]> git.jsancho.org Git - lugaru.git/commitdiff
MAJOR cleanup
authorsf17k <sf171k@gmail.com>
Wed, 4 May 2011 22:09:15 +0000 (18:09 -0400)
committersf17k <sf171k@gmail.com>
Wed, 4 May 2011 22:09:15 +0000 (18:09 -0400)
Source/Game.cpp
Source/Game.h
Source/GameTick.cpp
Source/Input.cpp
Source/Input.h
Source/Lights.h
Source/Person.h
Source/Settings.cpp

index c3c846d8bce2a8fd6e878c2f22f4c15062cc271a..1002b0a9c4af0c71491840ee69422bdeca3c0003 100644 (file)
@@ -84,13 +84,8 @@ Game::Game()
 //     SkyBox skybox;
 
        cameramode = 0;
-       cameratogglekeydown = 0;
-       chattogglekeydown = 0;
        olddrawmode = 0;
        drawmode = 0;
-       drawmodetogglekeydown = 0;
-       explodetogglekeydown = 0;
-       detailtogglekeydown = 0;
        firstload = 0;
        oldbutton = 0;
 
@@ -154,10 +149,6 @@ Game::Game()
 //     XYZ cameraloc;
        cameradist = 0;
 
-       envtogglekeydown = 0;
-       slomotogglekeydown = 0;
-       texturesizetogglekeydown = 0;
-       freezetogglekeydown = 0;
        drawtoggle = 0;
 
        editorenabled = 0;
@@ -194,12 +185,9 @@ Game::Game()
        displayblink = 0;
        displayselected = 0;
        consolekeydown = 0;
-       consoletogglekeydown = 0;
        consoleblinkdelay = 0;
        consoleblink = 0;
        consoleselected = 0;
-//     memset(togglekey, 0, sizeof(togglekey));
-//     memset(togglekeydelay, 0, sizeof(togglekeydelay));
        autocam = 0;
 
        crouchkey = 0,jumpkey = 0,forwardkey = 0,chatkey = 0,backkey = 0,leftkey = 0,rightkey = 0,drawkey = 0,throwkey = 0,attackkey = 0;
index 63bb0a6468bfcbf60863b6055005c8ab0a90edd4..92a6945f7ad290109030dbee4d474976881b7fbd 100644 (file)
@@ -118,13 +118,8 @@ class Game
                float rotation,rotation2;
                SkyBox skybox;
                bool cameramode;
-               bool cameratogglekeydown;
-               bool chattogglekeydown;
                int olddrawmode;
                int drawmode;
-               bool drawmodetogglekeydown;
-               bool explodetogglekeydown;
-               bool detailtogglekeydown;
                bool firstload;
                bool oldbutton;
 
@@ -180,10 +175,6 @@ class Game
                XYZ cameraloc;
                float cameradist;
 
-               bool envtogglekeydown;
-               bool slomotogglekeydown;
-               bool texturesizetogglekeydown;
-               bool freezetogglekeydown;
                int drawtoggle;
 
                bool editorenabled;
@@ -219,12 +210,9 @@ class Game
                bool displayblink;
                int displayselected;
                bool consolekeydown;
-               bool consoletogglekeydown;
                float consoleblinkdelay;
                bool consoleblink;
                int consoleselected;
-               //int togglekey[140];
-               //float togglekeydelay[140];
                bool autocam;
 
                unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
@@ -241,6 +229,16 @@ class Game
                void Dispose();
                int DrawGLScene(StereoSide side);
                void DrawGL();
+        //factored from Tick() -sf17k
+               void MenuTick();
+        void doTutorial();
+        void doDebugKeys();
+               void doJumpReversals();
+               void doAerialAcrobatics();
+               void doAttacks();
+               void doPlayerCollisions();
+               void doAI(int i);
+        //end factored
                void Tick();
                void TickOnce();
                void TickOnceAfter();
@@ -296,7 +294,6 @@ class Game
                void inputText(char* str, int* charselected, int* nb_chars);
                void flash();
                bool waiting;
-               bool mainmenutogglekeydown;
                //int mainmenu;
                Account* accountactive;
 };
index b30d4f1d04b6dbe2e6b6507b9bcefac67f759751..1fba112a8fbf9ff782b06aa07f5fd8f293a83a17 100644 (file)
@@ -47,9 +47,7 @@ using namespace std;
 extern float multiplier;
 extern XYZ viewer;
 extern int environment;
-extern float texscale;
 extern Terrain terrain;
-extern int kTextureSize;
 extern float screenwidth,screenheight;
 extern float gravity;
 extern int detail;
@@ -60,9 +58,6 @@ extern float slomodelay;
 extern bool floatjump;
 extern float volume;
 extern Light light;
-extern float texdetail;
-extern GLubyte bloodText[512*512*3];
-extern GLubyte wolfbloodText[512*512*3];
 extern float camerashake;
 extern float woozy;
 extern float blackout;
@@ -78,36 +73,22 @@ extern bool ambientsound;
 extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
-extern bool autoslomo;
 extern bool keyboardfrozen;
-extern int netdatanew;
 extern bool loadingstuff;
 extern XYZ windvector;
 extern bool debugmode;
 static int music1;
 extern int mainmenu;
-extern int oldmainmenu;
 extern bool visibleloading;
 extern int loadscreencolor;
-extern float flashamount,flashr,flashg,flashb;
-extern int flashdelay;
 extern XYZ envsound[30];
 extern float envsoundvol[30];
 extern int numenvsounds;
 extern float envsoundlife[30];
 extern float usermousesensitivity;
 extern bool ismotionblur;
-extern bool foliage;
-extern bool trilinear;
-extern bool damageeffects;
-extern bool showpoints;
 extern bool showdamagebar; // (des)activate the damage bar
-extern bool texttoggle;
-extern bool alwaysblur;
-extern float gamespeed;
 extern bool decals;
-extern bool immediate;
-extern bool velocityblur;
 extern float tintr,tintg,tintb;
 extern bool skyboxtexture;
 extern float skyboxr;
@@ -148,7 +129,6 @@ extern float hotspotsize[40];
 extern char hotspottext[40][256];
 extern int currenthotspot;
 
-extern int kBitsPerPixel;
 extern int hostile;
 
 extern bool stillloading;
@@ -156,8 +136,6 @@ extern bool winfreeze;
 
 extern bool campaign;
 
-extern float oldgamespeed;
-
 static const char *rabbitskin[] = {
 ":Data:Textures:Fur3.jpg",
 ":Data:Textures:Fur.jpg",
@@ -206,6 +184,93 @@ static console_handler cmd_handlers[] = {
 #undef  DECLARE_COMMAND
 };
 
+
+
+// added utility functions -sf17k =============================================================
+
+//TODO: try to hide these variables completely with a better interface
+inline void setAnimation(int playerid,int animation){
+    player[playerid].targetanimation=animation;
+    player[playerid].targetframe=0;
+    player[playerid].target=0;
+}
+
+//TODO: this is incorrect but I'm afraid to change it and break something,
+//probably causes quirky behavior that I might want to preserve
+inline float roughDirection(XYZ vec){
+    Normalise(&vec);
+    float angle=-asin(-vec.x)*180/M_PI;
+    if(vec.z<0)
+        angle=180-angle;
+    return angle;
+}
+inline float roughDirectionTo(XYZ start, XYZ end){
+    return roughDirection(end-start);
+}
+
+//TODO: gotta be a better way
+inline float pitch(XYZ vec){
+    Normalise(&vec);
+    return -asin(vec.y)*180/M_PI;
+}
+inline float pitchTo(XYZ start, XYZ end){
+    return pitch(end-start);
+}
+
+//change these to a Person method
+inline Joint& playerJoint(int playerid, int bodypart){
+    return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
+inline Joint& playerJoint(Person* pplayer, int bodypart){
+    return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
+
+inline float sq(float n){ return n*n; }
+
+inline float stepTowardf(float from, float to, float by){
+    if(fabs(from-to)<by) return to;
+    else if(from>to) return from-by;
+    else return from+by;
+}
+
+void playdialogueboxsound(){
+    XYZ temppos;
+    temppos=player[participantfocus[whichdialogue][indialogue]].coords;
+    temppos=temppos-viewer;
+    Normalise(&temppos);
+    temppos+=viewer;
+
+    int sound=-1;
+    switch(dialogueboxsound[whichdialogue][indialogue]){
+        case -6: sound=alarmsound; break;
+        case -4: sound=consolefailsound; break;
+        case -3: sound=consolesuccesssound; break;
+        case -2: sound=firestartsound; break;
+        case -1: sound=fireendsound; break;
+        case 1: sound=rabbitchitter; break;
+        case 2: sound=rabbitchitter2; break;
+        case 3: sound=rabbitpainsound; break;
+        case 4: sound=rabbitpain1sound; break;
+        case 5: sound=rabbitattacksound; break;
+        case 6: sound=rabbitattack2sound; break;
+        case 7: sound=rabbitattack3sound; break;
+        case 8: sound=rabbitattack4sound; break;
+        case 9: sound=growlsound; break;
+        case 10: sound=growl2sound; break;
+        case 11: sound=snarlsound; break;
+        case 12: sound=snarl2sound; break;
+        case 13: sound=barksound; break;
+        case 14: sound=bark2sound; break;
+        case 15: sound=bark3sound; break;
+        case 16: sound=barkgrowlsound; break;
+        default: break;
+    }
+    if(sound!=-1)
+        emit_sound_at(sound, temppos);
+}
+
+// end added utility functions ================================================================
+
+
+
 static void ch_quit(Game *game, const char *args)
 {
   game->tryquit = 1;
@@ -238,7 +303,7 @@ static void ch_save(Game *game, const char *args)
   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
   fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
   if(player[0].num_weapons>0&&player[0].num_weapons<5)
-    for(j=0;j<player[0].num_weapons;j++){
+    for(int j=0;j<player[0].num_weapons;j++){
       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
     }
 
