                       else tipvelocity=0;
-                                       if(terrain.getOpacity(mid.x,mid.z)<.2)tipvelocity+=bounceness*elasticity*.3;
-                                       else tipvelocity+=bounceness*elasticity;
-
-                                       if(findLengthfast(&bounceness)>1){
-                                               int whichsound;
-                                               if(terrain.getOpacity(mid.x,mid.z)>.2){
-                                                       if(type==staff)whichsound=footstepsound3+abs(Random()%2);
-                                                       if(type!=staff)whichsound=clank1sound+abs(Random()%4);
-                                               }
-                                               else whichsound=footstepsound+abs(Random()%2);
-                                               emit_sound_at(whichsound, mid,
-                                                                 findLengthfast(&bounceness)
-                                                                 * (terrain.getOpacity(position.x,position.z) > .2
-                                                                ? 128.
-                                                                : 32.));
-                                       }
-                                       tippoint+=(mid-oldmid)*20;
-                               }
-                               //Gravity
-                               velocity.y+=gravity*multiplier;
-                               tipvelocity.y+=gravity*multiplier;
-
-                               //Rotation
-                               XYZ temppoint1,temppoint2,tempforward;
-                               float distance;
-
-                               temppoint1=position;
-                               temppoint2=tippoint;
-                               distance=findDistance(&temppoint1,&temppoint2);
-                               rotation2=asin((temppoint1.y-temppoint2.y)/distance);
-                               rotation2*=360/6.28;
-                               temppoint1.y=0;
-                               temppoint2.y=0;
-                               rotation1=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2));
-                               rotation1*=360/6.28;
-                               rotation3=0;
-                               smallrotation=90;
-                               smallrotation2=0;
-                               bigtilt=0;
-                               bigtilt2=0;
-                               bigrotation=0;
-                               if(temppoint1.x>temppoint2.x)rotation1=360-rotation1;
-
-                               //Stop moving
-                               if(findLengthfast(&velocity)<.3&&findLengthfast(&tipvelocity)<.3&&hitsomething){
-                                       freetime+=multiplier;
-                               }
-
-                               if(freetime>.4){
-                                       velocity=0;
-                                       tipvelocity=0;
-                               }
-                               firstfree=0;
-               }
-       }
-       multiplier=tempmult;
-       if(blooddrip && bloody) {
-               blooddripdelay-=blooddrip*multiplier/2;
-               blooddrip-=multiplier;
-               if(blooddrip<0) blooddrip=0;
-               if(blooddrip>5) blooddrip=5;
-               if(blooddripdelay<0 && bloodtoggle) {
-                       blooddripdelay=1;
-                       XYZ bloodvel;
-                       XYZ bloodloc;
-                       bloodloc=position+(tippoint-position)*.7;
-                       bloodloc.y-=.05;
-                       if(bloodtoggle) {
-                               bloodvel=0;
-                               Sprite::MakeSprite(bloodsprite, bloodloc,bloodvel, 1,1,1, .03, 1);
-                       }
-               }
-       }
-       if(onfire) {
-               flamedelay-=multiplier;
-               if(onfire&&flamedelay<=0) {
-                       flamedelay=.020;
-                       flamedelay-=multiplier;
-                       normalrot=0;
-                       if(owner!=-1) {
-                               normalrot=player[owner].velocity;
-                       }
-                       normalrot.y+=1;
-                       if(owner!=-1) {
-                               if(player[owner].onterrain) {
-                                       normalrot.y=1;
-                               }
-                       }
-                       Sprite::MakeSprite(weaponflamesprite, position+tippoint*(((float)abs(Random()%100))/600+.05),normalrot, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*1/3, 1);
-                       Sprite::setLastSpriteSpeed(4);
-                       Sprite::setLastSpriteAlivetime(.3);
-               }
-       }
-
-       if(!onfire && owner==-1 && type!=staff) {
-               flamedelay-=multiplier;
-               if(flamedelay<=0) {
-                       flamedelay=.020;
-                       flamedelay-=multiplier;
-                       normalrot=0;
-                       if(Random()%50==0&&distsq(&position,&viewer)>80) {
-                               XYZ shinepoint;
-                               shinepoint=position+(tippoint-position)*(((float)abs(Random()%100))/100);
-                               Sprite::MakeSprite(weaponshinesprite, shinepoint,normalrot, 1,1,1, (.1+(float)abs(Random()%100)/200-.25)*1/3*fast_sqrt(findDistance(&shinepoint,&viewer)), 1);
-                               Sprite::setLastSpriteSpeed(4);
-                               Sprite::setLastSpriteAlivetime(.3);
-                       }
-               }
-       }
+void Weapon::DoStuff(int i)
+{
+    //~ cout << position.x << "," << position.y << "," << position.z << "|" << tippoint.x << "," << tippoint.y << "," << tippoint.z << endl;
+    static int whichpatchx, whichpatchz, whichhit;
+    static XYZ start, end, colpoint, normalrot, footvel, footpoint;
+    static XYZ terrainnormal;
+    static XYZ vel;
+    static XYZ midp;
+    static XYZ newpoint1, newpoint2;
+    static float friction = 3.5;
+    static float elasticity = .4;
+    static XYZ bounceness;
+    static float frictionness;
+    static float closestdistance;
+    static float distance;
+    static XYZ point[3];
+    static XYZ closestpoint;
+    static XYZ closestswordpoint;
+    static XYZ extramove;
+    static float tempmult;
+
+    if (owner != -1) {
+        oldowner = owner;
+    }
+    if (damage >= 2 && type == staff && owner != -1) { // the staff breaks
+        emit_sound_at(staffbreaksound, tippoint);
+        XYZ tempvel;
+        for (int j = 0; j < 40; j++) {
+            tempvel.x = float(abs(Random() % 100) - 50) / 20;
+            tempvel.y = float(abs(Random() % 100) - 50) / 20;
+            tempvel.z = float(abs(Random() % 100) - 50) / 20;
+            Sprite::MakeSprite(splintersprite, position + (tippoint - position) * ((float)j - 8) / 32, tempvel * .5, 115 / 255, 73 / 255, 12 / 255, .1, 1);
+        }
+        if (owner != -1) {
+            player[owner].weaponactive = -1;
+            player[owner].num_weapons--;
+            if (player[owner].num_weapons) {
+                player[owner].weaponids[0] = player[owner].weaponids[player[owner].num_weapons];
+                if (player[owner].weaponstuck == player[owner].num_weapons)
+                    player[owner].weaponstuck = 0;
+            }
+        }
+        owner = -1;
+        hitsomething = 0;
+        missed = 1;
+        freetime = 0;
+        firstfree = 1;
+        position = 0;
+        physics = 0;
+    }
+    oldposition = position;
+    oldtippoint = tippoint;
+    if (owner == -1 && (velocity.x || velocity.y || velocity.z) && !physics) { // if the weapon is flying