@@ -252,14 +317,14 @@ static void ch_save(Game *game, const char *args)
   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
 
   fpackf(tfile, "Bi", numdialogues);
-       for(k=0;k<numdialogues;k++){
+       for(int k=0;k<numdialogues;k++){
                fpackf(tfile, "Bi", numdialogueboxes[k]);
                fpackf(tfile, "Bi", dialoguetype[k]);
-               for(l=0;l<10;l++){
+               for(int l=0;l<10;l++){
                        fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
                        fpackf(tfile, "Bf", participantrotation[k][l]);
                }
-               for(l=0;l<numdialogueboxes[k];l++){
+               for(int l=0;l<numdialogueboxes[k];l++){
                        fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
@@ -268,14 +333,14 @@ static void ch_save(Game *game, const char *args)
 
                        templength=strlen(dialoguetext[k][l]);
                        fpackf(tfile, "Bi",(templength));
-                       for(m=0;m<templength;m++){
+                       for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguetext[k][l][m]);
                                if(dialoguetext[k][l][m]=='\0')break;
                        }
 
                        templength=strlen(dialoguename[k][l]);
                        fpackf(tfile, "Bi",templength);
-                       for(m=0;m<templength;m++){
+                       for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguename[k][l][m]);
                                if(dialoguename[k][l][m]=='\0')break;
                        }
@@ -284,17 +349,17 @@ static void ch_save(Game *game, const char *args)
                        fpackf(tfile, "Bi", participantfocus[k][l]);
                        fpackf(tfile, "Bi", participantaction[k][l]);
 
-                       for(m=0;m<10;m++)
+                       for(int m=0;m<10;m++)
                                fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
 
                        fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
                }
        }
 
-       for(k=0;k<player[0].numclothes;k++){
+       for(int k=0;k<player[0].numclothes;k++){
                templength=strlen(player[0].clothes[k]);
                fpackf(tfile, "Bi", templength);
-               for(l=0;l<templength;l++)
+               for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", player[0].clothes[k][l]);
                fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
        }
@@ -303,30 +368,30 @@ static void ch_save(Game *game, const char *args)
 
   fpackf(tfile, "Bi", objects.numobjects);
 
-    for(k=0;k<objects.numobjects;k++){
+    for(int k=0;k<objects.numobjects;k++){
       fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
     }
 
   fpackf(tfile, "Bi", numhotspots);
-       for(i=0;i<numhotspots;i++){
+       for(int i=0;i<numhotspots;i++){
                fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
                templength=strlen(hotspottext[i]);
                fpackf(tfile, "Bi",templength);
-               for(l=0;l<templength;l++)
+               for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", hotspottext[i][l]);
        }
 
   fpackf(tfile, "Bi", numplayers);
   if(numplayers<maxplayers)
-    for(j=1;j<numplayers;j++){
+    for(int j=1;j<numplayers;j++){
                fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
                if(player[j].num_weapons<5)
-                       for(k=0;k<player[j].num_weapons;k++){
+                       for(int k=0;k<player[j].num_weapons;k++){
                                fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
                        }
                if(player[j].numwaypoints<30){
                        fpackf(tfile, "Bi", player[j].numwaypoints);
-                       for(k=0;k<player[j].numwaypoints;k++){
+                       for(int k=0;k<player[j].numwaypoints;k++){
                                fpackf(tfile, "Bf", player[j].waypoints[k].x);
                                fpackf(tfile, "Bf", player[j].waypoints[k].y);
                                fpackf(tfile, "Bf", player[j].waypoints[k].z);
@@ -360,20 +425,20 @@ static void ch_save(Game *game, const char *args)
 
                fpackf(tfile, "Bi", player[j].numclothes);
                if(player[j].numclothes)
-                       for(k=0;k<player[j].numclothes;k++){
+                       for(int k=0;k<player[j].numclothes;k++){
                                int templength;
                                templength=strlen(player[j].clothes[k]);
                                fpackf(tfile, "Bi", templength);
-                               for(l=0;l<templength;l++)
+                               for(int l=0;l<templength;l++)
                                        fpackf(tfile, "Bb", player[j].clothes[k][l]);
                                fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
                        }
     }
 
   fpackf(tfile, "Bi", game->numpathpoints);
-       for(j=0;j<game->numpathpoints;j++){
+       for(int j=0;j<game->numpathpoints;j++){
                fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
-               for(k=0;k<game->numpathpointconnect[j];k++){
+               for(int k=0;k<game->numpathpointconnect[j];k++){
                        fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
                }
        }
@@ -700,8 +765,7 @@ static void ch_black(Game *game, const char *args)
 
 static void ch_sizemin(Game *game, const char *args)
 {
-  int i;
-  for (i = 1; i < numplayers; i++)
+  for (int i = 1; i < numplayers; i++)
     if (player[i].scale < 0.8 * 0.2)
       player[i].scale = 0.8 * 0.2;
 }
@@ -734,8 +798,8 @@ static void ch_notindemo(Game *game, const char *args)
 
 static void ch_type(Game *game, const char *args)
 {
-  int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
-       for (i = 0; i < n; i++)
+  int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
+       for (int i = 0; i < n; i++)
                if (stripfx(args, editortypenames[i])) {
                        editoractive = i;
                        break;
@@ -744,8 +808,8 @@ static void ch_type(Game *game, const char *args)
 
 static void ch_path(Game *game, const char *args)
 {
-  int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
-  for (i = 0; i < n; i++)
+  int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
+  for (int i = 0; i < n; i++)
     if (stripfx(args, pathtypenames[i])) {
                editorpathtype = i;
                break;
@@ -771,7 +835,7 @@ static void ch_hs(Game *game, const char *args)
 
 static void ch_dialogue(Game *game, const char *args)
 {
-  int dlg, i, j;
+  int dlg;
   char buf1[32], buf2[64];
 
   sscanf(args, "%d %31s", &dlg, buf1);
@@ -785,7 +849,7 @@ static void ch_dialogue(Game *game, const char *args)
   ifstream ipstream(ConvertFileName(buf2));
   ipstream.ignore(256,':');
   ipstream >> numdialogueboxes[numdialogues];
-  for(i=0;i<numdialogueboxes[numdialogues];i++){
+  for(int i=0;i<numdialogueboxes[numdialogues];i++){
     ipstream.ignore(256,':');
     ipstream.ignore(256,':');
     ipstream.ignore(256,' ');
@@ -799,15 +863,15 @@ static void ch_dialogue(Game *game, const char *args)
     ipstream.ignore(256,':');
     ipstream.ignore(256,' ');
     ipstream.getline(dialoguetext[numdialogues][i],128);
-    for(j=0;j<128;j++){
+    for(int j=0;j<128;j++){
       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
     }
     ipstream.ignore(256,':');
     ipstream >> dialogueboxsound[numdialogues][i];
   }
 
-  for(i=0;i<numdialogueboxes[numdialogues];i++){
-    for(j=0;j<numplayers;j++){
+  for(int i=0;i<numdialogueboxes[numdialogues];i++){
+    for(int j=0;j<numplayers;j++){
       participantfacing[numdialogues][i][j]=player[j].facing;
     }
   }
@@ -823,7 +887,7 @@ static void ch_dialogue(Game *game, const char *args)
 static void ch_fixdialogue(Game *game, const char *args)
 {
   char buf1[32], buf2[64];
-  int whichdi, i, j;
+  int whichdi;
 
   sscanf(args, "%d %31s", &whichdi, buf1);
   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
@@ -834,7 +898,7 @@ static void ch_fixdialogue(Game *game, const char *args)
   ifstream ipstream(ConvertFileName(buf2));
   ipstream.ignore(256,':');
   ipstream >> numdialogueboxes[whichdi];
-  for(i=0;i<numdialogueboxes[whichdi];i++){
+  for(int i=0;i<numdialogueboxes[whichdi];i++){
     ipstream.ignore(256,':');
     ipstream.ignore(256,':');
     ipstream.ignore(256,' ');
@@ -848,7 +912,7 @@ static void ch_fixdialogue(Game *game, const char *args)
     ipstream.ignore(256,':');
     ipstream.ignore(256,' ');
     ipstream.getline(dialoguetext[whichdi][i],128);
-    for(j=0;j<128;j++){
+    for(int j=0;j<128;j++){
       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
     }
     ipstream.ignore(256,':');
@@ -937,14 +1001,14 @@ static void ch_default(Game *game, const char *args)
 
 static void ch_play(Game *game, const char *args)
 {
-  int dlg, i;
+  int dlg;
   sscanf(args, "%d", &dlg);
   whichdialogue = dlg;
 
   if (whichdialogue >= numdialogues)
     return;
 
-  for(i=0;i<numdialogueboxes[whichdialogue];i++){
+  for(int i=0;i<numdialogueboxes[whichdialogue];i++){
     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
@@ -956,34 +1020,7 @@ static void ch_play(Game *game, const char *args)
   directing=0;
   indialogue=0;
 