+        position += velocity * multiplier;
+        tippoint += velocity * multiplier;
+        whichpatchx = position.x / (terrain.size / subdivision * terrain.scale);
+        whichpatchz = position.z / (terrain.size / subdivision * terrain.scale);
+        if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
+            if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are objects where the weapon is
+                for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { // check for collision
+                    int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
+                    start = oldtippoint;
+                    end = tippoint;
+                    whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                    if (whichhit != -1) {
+                        if (objects.type[k] == treetrunktype) {
+                            objects.model[k].MakeDecal(breakdecal, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), .1, 1, Random() % 360);
+                            normalrot = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0);
+                            velocity = 0;
+                            if (type == knife)
+                                position = colpoint - normalrot * .1;
+                            else if (type == sword)
+                                position = colpoint - normalrot * .2;
+                            else if (type == staff)
+                                position = colpoint - normalrot * .2;
+                            XYZ temppoint1, temppoint2, tempforward;
+                            float distance;
+
+                            temppoint1 = 0;
+                            temppoint2 = normalrot;
+                            distance = findDistance(&temppoint1, &temppoint2);
+                            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+                            rotation2 *= 360 / 6.28;
+                            temppoint1.y = 0;
+                            temppoint2.y = 0;
+                            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+                            rotation1 *= 360 / 6.28;
+                            if (temppoint1.x > temppoint2.x)
+                                rotation1 = 360 - rotation1;
+
+                            rotation3 = 0;
+                            smallrotation = 90;
+                            smallrotation2 = 0;
+                            bigtilt = 0;
+                            bigtilt2 = 0;
+                            bigrotation = 0;
+
+                            emit_sound_at(knifesheathesound, position, 128.);
+
+                            bloody = 0;
+
+                            Sprite::MakeSprite(cloudimpactsprite, position, velocity, 1, 1, 1, .8, .3);
+                        } else {
+                            physics = 1;
+                            firstfree = 1;
+                            position -= velocity * multiplier;
+                            tippoint -= velocity * multiplier;
+                            tipvelocity = velocity;
+                        }
+                    }
+                }
+            }
+        }
+
+        if (velocity.x || velocity.y || velocity.z) {
+            for (int j = 0; j < numplayers; j++) {
+                footvel = 0;
+                footpoint = DoRotation((player[j].jointPos(abdomen) + player[j].jointPos(neck)) / 2, 0, player[j].yaw, 0) * player[j].scale + player[j].coords;
+                if (owner == -1 && distsqflat(&position, &player[j].coords) < 1.5 &&
+                        distsq(&position, &player[j].coords) < 4 && player[j].weaponstuck == -1 &&
+                        !player[j].skeleton.free && j != oldowner) {
+                    if ((player[j].aitype != attacktypecutoff || abs(Random() % 6) == 0 || (player[j].animTarget != backhandspringanim && player[j].animTarget != rollanim && player[j].animTarget != flipanim && Random() % 2 == 0)) && !missed) {
+                        if ( (player[j].creature == wolftype   &&      Random() % 3 != 0 && player[j].weaponactive == -1 && (player[j].isIdle() || player[j].isRun() || player[j].animTarget == walkanim)) ||
+                                (player[j].creature == rabbittype      &&      Random() % 2 == 0 && player[j].aitype == attacktypecutoff && player[j].weaponactive == -1)) {
+                            emit_sound_at(knifedrawsound, player[j].coords, 128.);
+
+                            player[j].weaponactive = 0;
+                            player[j].animTarget = removeknifeanim;
+                            player[j].frameTarget = 1;
+                            player[j].target = 1;
+                            owner = player[j].id;
+                            if (player[j].num_weapons > 0) {
+                                player[j].weaponids[player[j].num_weapons] = player[j].weaponids[0];
+                            }
+                            player[j].num_weapons++;
+                            player[j].weaponids[0] = i;
+
+                            player[j].aitype = attacktypecutoff;
+                        } else {
+                            if (j != 0) numthrowkill++;
+                            player[j].num_weapons++;
+                            player[j].weaponstuck = player[j].num_weapons - 1;
+                            if (normaldotproduct(player[j].facing, velocity) > 0)
+                                player[j].weaponstuckwhere = 1;
+                            else
+                                player[j].weaponstuckwhere = 0;
+
+                            player[j].weaponids[player[j].num_weapons - 1] = i;
+
+                            player[j].RagDoll(0);
+                            player[j].jointVel(abdomen) += velocity * 2;
+                            player[j].jointVel(neck) += velocity * 2;
+                            player[j].jointVel(rightshoulder) += velocity * 2;
+                            player[j].jointVel(leftshoulder) += velocity * 2;
+                            if (bloodtoggle && tutoriallevel != 1)
+                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                            if (tutoriallevel == 1)
+                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
+                            footvel = tippoint - position;
+                            Normalise(&footvel);
+                            if (bloodtoggle && tutoriallevel != 1)
+                                Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
+
+                            if (tutoriallevel != 1) {
+                                if (player[j].weaponstuckwhere == 0)
+                                    player[j].DoBloodBig(2, 205);
+                                if (player[j].weaponstuckwhere == 1)
+                                    player[j].DoBloodBig(2, 200);
+                                player[j].damage += 200 / player[j].armorhigh;
+                                player[j].deathbleeding = 1;
+                                player[j].bloodloss += (200 + abs((float)(Random() % 40)) - 20) / player[j].armorhigh;
+                                owner = j;
+                                bloody = 2;
+                                blooddrip = 5;
+                            }
+
+                            emit_sound_at(fleshstabsound, position, 128.);
+
+                            if (animation[player[0].animTarget].height == highheight)
+                                award_bonus(0, ninja);
+                            else
+                                award_bonus(0, Bullseyebonus);
+                        }
+                    } else missed = 1;
+                }
+            }
+        }
+        if (position.y < terrain.getHeight(position.x, position.z)) {
+            if (terrain.getOpacity(position.x, position.z) < .2) {
+                velocity = 0;