-  XYZ temppos;
-  temppos=player[participantfocus[whichdialogue][indialogue]].coords;
-  temppos=temppos-viewer;
-  Normalise(&temppos);
-  temppos+=viewer;
-
-  int whichsoundplay;
-  whichsoundplay=rabbitchitter;
-  if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-  if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-  if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-  if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-  if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-  if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-  if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-  emit_sound_at(whichsoundplay, temppos);
+  playdialogueboxsound();
 }
 
 static void ch_mapkilleveryone(Game *game, const char *args)
@@ -1095,61 +1132,32 @@ void Screenshot (void)
 
 
 
-void   Game::SetUpLighting(){
-       if(environment==snowyenvironment){
-               light.color[0]=.65;
-               light.color[1]=.65;
-               light.color[2]=.7;
-               light.ambient[0]=.4;
-               light.ambient[1]=.4;
-               light.ambient[2]=.44;
-       }
-       if(environment==desertenvironment){
-               light.color[0]=.95;
-               light.color[1]=.95;
-               light.color[2]=.95;
-               light.ambient[0]=.4;
-               light.ambient[1]=.35;
-               light.ambient[2]=.3;
-       }
-
-       if(environment==grassyenvironment){
-               light.color[0]=.95;
-               light.color[1]=.95;
-               light.color[2]=1;
-               light.ambient[0]=.4;
-               light.ambient[1]=.4;
-               light.ambient[2]=.44;
-       }
-       if(!skyboxtexture){
-               light.color[0]=1;
-               light.color[1]=1;
-               light.color[2]=1;
-               light.ambient[0]=.4;
-               light.ambient[1]=.4;
-               light.ambient[2]=.4;
-       }
+void Game::SetUpLighting(){
+       if(environment==snowyenvironment)
+        light.setColors(.65,.65,.7,.4,.4,.44);
+       if(environment==desertenvironment)
+        light.setColors(.95,.95,.95,.4,.35,.3);
+       if(environment==grassyenvironment)
+        light.setColors(.95,.95,1,.4,.4,.44);
+       if(!skyboxtexture)
+        light.setColors(1,1,1,.4,.4,.4);
        float average;
        average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
        light.color[0]*=(skyboxlightr+average)/2;
        light.color[1]*=(skyboxlightg+average)/2;
        light.color[2]*=(skyboxlightb+average)/2;
-       light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
-       light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
-       light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
-       /*
-       light.ambient[0]=0;
-       light.ambient[1]=0;
-       light.ambient[2]=0;     */
+       light.ambient[0]*=(skyboxlightr+average)/2;
+       light.ambient[1]*=(skyboxlightg+average)/2;
+       light.ambient[2]*=(skyboxlightb+average)/2;
 }
 
 int Game::findPathDist(int start,int end){
-       int i,j,k,smallestcount,count,connected;
+       int smallestcount,count,connected;
        int last,last2,last3,last4;
        int closest;
 
        smallestcount=1000;
-       for(i=0;i<50;i++){
+       for(int i=0;i<50;i++){
                count=0;
                last=start;
                last2=-1;
@@ -1157,23 +1165,23 @@ int Game::findPathDist(int start,int end){
                last4=-1;
                while(last!=end&&count<30){
                        closest=-1;
-                       for(j=0;j<numpathpoints;j++){
+                       for(int j=0;j<numpathpoints;j++){
                                if(j!=last&&j!=last2&&j!=last3&&j!=last4)
                                {
                                        connected=0;
                                        if(numpathpointconnect[j])
-                                               for(k=0;k<numpathpointconnect[j];k++){
+                                               for(int k=0;k<numpathpointconnect[j];k++){
                                                        if(pathpointconnect[j][k]==last)connected=1;
                                                }
-                                               if(!connected)
-                                                       if(numpathpointconnect[last])
-                                                               for(k=0;k<numpathpointconnect[last];k++){
-                                                                       if(pathpointconnect[last][k]==j)connected=1;
-                                                               }
-                                                               if(connected)
-                                                                       if(closest==-1||Random()%2==0){
-                                                                               closest=j;
-                                                                       }
+                    if(!connected)
+                        if(numpathpointconnect[last])
+                            for(int k=0;k<numpathpointconnect[last];k++){
+                                if(pathpointconnect[last][k]==j)connected=1;
+                            }
+                    if(connected)
+                        if(closest==-1||Random()%2==0){
+                            closest=j;
+                        }
                                }
                        }
                        last4=last3;
@@ -1190,37 +1198,24 @@ int Game::findPathDist(int start,int end){
 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
        static XYZ colpoint,colviewer,coltarget;
        static float minx,minz,maxx,maxz,miny,maxy;
-       static int i;
-
-       //startpoint.y+=.7;
-       //endpoint.y+=.7;
-       //startpoint.y-=.1;
-       //endpoint.y-=.1;
-
-       minx=startpoint.x;
-       if(minx>endpoint.x)minx=endpoint.x;
-       miny=startpoint.y;
-       if(miny>endpoint.y)miny=endpoint.y;
-       minz=startpoint.z;
-       if(minz>endpoint.z)minz=endpoint.z;
-
-       maxx=startpoint.x;
-       if(maxx<endpoint.x)maxx=endpoint.x;
-       maxy=startpoint.y;
-       if(maxy<endpoint.y)maxy=endpoint.y;
-       maxz=startpoint.z;
-       if(maxz<endpoint.z)maxz=endpoint.z;
-
-       minx-=1;
-       miny-=1;
-       minz-=1;
-       maxx+=1;
-       maxy+=1;
-       maxz+=1;
-
-       for(i=0;i<objects.numobjects;i++){
-               if(objects.position[i].x>minx-objects.model[i].boundingsphereradius&&objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&objects.position[i].y>miny-objects.model[i].boundingsphereradius&&objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&objects.position[i].z>minz-objects.model[i].boundingsphereradius&&objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
-                       if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
+
+    minx=min(startpoint.x,endpoint.x)-1;
+    miny=min(startpoint.y,endpoint.y)-1;
+    minz=min(startpoint.z,endpoint.z)-1;
+    maxx=max(startpoint.x,endpoint.x)+1;
+    maxy=max(startpoint.y,endpoint.y)+1;
+    maxz=max(startpoint.z,endpoint.z)+1;
+
+       for(int i=0;i<objects.numobjects;i++){
+               if(     objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
+                objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
+                objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
+                objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
+                objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
+                objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
+                       if(     objects.type[i]!=treeleavestype&&
+                    objects.type[i]!=bushtype&&
+                    objects.type[i]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
                                if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
@@ -1236,39 +1231,28 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint){
 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
        static XYZ colpoint,colviewer,coltarget;
        static float minx,minz,maxx,maxz,miny,maxy;
-       static int i;
-
-       //startpoint.y+=.7;
-       //endpoint.y+=.7;
-       //startpoint.y-=.1;
-       //endpoint.y-=.1;
-
-       minx=startpoint.x;
-       if(minx>endpoint.x)minx=endpoint.x;
-       miny=startpoint.y;
-       if(miny>endpoint.y)miny=endpoint.y;
-       minz=startpoint.z;
-       if(minz>endpoint.z)minz=endpoint.z;
-
-       maxx=startpoint.x;
-       if(maxx<endpoint.x)maxx=endpoint.x;
-       maxy=startpoint.y;
-       if(maxy<endpoint.y)maxy=endpoint.y;
-       maxz=startpoint.z;
-       if(maxz<endpoint.z)maxz=endpoint.z;
-
-       minx-=1;
-       miny-=1;
-       minz-=1;
-       maxx+=1;
-       maxy+=1;
-       maxz+=1;
+       static int i; //FIXME: see below
+
+    minx=min(startpoint.x,endpoint.x)-1;
+    miny=min(startpoint.y,endpoint.y)-1;
+    minz=min(startpoint.z,endpoint.z)-1;
+    maxx=max(startpoint.x,endpoint.x)+1;
+    maxy=max(startpoint.y,endpoint.y)+1;
+    maxz=max(startpoint.z,endpoint.z)+1;
 
        if(what!=1000){
-               if(objects.position[what].x>minx-objects.model[what].boundingsphereradius&&objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&objects.position[what].y>miny-objects.model[what].boundingsphereradius&&objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&objects.position[what].z>minz-objects.model[what].boundingsphereradius&&objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
-                       if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
+               if(     objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
+                objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
+                objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
+                objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
+                objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
+                objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
+                       if(     objects.type[what]!=treeleavestype&&
+                    objects.type[what]!=bushtype&&
+                    objects.type[what]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
+                //FIXME: i/what
                                if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
                        }
                }
@@ -1422,23 +1406,18 @@ void    Game::Loadlevel(int which){
        stealthloading=0;
        whichlevel=which;
 
-       if (which == -1)
-         {
+       if (which == -1) {
            tutoriallevel = -1;
            Loadlevel("tutorial");
-         }
-       else if (which >= 0 && which <= 15)
-         {
+       } else if (which >= 0 && which <= 15) {
            char buf[32];
            snprintf(buf, 32, "map%d", which + 1);
            Loadlevel(buf);
-         }
-       else
-         Loadlevel("mapsave");
+       } else
+           Loadlevel("mapsave");
 }
 
 void   Game::Loadlevel(const char *name){
-       int i,j,k,l,m;
        static int oldlevel;
        int templength;
        float lamefloat;
@@ -1501,7 +1480,7 @@ void      Game::Loadlevel(const char *name){
 
                numdialogues=0;
 