+                if (terrain.lineTerrain(oldposition, position, &colpoint) != -1) {
+                    position = colpoint * terrain.scale;
+                } else {
+                    position.y = terrain.getHeight(position.x, position.z);
+                }
+
+                terrain.MakeDecal(shadowdecalpermanent, position, .06, .5, 0);
+                normalrot = terrain.getNormal(position.x, position.z) * -1;
+                velocity = 0;
+                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glPushMatrix();
+                GLfloat M[16];
+                glLoadIdentity();
+                glRotatef(bigrotation, 0, 1, 0);
+                glRotatef(bigtilt2, 1, 0, 0);
+                glRotatef(bigtilt, 0, 0, 1);
+                glRotatef(-rotation1 + 90, 0, 1, 0);
+                glRotatef(-rotation2 + 90, 0, 0, 1);
+                glRotatef(-rotation3, 0, 1, 0);
+                glRotatef(smallrotation, 1, 0, 0);
+                glRotatef(smallrotation2, 0, 1, 0);
+                glTranslatef(0, 0, 1);
+                glGetFloatv(GL_MODELVIEW_MATRIX, M);
+                tippoint.x = M[12];
+                tippoint.y = M[13];
+                tippoint.z = M[14];
+                glPopMatrix();
+                position -= tippoint * .15;
+                XYZ temppoint1, temppoint2, tempforward;
+
+                rotation3 = 0;
+                smallrotation = 90;
+                smallrotation2 = 0;
+                bigtilt = 0;
+                bigtilt2 = 0;
+                bigrotation = 0;
+
+                emit_sound_at(knifesheathesound, position, 128.);
+
+                XYZ terrainlight;
+                terrainlight = terrain.getLighting(position.x, position.z);
+                if (environment == snowyenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                } else if (environment == grassyenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                } else if (environment == desertenvironment) {
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                        Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                }
+
+                bloody = 0;
+            } else {
+                physics = 1;
+                firstfree = 1;
+                position -= velocity * multiplier;
+                tippoint -= velocity * multiplier;
+                tipvelocity = velocity;
+            }
+        }
+        if (velocity.x != 0 || velocity.z != 0 || velocity.y != 0) {
+            velocity.y += gravity * multiplier;
+
+            XYZ temppoint1, temppoint2, tempforward;
+            float distance;
+
+            temppoint1 = 0;
+            temppoint2 = velocity;
+            distance = findDistance(&temppoint1, &temppoint2);
+            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+            rotation2 *= 360 / 6.28;
+            temppoint1.y = 0;
+            temppoint2.y = 0;
+            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+            rotation1 *= 360 / 6.28;
+            rotation3 = 0;
+            smallrotation = 90;
+            smallrotation2 = 0;
+            bigtilt = 0;
+            bigtilt2 = 0;
+            bigrotation = 0;
+            if (temppoint1.x > temppoint2.x) rotation1 = 360 - rotation1;
+        }
+
+    }
+
+    //Sword physics
+    XYZ mid;
+    XYZ oldmid;
+    XYZ oldmid2;
+
+    tempmult = multiplier;
+    multiplier /= 10;
+    for (int l = 0; l < 10; l++) {
+        if (owner == -1 && (velocity.x || velocity.y || velocity.z) && physics) {
+            //move
+            position += velocity * multiplier;
+            tippoint += tipvelocity * multiplier;
+
+            //Length constrain
+            midp = (position * mass + tippoint * tipmass) / (mass + tipmass);
+            vel = tippoint - midp;
+            Normalise(&vel);
+            newpoint1 = midp - vel * length * (tipmass / (mass + tipmass));
+            newpoint2 = midp + vel * length * (mass / (mass + tipmass));
+            if (!freeze) {
+                if (freetime > .04) {
+                    velocity = velocity + (newpoint1 - position) / multiplier;
+                    tipvelocity = tipvelocity + (newpoint2 - tippoint) / multiplier;
+                }
+            }
+            position = newpoint1;
+            tippoint = newpoint2;
+
+
+            //Object collisions
+            whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
+            whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
+            if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision)
+                if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
+                    for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
+                        int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
+
+                        if (firstfree) {
+                            if (type == staff) {
+                                start = tippoint - (position - tippoint) / 5;
+                                end = position + (position - tippoint) / 30;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    XYZ diff;
+                                    diff = (colpoint - position);
+                                    Normalise(&diff);
+                                    hitsomething = 1;
+
+                                    tippoint += (colpoint - position) + diff * .05;
+                                    position = colpoint + diff * .05;
+                                    oldtippoint = tippoint;
+                                    oldposition = tippoint;
+                                }
+                            } else {
+                                start = position - (tippoint - position) / 5;
+                                end = tippoint + (tippoint - position) / 30;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    XYZ diff;
+                                    diff = (colpoint - tippoint);
+                                    Normalise(&diff);
+                                    hitsomething = 1;
+
+                                    position += (colpoint - tippoint) + diff * .05;
+                                    tippoint = colpoint + diff * .05;
+                                    oldposition = position;
+                                    oldtippoint = tippoint;
+                                }
+                            }
+                        }
+
+                        start = oldposition;
+                        end = position;
+                        whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                        if (whichhit != -1) {
+                            hitsomething = 1;
+                            position = colpoint;
+                            terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                            ReflectVector(&velocity, &terrainnormal);
+                            position += terrainnormal * .002;
+
+                            bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                            if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                                bounceness = 0;
+                            frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                            velocity -= bounceness;
+                            if (1 - friction * frictionness > 0)velocity *= 1 - friction * frictionness;
+                            else velocity = 0;
+                            velocity += bounceness * elasticity;
+
+                            if (findLengthfast(&bounceness) > 1) {
+                                int whichsound;
+                                if (type == staff)
+                                    whichsound = footstepsound3 + abs(Random() % 2);
+                                else
+                                    whichsound = clank1sound + abs(Random() % 4);