-               for(i=0;i<20;i++)
+               for(int i=0;i<20;i++)
                {
                        dialoguegonethrough[i]=0;
                }
@@ -1529,7 +1508,7 @@ void      Game::Loadlevel(const char *name){
                freeze=0;
                winfreeze=0;
 
-               for(i=0;i<100;i++)
+               for(int i=0;i<100;i++)
                {
                        bonusnum[i]=0;
                }
@@ -1566,21 +1545,21 @@ void    Game::Loadlevel(const char *name){
                {
                        terrain.numdecals=0;
                        Sprite::deleteSprites();
-                       for(i=0;i<objects.numobjects;i++)
+                       for(int i=0;i<objects.numobjects;i++)
                        {
                                objects.model[i].numdecals=0;
                        }
 
-                       j=objects.numobjects;
-                       for(i=0;i<j;i++)
+                       int j=objects.numobjects;
+                       for(int i=0;i<j;i++)
                        {
                                objects.DeleteObject(0);
                                if(visibleloading){loadscreencolor=4; LoadingScreen();}
                        }
 
-                       for(i=0;i<subdivision;i++)
+                       for(int i=0;i<subdivision;i++)
                        {
-                               for(j=0;j<subdivision;j++)
+                               for(int j=0;j<subdivision;j++)
                                {
                                        terrain.patchobjectnum[i][j]=0;
                                }
@@ -1623,7 +1602,7 @@ void      Game::Loadlevel(const char *name){
                player[0].originalcoords=player[0].coords;
                if(player[0].num_weapons>0&&player[0].num_weapons<5)
                {
-                       for(j=0;j<player[0].num_weapons;j++)
+                       for(int j=0;j<player[0].num_weapons;j++)
                        {
                                player[0].weaponids[j]=weapons.numweapons;
                                funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
@@ -1660,18 +1639,18 @@ void    Game::Loadlevel(const char *name){
                        funpackf(tfile, "Bi", &numdialogues);
                        if(numdialogues)
                        {
-                               for(k=0;k<numdialogues;k++)
+                               for(int k=0;k<numdialogues;k++)
                                {
                                        funpackf(tfile, "Bi", &numdialogueboxes[k]);
                                        funpackf(tfile, "Bi", &dialoguetype[k]);
-                                       for(l=0;l<10;l++)
+                                       for(int l=0;l<10;l++)
                                        {
                                                funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
                                                funpackf(tfile, "Bf", &participantrotation[k][l]);
                                        }
                                        if(numdialogueboxes)
                                        {
-                                               for(l=0;l<numdialogueboxes[k];l++)
+                                               for(int l=0;l<numdialogueboxes[k];l++)
                                                {
                                                        funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
                                                        funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
@@ -1683,6 +1662,7 @@ void      Game::Loadlevel(const char *name){
 
                                                        funpackf(tfile, "Bi",&templength);
                                                        if(templength>128||templength<=0)templength=128;
+                            int m;
                                                        for(m=0;m<templength;m++){
                                                                funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
                                                                if(dialoguetext[k][l][m]=='\0')break;
@@ -1715,10 +1695,10 @@ void    Game::Loadlevel(const char *name){
 
                if(player[0].numclothes)
                {
-                       for(k=0;k<player[0].numclothes;k++)
+                       for(int k=0;k<player[0].numclothes;k++)
                        {
                                funpackf(tfile, "Bi", &templength);
-                               for(l=0;l<templength;l++)
+                               for(int l=0;l<templength;l++)
                                        funpackf(tfile, "Bb", &player[0].clothes[k][l]);
                                player[0].clothes[k][templength]='\0';
                                funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
@@ -1730,7 +1710,7 @@ void      Game::Loadlevel(const char *name){
                funpackf(tfile, "Bi", &objects.numobjects);
                if(objects.numobjects)
                {
-                       for(i=0;i<objects.numobjects;i++)
+                       for(int i=0;i<objects.numobjects;i++)
                        {
                                funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
                                if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
@@ -1742,12 +1722,12 @@ void    Game::Loadlevel(const char *name){
                        funpackf(tfile, "Bi", &numhotspots);
                        if(numhotspots)
                        {
-                               for(i=0;i<numhotspots;i++)
+                               for(int i=0;i<numhotspots;i++)
                                {
                                        funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
                                        funpackf(tfile, "Bi", &templength);
                                        if(templength)
-                                               for(l=0;l<templength;l++)
+                                               for(int l=0;l<templength;l++)
                                                        funpackf(tfile, "Bb", &hotspottext[i][l]);
                                        hotspottext[i][templength]='\0';
                                        if(hotspottype[i]==-111)indemo=1;
@@ -1761,7 +1741,7 @@ void      Game::Loadlevel(const char *name){
                if(!stealthloading)
                {
                        objects.center=0;
-                       for(i=0;i<objects.numobjects;i++)
+                       for(int i=0;i<objects.numobjects;i++)
                        {
                                objects.center+=objects.position[i];
                        }
@@ -1773,7 +1753,7 @@ void      Game::Loadlevel(const char *name){
                        float maxdistance=0;
                        float tempdist;
                        int whichclosest;
-                       for(i=0;i<objects.numobjects;i++)
+                       for(int i=0;i<objects.numobjects;i++)
                        {
                                tempdist=findDistancefast(&objects.center,&objects.position[i]);
                                if(tempdist>maxdistance)
@@ -1794,7 +1774,7 @@ void      Game::Loadlevel(const char *name){
                bool removeanother=0;
                if(numplayers>1&&numplayers<maxplayers)
                {
-                       for(i=1;i<numplayers;i++)
+                       for(int i=1;i<numplayers;i++)
                        {
                                if(visibleloading){loadscreencolor=4; LoadingScreen();}
                                removeanother=0;
@@ -1817,7 +1797,7 @@ void      Game::Loadlevel(const char *name){
                                {
                                        if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
                                        {
-                                               for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
+                                               for(int j=0;j<player[i-howmanyremoved].num_weapons;j++)
                                                {
                                                        player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
                                                        funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
@@ -1827,7 +1807,7 @@ void      Game::Loadlevel(const char *name){
                                        }
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
                                        //player[i-howmanyremoved].numwaypoints=10;
-                                       for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
+                                       for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++)
                                        {
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
@@ -1872,11 +1852,11 @@ void    Game::Loadlevel(const char *name){
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
                                        if(player[i-howmanyremoved].numclothes)
                                        {
-                                               for(k=0;k<player[i-howmanyremoved].numclothes;k++)
+                                               for(int k=0;k<player[i-howmanyremoved].numclothes;k++)
                                                {
                                                        int templength;
                                                        funpackf(tfile, "Bi", &templength);
-                                                       for(l=0;l<templength;l++)
+                                                       for(int l=0;l<templength;l++)
                                                                funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
                                                        player[i-howmanyremoved].clothes[k][templength]='\0';
                                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
@@ -1893,10 +1873,10 @@ void    Game::Loadlevel(const char *name){
                        numpathpoints=0;
                if(numpathpoints)
                {
-                       for(j=0;j<numpathpoints;j++)
+                       for(int j=0;j<numpathpoints;j++)
                        {
                                funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
-                               for(k=0;k<numpathpointconnect[j];k++){
+                               for(int k=0;k<numpathpointconnect[j];k++){
                                        funpackf(tfile, "Bi", &pathpointconnect[j][k]);
                                }
                        }
@@ -1906,14 +1886,15 @@ void    Game::Loadlevel(const char *name){
                funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
 
                SetUpLighting();
-               if(environment!=oldenvironment)Setenvironment(environment);
+               if(environment!=oldenvironment)
+            Setenvironment(environment);
                oldenvironment=environment;
 
                if(!stealthloading)
                {
-                       j=objects.numobjects;
+                       int j=objects.numobjects;
                        objects.numobjects=0;
-                       for(i=0;i<j;i++)
+                       for(int i=0;i<j;i++)
                        {
                                //if(objects.type[i]!=spiketype)
                                objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
@@ -1936,7 +1917,7 @@ void      Game::Loadlevel(const char *name){
 