+                                emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
+                            }
+                        }
+                        start = oldtippoint;
+                        end = tippoint;
+                        whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                        if (whichhit != -1) {
+                            hitsomething = 1;
+                            tippoint = colpoint;
+                            terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                            ReflectVector(&tipvelocity, &terrainnormal);
+                            tippoint += terrainnormal * .002;
+
+                            bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                            if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))bounceness = 0;
+                            frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                            tipvelocity -= bounceness;
+                            if (1 - friction * frictionness > 0)tipvelocity *= 1 - friction * frictionness;
+                            else tipvelocity = 0;
+                            tipvelocity += bounceness * elasticity;
+
+                            if (findLengthfast(&bounceness) > 1) {
+                                int whichsound;
+                                if (type == staff)
+                                    whichsound = footstepsound3 + abs(Random() % 2);
+                                else
+                                    whichsound = clank1sound + abs(Random() % 4);
+                                emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
+                            }
+                        }
+
+                        if ((objects.type[k] != boxtype && objects.type[k] != platformtype && objects.type[k] != walltype && objects.type[k] != weirdtype) || objects.pitch[k] != 0)
+                            for (int m = 0; m < 2; m++) {
+                                mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
+                                oldmid2 = mid;
+                                oldmid = (oldposition * (21 + (float)m * 10) + oldtippoint * (19 - (float)m * 10)) / 40;
+
+                                start = oldmid;
+                                end = mid;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    hitsomething = 1;
+                                    mid = colpoint;
+                                    terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                                    ReflectVector(&velocity, &terrainnormal);
+
+                                    bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                                    if (findLengthfast(&velocity) < findLengthfast(&bounceness))bounceness = 0;
+                                    frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                                    velocity -= bounceness;
+                                    if (1 - friction * frictionness > 0)velocity *= 1 - friction * frictionness;
+                                    else velocity = 0;
+                                    velocity += bounceness * elasticity;
+
+                                    if (findLengthfast(&bounceness) > 1) {
+                                        int whichsound;
+                                        if (type == staff)
+                                            whichsound = footstepsound3 + abs(Random() % 2);
+                                        else
+                                            whichsound = clank1sound + abs(Random() % 4);
+                                        emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
+                                    }
+                                    position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
+                                }
+
+                                mid = (position * (19 - (float)m * 10) + tippoint * (21 + (float)m * 10)) / 40;
+                                oldmid2 = mid;
+                                oldmid = (oldposition * (19 - (float)m * 10) + oldtippoint * (21 + (float)m * 10)) / 40;
+
+                                start = oldmid;
+                                end = mid;
+                                whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                                if (whichhit != -1) {
+                                    hitsomething = 1;
+                                    mid = colpoint;
+                                    terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+                                    ReflectVector(&tipvelocity, &terrainnormal);
+
+                                    bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                                    if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))bounceness = 0;
+                                    frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                                    tipvelocity -= bounceness;
+                                    if (1 - friction * frictionness > 0)tipvelocity *= 1 - friction * frictionness;
+                                    else tipvelocity = 0;
+                                    tipvelocity += bounceness * elasticity;
+
+                                    if (findLengthfast(&bounceness) > 1) {
+                                        int whichsound;
+                                        if (type == staff)
+                                            whichsound = footstepsound3 + abs(Random() % 2);
+                                        else
+                                            whichsound = clank1sound + abs(Random() % 4);
+                                        emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
+                                    }
+                                    tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
+                                }
+                            }
+                        else {
+                            start = position;
+                            end = tippoint;
+                            whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]);
+                            if (whichhit != -1) {
+                                hitsomething = 1;
+                                closestdistance = -1;
+                                closestswordpoint = colpoint; //(position+tippoint)/2;
+                                point[0] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]], 0, objects.yaw[k], 0) + objects.position[k];
+                                point[1] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]], 0, objects.yaw[k], 0) + objects.position[k];
+                                point[2] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]], 0, objects.yaw[k], 0) + objects.position[k];
+                                if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint )) {
+                                    if (distance < closestdistance || closestdistance == -1) {
+                                        closestpoint = colpoint;
+                                        closestdistance = distance;
+                                    }
+                                }
+                                if (closestdistance != -1 && isnormal(closestdistance)) {
+                                    if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint )) {
+                                        closestswordpoint = colpoint;
+                                        velocity += (closestpoint - closestswordpoint);
+                                        tipvelocity += (closestpoint - closestswordpoint);
+                                        position += (closestpoint - closestswordpoint);
+                                        tippoint += (closestpoint - closestswordpoint);
+                                    }
+                                }
+                            }
+                        }
+                    }
+                }
+            //Terrain collisions
+            whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
+            if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
+                hitsomething = 1;
+                if (whichhit != -1)
+                    position = colpoint * terrain.scale;
+                else
+                    position.y = terrain.getHeight(position.x, position.z);
+
+                terrainnormal = terrain.getNormal(position.x, position.z);
+                ReflectVector(&velocity, &terrainnormal);
+                position += terrainnormal * .002;
+                bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness))bounceness = 0;
+                frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                velocity -= bounceness;
+                if (1 - friction * frictionness > 0)velocity *= 1 - friction * frictionness;
+                else velocity = 0;
+                if (terrain.getOpacity(position.x, position.z) < .2)velocity += bounceness * elasticity * .3;
+                else velocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(position.x, position.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        else
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, position,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.));
+
+                    if (terrain.getOpacity(position.x, position.z) < .2) {
+                        XYZ terrainlight;
+                        terrainlight = terrain.getLighting(position.x, position.z);
+                        if (environment == snowyenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                        } else if (environment == grassyenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                        } else if (environment == desertenvironment) {
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                        }
+                    }
+                }
+            }
+            whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
+            if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
+                if (whichhit != -1)
+                    tippoint = colpoint * terrain.scale;
+                else
+                    tippoint.y = terrain.getHeight(tippoint.x, tippoint.z);
+
+                terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
+                ReflectVector(&tipvelocity, &terrainnormal);
+                tippoint += terrainnormal * .002;
+                bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))bounceness = 0;
+                frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                tipvelocity -= bounceness;
+                if (1 - friction * frictionness > 0)tipvelocity *= 1 - friction * frictionness;
+                else tipvelocity = 0;
+                if (terrain.getOpacity(tippoint.x, tippoint.z) < .2)tipvelocity += bounceness * elasticity * .3;
+                else tipvelocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
+                        if (type == staff)
+                            whichsound = footstepsound3 + abs(Random() % 2);
+                        else
+                            whichsound = clank1sound + abs(Random() % 4);
+                    } else {
+                        whichsound = footstepsound + abs(Random() % 2);
+                    }
+                    emit_sound_at(whichsound, tippoint,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(tippoint.x, tippoint.z) > .2  ? 128. : 32.));
+
+                    if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
+                        XYZ terrainlight;
+                        terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
+                        if (environment == snowyenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                        } else if (environment == grassyenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                        } else if (environment == desertenvironment) {
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                                Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                        }
+                    }
+                }
+            }
+
+            //Edges
+            mid = position + tippoint;
+            mid /= 2;
+            mid += (position - mid) / 20;
+            oldmid = mid;
+            if (mid.y < terrain.getHeight(mid.x, mid.z)) {
+                hitsomething = 1;
+                mid.y = terrain.getHeight(mid.x, mid.z);
+
+                terrainnormal = terrain.getNormal(mid.x, mid.z);
+                ReflectVector(&velocity, &terrainnormal);
+                //mid+=terrainnormal*.002;
+                bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness))bounceness = 0;
+                frictionness = abs(normaldotproduct(velocity, terrainnormal));
+                velocity -= bounceness;
+                if (1 - friction * frictionness > 0)velocity *= 1 - friction * frictionness;
+                else velocity = 0;
+                if (terrain.getOpacity(mid.x, mid.z) < .2)velocity += bounceness * elasticity * .3;
+                else velocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(mid.x, mid.z) > .2) {
+                        if (type == staff)whichsound = footstepsound3 + abs(Random() % 2);
+                        if (type != staff)whichsound = clank1sound + abs(Random() % 4);
+                    } else whichsound = footstepsound + abs(Random() % 2);
+                    emit_sound_at(whichsound, mid,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2
+                                     ? 128.
+                                     : 32.));
+                }
+                position += (mid - oldmid) * 20;
+            }
+
+            mid = position + tippoint;
+            mid /= 2;
+            mid += (tippoint - mid) / 20;
+            oldmid = mid;
+            if (mid.y < terrain.getHeight(mid.x, mid.z)) {
+                hitsomething = 1;
+                mid.y = terrain.getHeight(mid.x, mid.z);
+
+                terrainnormal = terrain.getNormal(mid.x, mid.z);
+                ReflectVector(&tipvelocity, &terrainnormal);
+                //mid+=terrainnormal*.002;
+                bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))bounceness = 0;
+                frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
+                tipvelocity -= bounceness;
+                if (1 - friction * frictionness > 0)tipvelocity *= 1 - friction * frictionness;
+                else tipvelocity = 0;
+                if (terrain.getOpacity(mid.x, mid.z) < .2)tipvelocity += bounceness * elasticity * .3;
+                else tipvelocity += bounceness * elasticity;
+
+                if (findLengthfast(&bounceness) > 1) {
+                    int whichsound;
+                    if (terrain.getOpacity(mid.x, mid.z) > .2) {
+                        if (type == staff)whichsound = footstepsound3 + abs(Random() % 2);
+                        if (type != staff)whichsound = clank1sound + abs(Random() % 4);
+                    } else whichsound = footstepsound + abs(Random() % 2);
+                    emit_sound_at(whichsound, mid,
+                                  findLengthfast(&bounceness)
+                                  * (terrain.getOpacity(position.x, position.z) > .2
+                                     ? 128.
+                                     : 32.));
+                }
+                tippoint += (mid - oldmid) * 20;
+            }
+            //Gravity
+            velocity.y += gravity * multiplier;