 
                if(numplayers>maxplayers-1)numplayers=maxplayers-1;
-               for(i=0;i<numplayers;i++)
+               for(int i=0;i<numplayers;i++)
                {
                        if(visibleloading){loadscreencolor=4; LoadingScreen();}
                        player[i].burnt=0;
@@ -1948,15 +1929,51 @@ void    Game::Loadlevel(const char *name){
                        //if(Random()%2==0)player[i].creature=wolftype;
                        //else player[i].creature=rabbittype;
                        if(i==0&&mapvers<9)player[i].creature=rabbittype;
-                       if(player[i].creature!=wolftype)player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",0);
+                       if(player[i].creature!=wolftype)player[i].skeleton.Load(
+                    (char *)":Data:Skeleton:Basic Figure",
+                    (char *)":Data:Skeleton:Basic Figurelow",
+                    (char *)":Data:Skeleton:Rabbitbelt",
+                    (char *)":Data:Models:Body.solid",
+                    (char *)":Data:Models:Body2.solid",
+                    (char *)":Data:Models:Body3.solid",
+                    (char *)":Data:Models:Body4.solid",
+                    (char *)":Data:Models:Body5.solid",
+                    (char *)":Data:Models:Body6.solid",
+                    (char *)":Data:Models:Body7.solid",
+                    (char *)":Data:Models:Bodylow.solid",
+                    (char *)":Data:Models:Belt.solid",0);
                        else
                        {
                                if(player[i].creature!=wolftype){
-                                       player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
+                                       player[i].skeleton.Load(
+                            (char *)":Data:Skeleton:Basic Figure",
+                            (char *)":Data:Skeleton:Basic Figurelow",
+                            (char *)":Data:Skeleton:Rabbitbelt",
+                            (char *)":Data:Models:Body.solid",
+                            (char *)":Data:Models:Body2.solid",
+                            (char *)":Data:Models:Body3.solid",
+                            (char *)":Data:Models:Body4.solid",
+                            (char *)":Data:Models:Body5.solid",
+                            (char *)":Data:Models:Body6.solid",
+                            (char *)":Data:Models:Body7.solid",
+                            (char *)":Data:Models:Bodylow.solid",
+                            (char *)":Data:Models:Belt.solid",1);
                                        LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
                                }
                                if(player[i].creature==wolftype){
-                                       player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
+                                       player[i].skeleton.Load(
+                            (char *)":Data:Skeleton:Basic Figure Wolf",
+                            (char *)":Data:Skeleton:Basic Figure Wolf Low",
+                            (char *)":Data:Skeleton:Rabbitbelt",
+                            (char *)":Data:Models:Wolf.solid",
+                            (char *)":Data:Models:Wolf2.solid",
+                            (char *)":Data:Models:Wolf3.solid",
+                            (char *)":Data:Models:Wolf4.solid",
+                            (char *)":Data:Models:Wolf5.solid",
+                            (char *)":Data:Models:Wolf6.solid",
+                            (char *)":Data:Models:Wolf7.solid",
+                            (char *)":Data:Models:Wolflow.solid",
+                            (char *)":Data:Models:Belt.solid",0);
                                }
                        }
 
@@ -1970,7 +1987,7 @@ void      Game::Loadlevel(const char *name){
 
                        if(player[i].numclothes)
                        {
-                               for(j=0;j<player[i].numclothes;j++)
+                               for(int j=0;j<player[i].numclothes;j++)
                                {
                                        tintr=player[i].clothestintr[j];
                                        tintg=player[i].clothestintg[j];
@@ -1999,7 +2016,6 @@ void      Game::Loadlevel(const char *name){
                        player[i].normalsupdatedelay=0;
 
                        player[i].aitype=passivetype;
-                       player[i].aitarget=0;
                        player[i].madskills=0;
 
                        if(i==0)
@@ -2114,7 +2130,7 @@ void      Game::Loadlevel(const char *name){
 
                if(visibleloading){loadscreencolor=4; LoadingScreen();}
                //weapons.numweapons=numplayers;
-               for(i=0;i<weapons.numweapons;i++)
+               for(int i=0;i<weapons.numweapons;i++)
                {
                        weapons.bloody[i]=0;
                        weapons.blooddrip[i]=0;
@@ -2175,80 +2191,3923 @@ void  Game::Loadlevel(const char *name){
        visibleloading=0;
 }
 
-void   Game::Tick()
-{
-       static int i,k,j,l,m;
-       static XYZ facing,flatfacing,absflatfacing;
-       static XYZ rotatetarget;
-       static bool oldkey;
-       static float oldtargetrotation;
-       static int target, numgood;
-       static XYZ tempcoords1,tempcoords2;
-       static XYZ test;
-       static XYZ test2;
-       static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
-       static int whichhit;
-       static bool oldjumpkeydown;
 
-       int templength;
 