+            tipvelocity.y += gravity * multiplier;
+
+            //Rotation
+            XYZ temppoint1, temppoint2, tempforward;
+            float distance;
+
+            temppoint1 = position;
+            temppoint2 = tippoint;
+            distance = findDistance(&temppoint1, &temppoint2);
+            rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
+            rotation2 *= 360 / 6.28;
+            temppoint1.y = 0;
+            temppoint2.y = 0;
+            rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
+            rotation1 *= 360 / 6.28;
+            rotation3 = 0;
+            smallrotation = 90;
+            smallrotation2 = 0;
+            bigtilt = 0;
+            bigtilt2 = 0;
+            bigrotation = 0;
+            if (temppoint1.x > temppoint2.x)rotation1 = 360 - rotation1;
+
+            //Stop moving
+            if (findLengthfast(&velocity) < .3 && findLengthfast(&tipvelocity) < .3 && hitsomething) {
+                freetime += multiplier;
+            }
+
+            if (freetime > .4) {
+                velocity = 0;
+                tipvelocity = 0;
+            }
+            firstfree = 0;
+        }
+    }
+    multiplier = tempmult;
+    if (blooddrip && bloody) {
+        blooddripdelay -= blooddrip * multiplier / 2;
+        blooddrip -= multiplier;
+        if (blooddrip < 0) blooddrip = 0;
+        if (blooddrip > 5) blooddrip = 5;
+        if (blooddripdelay < 0 && bloodtoggle) {
+            blooddripdelay = 1;
+            XYZ bloodvel;
+            XYZ bloodloc;
+            bloodloc = position + (tippoint - position) * .7;
+            bloodloc.y -= .05;
+            if (bloodtoggle) {
+                bloodvel = 0;
+                Sprite::MakeSprite(bloodsprite, bloodloc, bloodvel, 1, 1, 1, .03, 1);
+            }
+        }
+    }
+    if (onfire) {
+        flamedelay -= multiplier;
+        if (onfire && flamedelay <= 0) {
+            flamedelay = .020;
+            flamedelay -= multiplier;
+            normalrot = 0;
+            if (owner != -1) {
+                normalrot = player[owner].velocity;
+            }
+            normalrot.y += 1;
+            if (owner != -1) {
+                if (player[owner].onterrain) {
+                    normalrot.y = 1;
+                }
+            }
+            Sprite::MakeSprite(weaponflamesprite, position + tippoint * (((float)abs(Random() % 100)) / 600 + .05), normalrot, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3, 1);
+            Sprite::setLastSpriteSpeed(4);
+            Sprite::setLastSpriteAlivetime(.3);
+        }
+    }
+
+    if (!onfire && owner == -1 && type != staff) {
+        flamedelay -= multiplier;
+        if (flamedelay <= 0) {
+            flamedelay = .020;
+            flamedelay -= multiplier;
+            normalrot = 0;
+            if (Random() % 50 == 0 && distsq(&position, &viewer) > 80) {
+                XYZ shinepoint;
+                shinepoint = position + (tippoint - position) * (((float)abs(Random() % 100)) / 100);
+                Sprite::MakeSprite(weaponshinesprite, shinepoint, normalrot, 1, 1, 1, (.1 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3 * fast_sqrt(findDistance(&shinepoint, &viewer)), 1);
+                Sprite::setLastSpriteSpeed(4);
+                Sprite::setLastSpriteAlivetime(.3);
+            }
+        }
+    }
 }
 
-void Weapons::DoStuff() {
-       //Move
-       int i = 0;
-       for(std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
-               weapon->DoStuff(i++);
-       }
+void Weapons::DoStuff()
+{
+    //Move
+    int i = 0;
+    for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
+        weapon->DoStuff(i++);
+    }
 }
 
-void Weapon::Draw() {
-       static XYZ terrainlight;
-       static GLfloat M[16];
-       
-       if((frustum.SphereInFrustum(position.x,position.y,position.z,1)&&
-               distsq(&viewer,&position)<viewdistance*viewdistance))
-       {
-               bool draw=false;
-               if(owner==-1)
-               {
-                       draw=true;
-                       if(velocity.x && !physics)
-                               drawhowmany=10;
-                       else
-                               drawhowmany=1;
-               } else {
-                       if(player[owner].occluded<25)
-                               if((frustum.SphereInFrustum(player[owner].coords.x,player[owner].coords.y+player[owner].scale*3,player[owner].coords.z,player[owner].scale*8)&&distsq(&viewer,&player[owner].coords)<viewdistance*viewdistance)||player[owner].skeleton.free==3)
-                                       draw=true;
-                       if      (
-                               (player[owner].animTarget==knifeslashstartanim||
-                                player[owner].animTarget==swordsneakattackanim||
-                                (player[owner].animCurrent==staffhitanim       &&                              player[owner].frameCurrent>1)||
-                                (player[owner].animCurrent==staffhitreversedanim       &&              player[owner].frameCurrent>1)||
-                                (player[owner].animCurrent==staffspinhitanim   &&                      player[owner].frameCurrent>1)||
-                                (player[owner].animCurrent==staffspinhitreversedanim   &&      player[owner].frameCurrent>1)||
-                                (player[owner].animCurrent==staffgroundsmashanim       &&              player[owner].frameCurrent>1)||
-                                (player[owner].animTarget==swordslashanim      &&                              player[owner].frameTarget<7)||
-                                player[owner].animTarget==crouchstabanim||
-                                player[owner].animTarget==swordslashreversalanim||
-                                player[owner].animTarget==swordslashreversedanim||
-                                player[owner].animTarget==knifefollowanim||
-                                player[owner].animTarget==swordgroundstabanim||
-                                player[owner].animTarget==knifethrowanim)&&
-                                player[owner].animTarget==lastdrawnanim&&
-                                !player[owner].skeleton.free
-                               )
-                       {
-                               drawhowmany=10;
-                       } else {
-                               drawhowmany=1;
-                       }
-                       if(player[owner].animTarget==swordgroundstabanim)
-                       {
-                               lastdrawnrotation1=rotation1;
-                               lastdrawnrotation2=rotation2;
-                               lastdrawnrotation3=rotation3;
-                               lastdrawnbigrotation=bigrotation;
-                               lastdrawnbigtilt=bigtilt;
-                               lastdrawnbigtilt2=bigtilt2;
-                               lastdrawnsmallrotation=smallrotation;
-                               lastdrawnsmallrotation2=smallrotation2;
-                       }
-               }
-               if(draw)
-               {
-                       terrainlight=terrain.getLighting(position.x,position.z);
-                       if(drawhowmany>0)
-                       {
-                               glAlphaFunc(GL_GREATER, 0.01);
-                       }
-                       for(int j=drawhowmany;j>0;j--)
-                       {
-                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                               glPushMatrix();
-                                       glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,j/drawhowmany);
-                                       if(owner==-1)