+void Game::MenuTick(){
+    //menu buttons
+    if(mainmenu==1||mainmenu==2){
+        if(Input::MouseClicked()&&selected==1){
+            if(!gameon){
+                fireSound(firestartsound);
+                flash();
+                //new game
+                if(accountactive) {
+                    mainmenu=5;
+                } else {
+                    mainmenu=7;
+                }
+                selected=-1;
+            }else{
+                //resume
+                mainmenu=0;
+                pause_sound(stream_music3);
+                resume_stream(music1);
+            }
+        }
+
+        if(Input::MouseClicked()&&selected==2){
+            fireSound();
+            flash();
+            //options
+            mainmenu=3;
+            if(newdetail>2)newdetail=detail;
+            if(newdetail<0)newdetail=detail;
+            if(newscreenwidth>3000)newscreenwidth=screenwidth;
+            if(newscreenwidth<0)newscreenwidth=screenwidth;
+            if(newscreenheight>3000)newscreenheight=screenheight;
+            if(newscreenheight<0)newscreenheight=screenheight;
+        }
+
+        if(Input::MouseClicked()&&selected==3){
+            fireSound();
+            flash();
+            if(!gameon){
+                //quit
+                tryquit=1;
+                pause_sound(stream_music3);
+            }else{
+                //end game
+                gameon=0;
+                mainmenu=1;
+            }
+        }
+    }
+    if(mainmenu==3){
+        if(Input::MouseClicked()){
+
+            if(selected!=-1)
+                fireSound();
+
+            switch(selected){
+                case 0: {
+                    extern SDL_Rect **resolutions;
+                    bool isCustomResolution = true;
+                    bool found = false;
+                    for(int i = 0; (!found) && (resolutions[i]); i++){
+                        if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
+                            isCustomResolution = false;
+
+                        if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
+                            i++;
+                            if(resolutions[i] != NULL){
+                                newscreenwidth = (int) resolutions[i]->w;
+                                newscreenheight = (int) resolutions[i]->h;
+                            }else if(isCustomResolution){
+                                if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
+                                    newscreenwidth = (int) resolutions[0]->w;
+                                    newscreenheight = (int) resolutions[0]->h;
+                                }else{
+                                    newscreenwidth = screenwidth;
+                                    newscreenheight = screenheight;
+                                }
+                            }else{
+                                newscreenwidth = (int) resolutions[0]->w;
+                                newscreenheight = (int) resolutions[0]->h;
+                            }
+                            found = true;
+                        }
+                    }
+
+                    if(!found){
+                        newscreenwidth = (int) resolutions[0]->w;
+                        newscreenheight = (int) resolutions[0]->h;
+                    }
+                    } break;
+                case 1:
+                    newdetail++;
+                    if(newdetail>2)newdetail=0;
+                    break;
+                case 2:
+                    bloodtoggle++;
+                    if(bloodtoggle>2)bloodtoggle=0;
+                    break;
+                case 3:
+                    difficulty++;
+                    if(difficulty>2)difficulty=0;
+                    break;
+                case 4:
+                    ismotionblur=1-ismotionblur;
+                    break;
+                case 5:
+                    decals=1-decals;
+                    break;
+                case 6:
+                    musictoggle=1-musictoggle;
+
+                    if(!musictoggle){
+                        pause_sound(music1);
+                        pause_sound(stream_music2);
+                        pause_sound(stream_music3);
+
+                        for(int i=0;i<4;i++){
+                            oldmusicvolume[i]=0;
+                            musicvolume[i]=0;
+                        }
+                    }
+
+                    if(musictoggle)
+                      emit_stream_np(stream_music3);
+                    break;
+                case 7:
+                    flash();
+                    //options
+                    mainmenu=4;
+                    selected=-1;
+                    keyselect=-1;
+                    break;
+                case 8:
+                    flash();
+
+                    if(newdetail>2)newdetail=detail;
+                    if(newdetail<0)newdetail=detail;
+                    if(newscreenwidth<0)newscreenwidth=screenwidth;
+                    if(newscreenheight<0)newscreenheight=screenheight;
+
+                    SaveSettings(*this);
+                    if(mainmenu==3&&gameon)mainmenu=2;
+                    if(mainmenu==3&&!gameon)mainmenu=1;
+                    break;
+                case 9:
+                    invertmouse=1-invertmouse;
+                    break;
+                case 10:
+                    usermousesensitivity+=.2;
+                    if(usermousesensitivity>2)usermousesensitivity=.2;
+                    break;
+                case 11:
+                    volume+=.1f;
+                    if(volume>1.0001f)volume=0;
+                    OPENAL_SetSFXMasterVolume((int)(volume*255));
+                    break;
+                case 12:
+                    flash();
+                    
+                    newstereomode = stereomode;
+                    mainmenu=18;
+                    keyselect=-1;
+                    break;
+                case 13:
+                    showdamagebar=!showdamagebar;
+                    break;
+            }
+        }
+    }
+    if(mainmenu==4){
+        if(Input::MouseClicked()&&selected!=-1&&!waiting){
+            fireSound();
+            if(selected<9&&keyselect==-1)
+                keyselect=selected;
+            if(keyselect!=-1)
+                setKeySelected();
+            if(selected==9){
+                flash();
+
+                mainmenu=3;
+
+                if(newdetail>2)newdetail=detail;
+                if(newdetail<0)newdetail=detail;
+                if(newscreenwidth>3000)newscreenwidth=screenwidth;
+                if(newscreenwidth<0)newscreenwidth=screenwidth;
+                if(newscreenheight>3000)newscreenheight=screenheight;
+                if(newscreenheight<0)newscreenheight=screenheight;
+            }
+        }
+    }
+
+    if(mainmenu==5){
+
+        if(endgame==2){
+            accountactive->endGame();
+            endgame=0;
+        }
+
+        if(Input::MouseClicked()){
+            if((selected-7>=accountactive->getCampaignChoicesMade())){
+                fireSound();
+                flash();
+                startbonustotal=0;
+
+                loading=2;
+                loadtime=0;
+                targetlevel=7;
+                if(firstload) TickOnceAfter();
+                else LoadStuff();
+                whichchoice=selected-7-accountactive->getCampaignChoicesMade();
+                visibleloading=1;
+                stillloading=1;
+                Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
+                //Loadlevel(campaignmapname[levelorder[selected-7]]);
+                campaign=1;
+                mainmenu=0;
+                gameon=1;
+                pause_sound(stream_music3);
+            }
+            if(selected>=1 && selected<=5){
+                fireSound();
+                flash();
+            }
+            switch(selected){
+                case 1:
+                    startbonustotal=0;
+
+                    loading=2;
+                    loadtime=0;
+                    targetlevel=-1;
+                    if(firstload)TickOnceAfter();
+                    if(!firstload)LoadStuff();
+                    else {
+                        Loadlevel(-1);
+                    }
+
+                    mainmenu=0;
+                    gameon=1;
+                    pause_sound(stream_music3);
+                    break;
+                case 2:
+                    mainmenu=9;
+                    break;
+                case 3:
+                    mainmenu=6;
+                    break;
+                case 4:
+                    if(mainmenu==5&&gameon)mainmenu=2;
+                    if(mainmenu==5&&!gameon)mainmenu=1;
+                    break;
+                case 5:
+                    mainmenu=7;
+                    break;
+            }
+        }
+    }
+    else if(mainmenu==9){
+        if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
+            fireSound();
+            flash();
+
+            startbonustotal=0;
+
+            loading=2;
+            loadtime=0;
+            targetlevel=selected;
+            if(firstload)TickOnceAfter();
+            if(!firstload)LoadStuff();
+            else {
+                Loadlevel(selected);
+            }
+            campaign=0;
+
+            mainmenu=0;
+            gameon=1;
+            pause_sound(stream_music3);
+        }
+        if(Input::MouseClicked()&&selected==numchallengelevels){
+            fireSound();
+            flash();
+            mainmenu=5;
+        }
+    }
+    if(mainmenu==10){
+        endgame=2;
+        if(Input::MouseClicked()&&selected==3){
+            fireSound();
+            flash();
+            mainmenu=5;
+        }
+    }
+
+    if(mainmenu==6){
+        if(Input::MouseClicked()) {
+            if(selected>-1){
+                fireSound();
+                if(selected==1) {
+                    flash();
+                    accountactive = Account::destroy(accountactive);
+                    mainmenu=7;
+                } else if(selected==2) {
+                    flash();
+                    mainmenu=5;
+                }
+            }
+        }
+    }
+    if(mainmenu==7){
+        if(Input::MouseClicked()) {
+            if(selected!=-1){
+                fireSound();
+                if(selected==0&&Account::getNbAccounts()<8){
+                    entername=1;
+                } else if (selected<Account::getNbAccounts()+1) {
+                    accountactive=Account::get(selected-1);
+                    mainmenu=5;
+                    flash();
+                } else if (selected==Account::getNbAccounts()+1) {
+                    flash();
+
+                    mainmenu=1;
+
+                    for(int j=0;j<255;j++){
+                        displaytext[0][j]=' ';
+                    }
+                    displaychars[0]=0;
+                    displayselected=0;
+                    entername=0;
+                }
+            }
+        }
+    }
+    if(mainmenu==8){
+        if(Input::MouseClicked()&&selected>-1){
+            fireSound();
+            flash();
+            if(selected<=2)
+                accountactive->setDifficulty(selected);
+            mainmenu=5;
+        }
+    }
+    if (mainmenu==18) {                        
+        if(Input::MouseClicked()&&selected==0) {
+            newstereomode = (StereoMode)(newstereomode + 1);
+            while(!CanInitStereo(newstereomode)) {
+                printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+                newstereomode = (StereoMode)(newstereomode + 1);
+                if ( newstereomode >= stereoCount ) {
+                    newstereomode = stereoNone;
+                }
+            }
+        }
+        
+        if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
+            stereoseparation+=0.001;
+        if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
+            stereoseparation-=0.001;
+
+        if(Input::MouseClicked()&&selected==2) {
+            stereoreverse =! stereoreverse;
+        }
+        
+        if(Input::MouseClicked()&&selected==3) {
+            flash();
+
+            stereomode = newstereomode;
+            InitStereo(stereomode);
+            
+            mainmenu=3;
+        }
+    }
+
+    if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
+        tryquit=1;
+        if(mainmenu==3){
+            if(newdetail>2)newdetail=detail;
+            if(newdetail<0)newdetail=detail;
+            if(newscreenwidth<0)newscreenwidth=screenwidth;
+            if(newscreenheight<0)newscreenheight=screenheight;
+
+            SaveSettings(*this);
+        }
+    }
+
+    if(mainmenu==1||mainmenu==2){
+        if(loaddistrib>4)transition+=multiplier/8;
+        if(transition>1){
+            transition=0;
+            anim++;
+            if(anim>4)anim=0;
+            loaddistrib=0;
+        }
+    }
+    OPENAL_SetFrequency(channels[stream_music3], 22050);
+
+    if(entername) {
+        inputText(displaytext[0],&displayselected,&displaychars[0]);
+        if(!waiting) { // the input as finished
+            if(displaychars[0]){ // with enter
+                accountactive = Account::add(string(displaytext[0]));
+
+                mainmenu=8;
+
+                flash();
+
+                fireSound(firestartsound);
+
+                for(int i=0;i<255;i++){
+                    displaytext[0][i]=' ';
+                }
+                displaychars[0]=0;
+
+                displayselected=0;
+            }
+            entername=0;
+        }
+        
+        displayblinkdelay-=multiplier;
+        if(displayblinkdelay<=0){
+            displayblinkdelay=.3;
+            displayblink=1-displayblink;
+        }
+    }
+}
+
+void Game::doTutorial(){
+    if(tutorialstagetime>tutorialmaxtime){
+        tutorialstage++;
+        tutorialsuccess=0;
+        if(tutorialstage<=1){
+            canattack=0;
+            cananger=0;
+            reversaltrain=0;
+        }
+        switch(tutorialstage){
+            case 1:
+                tutorialmaxtime=5;
+            break; case 2:
+                tutorialmaxtime=2;
+            break; case 3:
+                tutorialmaxtime=600;
+            break; case 4:
+                tutorialmaxtime=1000;
+            break; case 5:
+                tutorialmaxtime=600;
+            break; case 6:
+                tutorialmaxtime=600;
+            break; case 7:
+                tutorialmaxtime=600;
+            break; case 8:
+                tutorialmaxtime=600;
+            break; case 9:
+                tutorialmaxtime=600;
+            break; case 10:
+                tutorialmaxtime=2;
+            break; case 11:
+                tutorialmaxtime=1000;
+            break; case 12:
+                tutorialmaxtime=1000;
+            break; case 13:
+                tutorialmaxtime=2;
+            break; case 14: {
+                tutorialmaxtime=3;
+
+                XYZ temp,temp2;
+
+                temp.x=1011;
+                temp.y=84;
+                temp.z=491;
+                temp2.x=1025;
+                temp2.y=75;
+                temp2.z=447;
+
+                player[1].coords=(temp+temp2)/2;
+
+                emit_sound_at(fireendsound, player[1].coords);
+
+                for(int i=0;i<player[1].skeleton.num_joints;i++){
+                    if(Random()%2==0){
+                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
+                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
+                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                    }
+                }
+            }
+            break; case 15:
+                tutorialmaxtime=500;
+            break; case 16:
+                tutorialmaxtime=500;
+            break; case 17:
+                tutorialmaxtime=500;
+            break; case 18:
+                tutorialmaxtime=500;
+            break; case 19:
+                tutorialstage=20;
+                //tutorialmaxtime=500;
+            break; case 20:
+                tutorialmaxtime=500;
+            break; case 21:
+                tutorialmaxtime=500;
+                if(bonus==cannon){
+                    bonus=Slicebonus;
+                    againbonus=1;
+                }
+                else againbonus=0;
+            break; case 22:
+                tutorialmaxtime=500;
+            break; case 23:
+                tutorialmaxtime=500;
+            break; case 24:
+                tutorialmaxtime=500;
+            break; case 25:
+                tutorialmaxtime=500;
+            break; case 26:
+                tutorialmaxtime=2;
+            break; case 27:
+                tutorialmaxtime=4;
+                reversaltrain=1;
+                cananger=1;
+                player[1].aitype=attacktypecutoff;
+            break; case 28:
+                tutorialmaxtime=400;
+            break; case 29:
+                tutorialmaxtime=400;
+                player[0].escapednum=0;
+            break; case 30:
+                tutorialmaxtime=4;
+                reversaltrain=0;
+                cananger=0;
+                player[1].aitype=passivetype;
+            break; case 31:
+                tutorialmaxtime=13;
+            break; case 32:
+                tutorialmaxtime=8;
+            break; case 33:
+                tutorialmaxtime=400;
+                cananger=1;
+                canattack=1;
+                player[1].aitype=attacktypecutoff;
+            break; case 34:
+                tutorialmaxtime=400;
+            break; case 35:
+                tutorialmaxtime=400;
+            break; case 36:
+                tutorialmaxtime=2;
+                reversaltrain=0;
+                cananger=0;
+                player[1].aitype=passivetype;
+            break; case 37:
+                damagedealt=0;
+                damagetaken=0;
+                tutorialmaxtime=50;
+                cananger=1;
+                canattack=1;
+                player[1].aitype=attacktypecutoff;
+            break; case 38:
+                tutorialmaxtime=4;
+                canattack=0;
+                cananger=0;
+                player[1].aitype=passivetype;
+            break; case 39: {
+                XYZ temp,temp2;
+
+                temp.x=1011;
+                temp.y=84;
+                temp.z=491;
+                temp2.x=1025;
+                temp2.y=75;
+                temp2.z=447;
+
+
+                weapons.owner[weapons.numweapons]=-1;
+                weapons.type[weapons.numweapons]=knife;
+                weapons.damage[weapons.numweapons]=0;
+                weapons.mass[weapons.numweapons]=1;
+                weapons.tipmass[weapons.numweapons]=1.2;
+                weapons.length[weapons.numweapons]=.25;
+                weapons.position[weapons.numweapons]=(temp+temp2)/2;
+                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
+
+                weapons.velocity[weapons.numweapons]=0.1;
+                weapons.tipvelocity[weapons.numweapons]=0.1;
+                weapons.missed[weapons.numweapons]=1;
+                weapons.hitsomething[weapons.numweapons]=0;
+                weapons.freetime[weapons.numweapons]=0;
+                weapons.firstfree[weapons.numweapons]=1;
+                weapons.physics[weapons.numweapons]=1;
+
+                weapons.numweapons++;
+            }
+            break; case 40:
+                tutorialmaxtime=300;
+            break; case 41:
+                tutorialmaxtime=300;
+            break; case 42:
+                tutorialmaxtime=8;
+            break; case 43:
+                tutorialmaxtime=300;
+            break; case 44:
+                weapons.owner[0]=1;
+                player[0].weaponactive=-1;
+                player[0].num_weapons=0;
+                player[1].weaponactive=0;
+                player[1].num_weapons=1;
+                player[1].weaponids[0]=0;
+
+                cananger=1;
+                canattack=1;
+                player[1].aitype=attacktypecutoff;
+
+                tutorialmaxtime=300;
+            break; case 45:
+                weapons.owner[0]=1;
+                player[0].weaponactive=-1;
+                player[0].num_weapons=0;
+                player[1].weaponactive=0;
+                player[1].num_weapons=1;
+                player[1].weaponids[0]=0;
+
+                tutorialmaxtime=300;
+            break; case 46:
+                weapons.owner[0]=1;
+                player[0].weaponactive=-1;
+                player[0].num_weapons=0;
+                player[1].weaponactive=0;
+                player[1].num_weapons=1;
+                player[1].weaponids[0]=0;
+
+                weapons.type[0]=sword;
+
+                tutorialmaxtime=300;
+            break; case 47: {
+                tutorialmaxtime=10;
+
+                XYZ temp,temp2;
+
+                temp.x=1011;
+                temp.y=84;
+                temp.z=491;
+                temp2.x=1025;
+                temp2.y=75;
+                temp2.z=447;
+
+                weapons.owner[weapons.numweapons]=-1;
+                weapons.type[weapons.numweapons]=sword;
+                weapons.damage[weapons.numweapons]=0;
+                weapons.mass[weapons.numweapons]=1;
+                weapons.tipmass[weapons.numweapons]=1.2;
+                weapons.length[weapons.numweapons]=.25;
+                weapons.position[weapons.numweapons]=(temp+temp2)/2;
+                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
+
+                weapons.velocity[weapons.numweapons]=0.1;
+                weapons.tipvelocity[weapons.numweapons]=0.1;
+                weapons.missed[weapons.numweapons]=1;
+                weapons.hitsomething[weapons.numweapons]=0;
+                weapons.freetime[weapons.numweapons]=0;
+                weapons.firstfree[weapons.numweapons]=1;
+                weapons.physics[weapons.numweapons]=1;
+
+                weapons.owner[0]=1;
+                weapons.owner[1]=0;
+                player[0].weaponactive=0;
+                player[0].num_weapons=1;
+                player[0].weaponids[0]=1;
+                player[1].weaponactive=0;
+                player[1].num_weapons=1;
+                player[1].weaponids[0]=0;
+
+                weapons.numweapons++;
+            }
+            break; case 48:
+                canattack=0;
+                cananger=0;
+                player[1].aitype=passivetype;
+
+                tutorialmaxtime=15;
+
+                weapons.owner[0]=1;
+                weapons.owner[1]=0;
+                player[0].weaponactive=0;
+                player[0].num_weapons=1;
+                player[0].weaponids[0]=1;
+                player[1].weaponactive=0;
+                player[1].num_weapons=1;
+                player[1].weaponids[0]=0;
+
+                if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
+                else weapons.type[0]=staff;
+
+                weapons.numweapons++;
+            break; case 49:
+                canattack=0;
+                cananger=0;
+                player[1].aitype=passivetype;
+
+                tutorialmaxtime=200;
+
+                weapons.position[1]=1000;
+                weapons.tippoint[1]=1000;
+
+                weapons.numweapons=1;
+                weapons.owner[0]=0;
+                player[1].weaponactive=-1;
+                player[1].num_weapons=0;
+                player[0].weaponactive=0;
+                player[0].num_weapons=1;
+                player[0].weaponids[0]=0;
+
+                weapons.type[0]=knife;
+
+                weapons.numweapons++;
+            break; case 50: {
+                tutorialmaxtime=8;
+
+                XYZ temp,temp2;
+                emit_sound_at(fireendsound, player[1].coords);
+
+                for(int i=0;i<player[1].skeleton.num_joints;i++){
+                    if(Random()%2==0){
+                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
+                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
+                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
+                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                    }
+                }
+
+                player[1].num_weapons=0;
+                player[1].weaponstuck=-1;
+                player[1].weaponactive=-1;
+
+                weapons.numweapons=0;
+
+                weapons.owner[0]=-1;
+                weapons.velocity[0]=0.1;
+                weapons.tipvelocity[0]=-0.1;
+                weapons.missed[0]=1;
+                weapons.hitsomething[0]=0;
+                weapons.freetime[0]=0;
+                weapons.firstfree[0]=1;
+                weapons.physics[0]=1;
+            }
+            break; case 51:
+                tutorialmaxtime=80000;
+            break; default: break;
+        }
+        if(tutorialstage<=51)tutorialstagetime=0;
+    }
+
+    //Tutorial success
+    if(tutorialstagetime<tutorialmaxtime-3){
+        switch(tutorialstage){
+            case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
+            break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
+            break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
+            break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
+            break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
+            break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
+            break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
+            break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
+            break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
+            break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
+            break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
+            break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
+            break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
+            break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
+            break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
+            break; case 21: if(bonus==cannon)tutorialsuccess=1;
+            break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
+            break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
+            break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
+            break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
+            break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
+            break; case 29:
+                if(player[0].escapednum==2){
+                    tutorialsuccess=1;
+                    reversaltrain=0;
+                    cananger=0;
+                    player[1].aitype=passivetype;
+                }
+            break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 35:
+                if(animation[player[0].targetanimation].attack==reversal){
+                    tutorialsuccess=1;
+                    reversaltrain=0;
+                    cananger=0;
+                    player[1].aitype=passivetype;
+                }
+            break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
+            break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
+            break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
+            break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
+            break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
+            break; default: break;
+        }
+        if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
+
+
+        if(tutorialstagetime==tutorialmaxtime-3){
+            emit_sound_np(consolesuccesssound);
+        }
+
+        if(tutorialsuccess>=1){
+            if(tutorialstage==34||tutorialstage==35)
+                tutorialstagetime=tutorialmaxtime-1;
+        }
+    }
+
+    if(tutorialstage<14||tutorialstage>=50){
+        player[1].coords.y=300;
+        player[1].velocity=0;
+    }
+}
+
+
+
+void Game::doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
+    if(debugmode){
+               if(Input::isKeyPressed(SDLK_v)){
+                       freeze=1-freeze;
+                       if(freeze){
+                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                       }
+               }
+
+               if(Input::isKeyPressed(SDLK_BACKQUOTE)){
+                       console=1-console;
+                       if(console){
+                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                       } else {
+                               freeze=0;
+                               waiting=false;
+                       }
+               }
+
+               if(console)
+            freeze=1;
+               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+                       inputText(consoletext[0],&consoleselected,&consolechars[0]);