-                                               glTranslatef(position.x*(((float)(j))/drawhowmany)+lastdrawnposition.x*(1-((float)(j))/drawhowmany),position.y*(((float)(j))/drawhowmany)+lastdrawnposition.y*(1-((float)(j))/drawhowmany),position.z*(((float)(j))/drawhowmany)+lastdrawnposition.z*(1-((float)(j))/drawhowmany));
-                                       else
-                                               glTranslatef(position.x*(((float)(j))/drawhowmany)+lastdrawnposition.x*(1-((float)(j))/drawhowmany),position.y*(((float)(j))/drawhowmany)-.02+lastdrawnposition.y*(1-((float)(j))/drawhowmany),position.z*(((float)(j))/drawhowmany)+lastdrawnposition.z*(1-((float)(j))/drawhowmany));
-                                       glRotatef(bigrotation*(((float)(j))/drawhowmany)+lastdrawnbigrotation*(1-((float)(j))/drawhowmany),0,1,0);
-                                       glRotatef(bigtilt2*(((float)(j))/drawhowmany)+lastdrawnbigtilt2*(1-((float)(j))/drawhowmany),1,0,0);
-                                       glRotatef(bigtilt*(((float)(j))/drawhowmany)+lastdrawnbigtilt*(1-((float)(j))/drawhowmany),0,0,1);
-                                       glRotatef(-rotation1*(((float)(j))/drawhowmany)-lastdrawnrotation1*(1-((float)(j))/drawhowmany)+90,0,1,0);
-                                       glRotatef(-rotation2*(((float)(j))/drawhowmany)-lastdrawnrotation2*(1-((float)(j))/drawhowmany)+90,0,0,1);
-                                       glRotatef(-rotation3*(((float)(j))/drawhowmany)-lastdrawnrotation3*(1-((float)(j))/drawhowmany),0,1,0);
-                                       glRotatef(smallrotation*(((float)(j))/drawhowmany)+lastdrawnsmallrotation*(1-((float)(j))/drawhowmany),1,0,0);
-                                       glRotatef(smallrotation2*(((float)(j))/drawhowmany)+lastdrawnsmallrotation2*(1-((float)(j))/drawhowmany),0,1,0);
-
-                                       if(owner!=-1)
-                                       {
-                                               if(player[owner].animTarget==staffhitanim||player[owner].animCurrent==staffhitanim||player[owner].animTarget==staffhitreversedanim||player[owner].animCurrent==staffhitreversedanim)
-                                               {
-                                                       glTranslatef(0,0,-.3);
-                                               }
-                                               if(player[owner].animTarget==staffgroundsmashanim||player[owner].animCurrent==staffgroundsmashanim||player[owner].animTarget==staffspinhitreversedanim||player[owner].animCurrent==staffspinhitreversedanim||player[owner].animTarget==staffspinhitanim||player[owner].animCurrent==staffspinhitanim)
-                                               {
-                                                       glTranslatef(0,0,-.1);
-                                               }
-                                       }
-
-                                       glEnable(GL_LIGHTING);
-                                       switch(type) {
-                                               case knife:
-                                                       if(!bloody||!bloodtoggle)
-                                                               throwingknifemodel.drawdifftex(knifetextureptr);
-                                                       if(bloodtoggle)
-                                                       {
-                                                               if(bloody==1)
-                                                                       throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
-                                                               if(bloody==2)
-                                                                       throwingknifemodel.drawdifftex(bloodknifetextureptr);
-                                                       }
-                                                       break;
-                                               case sword:
-                                                       if(!bloody||!bloodtoggle)
-                                                               swordmodel.drawdifftex(swordtextureptr);
-                                                       if(bloodtoggle)
-                                                       {
-                                                               if(bloody==1)
-                                                                       swordmodel.drawdifftex(lightbloodswordtextureptr);
-                                                               if(bloody==2)
-                                                                       swordmodel.drawdifftex(bloodswordtextureptr);
-                                                       }
-                                                       break;
-                                               case staff:
-                                                       staffmodel.drawdifftex(stafftextureptr);
-                                                       break;
-                                       }
-
-                               glPopMatrix();
-                       }
-
-                       lastdrawnposition=position;
-                       lastdrawntippoint=tippoint;
-                       lastdrawnrotation1=rotation1;
-                       lastdrawnrotation2=rotation2;
-                       lastdrawnrotation3=rotation3;
-                       lastdrawnbigrotation=bigrotation;
-                       lastdrawnbigtilt=bigtilt;
-                       lastdrawnbigtilt2=bigtilt2;
-                       lastdrawnsmallrotation=smallrotation;
-                       lastdrawnsmallrotation2=smallrotation2;
-                       if(owner!=-1)lastdrawnanim=player[owner].animCurrent;
-               }
-               if(owner!=-1)
-               {
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();
-                               glLoadIdentity();
-                               glTranslatef(position.x,position.y-.02,position.z);
-                               glRotatef(bigrotation,0,1,0);
-                               glRotatef(bigtilt2,1,0,0);
-                               glRotatef(bigtilt,0,0,1);
-                               glRotatef(-rotation1+90,0,1,0);
-                               glRotatef(-rotation2+90,0,0,1);
-                               glRotatef(-rotation3,0,1,0);
-                               glRotatef(smallrotation,1,0,0);
-                               glRotatef(smallrotation2,0,1,0);
-                               glTranslatef(0,0,length);
-                               glGetFloatv(GL_MODELVIEW_MATRIX,M);
-                               tippoint.x=M[12];
-                               tippoint.y=M[13];
-                               tippoint.z=M[14];
-                       glPopMatrix();
-               }
-       }
+void Weapon::Draw()
+{
+    static XYZ terrainlight;
+    static GLfloat M[16];
+
+    if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
+            distsq(&viewer, &position) < viewdistance * viewdistance)) {
+        bool draw = false;
+        if (owner == -1) {
+            draw = true;
+            if (velocity.x && !physics)
+                drawhowmany = 10;
+            else
+                drawhowmany = 1;
+        } else {
+            if (player[owner].occluded < 25)
+                if ((frustum.SphereInFrustum(player[owner].coords.x, player[owner].coords.y + player[owner].scale * 3, player[owner].coords.z, player[owner].scale * 8) && distsq(&viewer, &player[owner].coords) < viewdistance * viewdistance) || player[owner].skeleton.free == 3)
+                    draw = true;
+            if (
+                (player[owner].animTarget == knifeslashstartanim ||
+                 player[owner].animTarget == swordsneakattackanim ||
+                 (player[owner].animCurrent == staffhitanim    &&                              player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffhitreversedanim    &&              player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffspinhitanim        &&                      player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffspinhitreversedanim        &&      player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffgroundsmashanim    &&              player[owner].frameCurrent > 1) ||
+                 (player[owner].animTarget == swordslashanim   &&                              player[owner].frameTarget < 7) ||
+                 player[owner].animTarget == crouchstabanim ||
+                 player[owner].animTarget == swordslashreversalanim ||
+                 player[owner].animTarget == swordslashreversedanim ||
+                 player[owner].animTarget == knifefollowanim ||
+                 player[owner].animTarget == swordgroundstabanim ||
+                 player[owner].animTarget == knifethrowanim) &&
+                player[owner].animTarget == lastdrawnanim &&
+                !player[owner].skeleton.free
+            ) {
+                drawhowmany = 10;
+            } else {
+                drawhowmany = 1;
+            }
+            if (player[owner].animTarget == swordgroundstabanim) {
+                lastdrawnrotation1 = rotation1;
+                lastdrawnrotation2 = rotation2;
+                lastdrawnrotation3 = rotation3;
+                lastdrawnbigrotation = bigrotation;
+                lastdrawnbigtilt = bigtilt;
+                lastdrawnbigtilt2 = bigtilt2;
+                lastdrawnsmallrotation = smallrotation;
+                lastdrawnsmallrotation2 = smallrotation2;
+            }
+        }
+        if (draw) {
+            terrainlight = terrain.getLighting(position.x, position.z);
+            if (drawhowmany > 0) {
+                glAlphaFunc(GL_GREATER, 0.01);
+            }
+            for (int j = drawhowmany; j > 0; j--) {
+                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glPushMatrix();
+                glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
+                if (owner == -1)
+                    glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
+                else
+                    glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
+                glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+                glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
+                glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
+                glRotatef(-rotation1 * (((float)(j)) / drawhowmany) - lastdrawnrotation1 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 1, 0);
+                glRotatef(-rotation2 * (((float)(j)) / drawhowmany) - lastdrawnrotation2 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 0, 1);
+                glRotatef(-rotation3 * (((float)(j)) / drawhowmany) - lastdrawnrotation3 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+                glRotatef(smallrotation * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
+                glRotatef(smallrotation2 * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation2 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
+
+                if (owner != -1) {
+                    if (player[owner].animTarget == staffhitanim || player[owner].animCurrent == staffhitanim || player[owner].animTarget == staffhitreversedanim || player[owner].animCurrent == staffhitreversedanim) {
+                        glTranslatef(0, 0, -.3);
+                    }
+                    if (player[owner].animTarget == staffgroundsmashanim || player[owner].animCurrent == staffgroundsmashanim || player[owner].animTarget == staffspinhitreversedanim || player[owner].animCurrent == staffspinhitreversedanim || player[owner].animTarget == staffspinhitanim || player[owner].animCurrent == staffspinhitanim) {
+                        glTranslatef(0, 0, -.1);
+                    }
+                }
+
+                glEnable(GL_LIGHTING);
+                switch (type) {
+                case knife:
+                    if (!bloody || !bloodtoggle)
+                        throwingknifemodel.drawdifftex(knifetextureptr);
+                    if (bloodtoggle) {
+                        if (bloody == 1)
+                            throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
+                        if (bloody == 2)
+                            throwingknifemodel.drawdifftex(bloodknifetextureptr);
+                    }
+                    break;
+                case sword:
+                    if (!bloody || !bloodtoggle)
+                        swordmodel.drawdifftex(swordtextureptr);
+                    if (bloodtoggle) {
+                        if (bloody == 1)
+                            swordmodel.drawdifftex(lightbloodswordtextureptr);
+                        if (bloody == 2)
+                            swordmodel.drawdifftex(bloodswordtextureptr);
+                    }
+                    break;
+                case staff:
+                    staffmodel.drawdifftex(stafftextureptr);
+                    break;
+                }
+
+                glPopMatrix();
+            }
+
+            lastdrawnposition = position;
+            lastdrawntippoint = tippoint;
+            lastdrawnrotation1 = rotation1;
+            lastdrawnrotation2 = rotation2;
+            lastdrawnrotation3 = rotation3;
+            lastdrawnbigrotation = bigrotation;
+            lastdrawnbigtilt = bigtilt;
+            lastdrawnbigtilt2 = bigtilt2;
+            lastdrawnsmallrotation = smallrotation;
+            lastdrawnsmallrotation2 = smallrotation2;
+            if (owner != -1)lastdrawnanim = player[owner].animCurrent;
+        }
+        if (owner != -1) {
+            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+            glPushMatrix();
+            glLoadIdentity();
+            glTranslatef(position.x, position.y - .02, position.z);
+            glRotatef(bigrotation, 0, 1, 0);
+            glRotatef(bigtilt2, 1, 0, 0);
+            glRotatef(bigtilt, 0, 0, 1);
+            glRotatef(-rotation1 + 90, 0, 1, 0);
+            glRotatef(-rotation2 + 90, 0, 0, 1);
+            glRotatef(-rotation3, 0, 1, 0);
+            glRotatef(smallrotation, 1, 0, 0);
+            glRotatef(smallrotation2, 0, 1, 0);
+            glTranslatef(0, 0, length);
+            glGetFloatv(GL_MODELVIEW_MATRIX, M);
+            tippoint.x = M[12];
+            tippoint.y = M[13];
+            tippoint.z = M[14];
+            glPopMatrix();
+        }
+    }
 }
 
 int Weapons::Draw()
 {
-       glAlphaFunc(GL_GREATER, 0.9);
-       glEnable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glEnable(GL_CULL_FACE);
-       glCullFace(GL_FRONT);
-       glDepthMask(1);
-       
-       for(std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
-               weapon->Draw();
-       }
-       return 0;
+    glAlphaFunc(GL_GREATER, 0.9);
+    glEnable(GL_TEXTURE_2D);
+    glEnable(GL_BLEND);
+    glEnable(GL_CULL_FACE);
+    glCullFace(GL_FRONT);
+    glDepthMask(1);
+
+    for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
+        weapon->Draw();
+    }
+    return 0;
 }
 
 Weapons::Weapons()
@@ -1073,12 +1052,12 @@ Weapons::Weapons()
 
 Weapons::~Weapons()
 {
-       Weapon::stafftextureptr.destroy();
-       Weapon::knifetextureptr.destroy();
-       Weapon::lightbloodknifetextureptr.destroy();
-       Weapon::bloodknifetextureptr.destroy();
-       Weapon::swordtextureptr.destroy();
-       Weapon::lightbloodswordtextureptr.destroy();
-       Weapon::bloodswordtextureptr.destroy();
+    Weapon::stafftextureptr.destroy();
+    Weapon::knifetextureptr.destroy();
+    Weapon::lightbloodknifetextureptr.destroy();
+    Weapon::bloodknifetextureptr.destroy();
+    Weapon::swordtextureptr.destroy();
+    Weapon::lightbloodswordtextureptr.destroy();
+    Weapon::bloodswordtextureptr.destroy();
 }