+                       if(!waiting) {
+                               archiveselected=0;
+                               cmd_dispatch(this, consoletext[0]);
+                               if(consolechars[0]>0){
+
+                                       for(int k=14;k>=1;k--){
+                                               for(int j=0;j<255;j++){
+                                                       consoletext[k][j]=consoletext[k-1][j];
+                                               }
+                                               consolechars[k]=consolechars[k-1];
+                                       }
+                                       for(int j=0;j<255;j++){
+                                               consoletext[0][j]=' ';
+                                       }
+                                       consolechars[0]=0;
+                                       consoleselected=0;
+                               }
+                       }
+
+                       consoleblinkdelay-=multiplier;
+                       if(consoleblinkdelay<=0){
+                               consoleblinkdelay=.3;
+                               consoleblink=1-consoleblink;
+                       }
+               }
+
+
+
+        if(Input::isKeyPressed(SDLK_h)){
+            player[0].damagetolerance=200000;
+            player[0].damage=0;
+            player[0].burnt=0;
+            player[0].permanentdamage=0;
+            player[0].superpermanentdamage=0;
+        }
+
+        if(Input::isKeyPressed(SDLK_j)){
+            environment++;
+            if(environment>2)
+                environment=0;
+            Setenvironment(environment);
+        }
+
+        if(Input::isKeyPressed(SDLK_c)){
+            cameramode=1-cameramode;
+        }
+
+        if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
+            if(player[0].num_weapons>0){
+                if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
+                else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
+                else weapons.type[player[0].weaponids[0]]=sword;
+                if(weapons.type[player[0].weaponids[0]]==sword){
+                    weapons.mass[player[0].weaponids[0]]=1.5;
+                    weapons.tipmass[player[0].weaponids[0]]=1;
+                    weapons.length[player[0].weaponids[0]]=.8;
+                }
+                if(weapons.type[player[0].weaponids[0]]==staff){
+                    weapons.mass[player[0].weaponids[0]]=2;
+                    weapons.tipmass[player[0].weaponids[0]]=1;
+                    weapons.length[player[0].weaponids[0]]=1.5;
+                }
+
+                if(weapons.type[player[0].weaponids[0]]==knife){
+                    weapons.mass[player[0].weaponids[0]]=1;
+                    weapons.tipmass[player[0].weaponids[0]]=1.2;
+                    weapons.length[player[0].weaponids[0]]=.25;
+                }
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(closestdist==-1||distance<closestdist){
+                        closestdist=distance;
+                        closest=i;
+                    }
+                }
+            if(closest!=-1){
+                if(player[closest].num_weapons){
+                    if(weapons.type[player[closest].weaponids[0]]==sword)
+                        weapons.type[player[closest].weaponids[0]]=staff;
+                    else if(weapons.type[player[closest].weaponids[0]]==staff)
+                        weapons.type[player[closest].weaponids[0]]=knife;
+                    else weapons.type[player[closest].weaponids[0]]=sword;
+                    if(weapons.type[player[closest].weaponids[0]]==sword){
+                        weapons.mass[player[closest].weaponids[0]]=1.5;
+                        weapons.tipmass[player[closest].weaponids[0]]=1;
+                        weapons.length[player[closest].weaponids[0]]=.8;
+                    }
+                    if(weapons.type[player[0].weaponids[0]]==staff){
+                        weapons.mass[player[0].weaponids[0]]=2;
+                        weapons.tipmass[player[0].weaponids[0]]=1;
+                        weapons.length[player[0].weaponids[0]]=1.5;
+                    }
+                    if(weapons.type[player[closest].weaponids[0]]==knife){
+                        weapons.mass[player[closest].weaponids[0]]=1;
+                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
+                        weapons.length[player[closest].weaponids[0]]=.25;
+                    }
+                }
+                if(!player[closest].num_weapons){
+                    player[closest].weaponids[0]=weapons.numweapons;
+                    weapons.owner[weapons.numweapons]=closest;
+                    weapons.type[weapons.numweapons]=knife;
+                    weapons.damage[weapons.numweapons]=0;
+                    weapons.numweapons++;
+                    player[closest].num_weapons=1;
+                    if(weapons.type[player[closest].weaponids[0]]==sword){
+                        weapons.mass[player[closest].weaponids[0]]=1.5;
+                        weapons.tipmass[player[closest].weaponids[0]]=1;
+                        weapons.length[player[closest].weaponids[0]]=.8;
+                    }
+                    if(weapons.type[player[closest].weaponids[0]]==knife){
+                        weapons.mass[player[closest].weaponids[0]]=1;
+                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
+                        weapons.length[player[closest].weaponids[0]]=.25;
+                    }
+                }
+            }
+        }
+
+        if(Input::isKeyDown(SDLK_u)){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(closestdist==-1||distance<closestdist){
+                        closestdist=distance;
+                        closest=i;
+                    }
+                }
+            player[closest].rotation+=multiplier*50;
+            player[closest].targetrotation=player[closest].rotation;
+        }
+
+
+        if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(closestdist==-1||distance<closestdist){
+                        closestdist=distance;
+                        closest=i;
+                    }
+                }
+            if(Input::isKeyDown(SDLK_LCTRL))closest=0;
+
+            if(closest!=-1){
+                player[closest].whichskin++;
+                if(player[closest].whichskin>9)
+                    player[closest].whichskin=0;
+                if(player[closest].whichskin>2&&player[closest].creature==wolftype)
+                    player[closest].whichskin=0;
+
+                LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
+                        &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+            }
+
+            if(player[closest].numclothes){
+                for(int i=0;i<player[closest].numclothes;i++){
+                    tintr=player[closest].clothestintr[i];
+                    tintg=player[closest].clothestintg[i];
+                    tintb=player[closest].clothestintb[i];
+                    AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                }
+                player[closest].DoMipmaps();
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(closestdist==-1||distance<closestdist){
+                        closestdist=distance;
+                        closest=i;
+                    }
+                }
+            if(closest!=-1){
+                if(player[closest].creature==wolftype){
+                    headprop=player[closest].proportionhead.x/1.1;
+                    bodyprop=player[closest].proportionbody.x/1.1;
+                    armprop=player[closest].proportionarms.x/1.1;
+                    legprop=player[closest].proportionlegs.x/1.1;
+                }
+
+                if(player[closest].creature==rabbittype){
+                    headprop=player[closest].proportionhead.x/1.2;
+                    bodyprop=player[closest].proportionbody.x/1.05;
+                    armprop=player[closest].proportionarms.x/1.00;
+                    legprop=player[closest].proportionlegs.x/1.1;
+                }
+
+
+                if(player[closest].creature==rabbittype){
+                    player[closest].skeleton.id=closest;
+                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
+                    LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
+                    player[closest].whichskin=0;
+                    player[closest].creature=wolftype;
+
+                    player[closest].proportionhead=1.1;
+                    player[closest].proportionbody=1.1;
+                    player[closest].proportionarms=1.1;
+                    player[closest].proportionlegs=1.1;
+                    player[closest].proportionlegs.y=1.1;
+                    player[closest].scale=.23*5*player[0].scale;
+
+                    player[closest].damagetolerance=300;
+                }
+                else
+                {
+                    player[closest].skeleton.id=closest;
+                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
+                    LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                    player[closest].whichskin=0;
+                    player[closest].creature=rabbittype;
+
+                    player[closest].proportionhead=1.2;
+                    player[closest].proportionbody=1.05;
+                    player[closest].proportionarms=1.00;
+                    player[closest].proportionlegs=1.1;
+                    player[closest].proportionlegs.y=1.05;
+                    player[closest].scale=.2*5*player[0].scale;
+
+                    player[closest].damagetolerance=200;
+                }
+
+                if(player[closest].creature==wolftype){
+                    player[closest].proportionhead=1.1*headprop;
+                    player[closest].proportionbody=1.1*bodyprop;
+                    player[closest].proportionarms=1.1*armprop;
+                    player[closest].proportionlegs=1.1*legprop;
+                }
+
+                if(player[closest].creature==rabbittype){
+                    player[closest].proportionhead=1.2*headprop;
+                    player[closest].proportionbody=1.05*bodyprop;
+                    player[closest].proportionarms=1.00*armprop;
+                    player[closest].proportionlegs=1.1*legprop;
+                    player[closest].proportionlegs.y=1.05*legprop;
+                }
+
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
+            slomo=1-slomo;
+            slomodelay=1000;
+        }
+
+
+        if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            XYZ flatfacing2,flatvelocity2;
+            XYZ blah;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(distance<144&&!player[i].headless)
+                        if(closestdist==-1||distance<closestdist){
+                            closestdist=distance;
+                            closest=i;
+                            blah = player[i].coords;
+                        }
+                }
+
+            if(closest!=-1){
+                XYZ headspurtdirection;
+                //int i = player[closest].skeleton.jointlabels[head];
+                Joint& headjoint=playerJoint(closest,head);
+                for(int k=0;k<player[closest].skeleton.num_joints; k++){
+                    if(!player[closest].skeleton.free)
+                        flatvelocity2=player[closest].velocity;
+                    if(player[closest].skeleton.free)
+                        flatvelocity2=headjoint.velocity;
+                    if(!player[closest].skeleton.free)
+                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(player[closest].skeleton.free)
+                        flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
+                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
+                    headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
+                    Normalise(&headspurtdirection);
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
+                    flatvelocity2+=headspurtdirection*8;
+                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
+                }
+                Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+
+                emit_sound_at(splattersound, blah);
+                emit_sound_at(breaksound2, blah, 100.);
+
+                if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
+                player[closest].RagDoll(0);
+                player[closest].dead=2;
+                player[closest].headless=1;
+                player[closest].DoBloodBig(3,165);
+
+                camerashake+=.3;
+            }
+        }
+
+        if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            XYZ flatfacing2,flatvelocity2;
+            XYZ blah;
+            if(numplayers>1)
+                for(int i=1;i<numplayers;i++){
+                    distance=findDistancefast(&player[i].coords,&player[0].coords);
+                    if(distance<144)
+                        if(closestdist==-1||distance<closestdist){
+                            closestdist=distance;
+                            closest=i;
+                            blah=player[i].coords;
+                        }
+                }
+
+            if(closest!=-1){
+                emit_sound_at(splattersound, blah);
+
+                emit_sound_at(breaksound2, blah);
+
+                for(int i=0;i<player[closest].skeleton.num_joints; i++){
+                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
+                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
+                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
+                    Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+                }
+
+                for(int i=0;i<player[closest].skeleton.num_joints; i++){
+                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
+                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
+                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
+                }
+
+                for(int i=0;i<player[closest].skeleton.num_joints; i++){
+                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
+                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
+                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+                }
+
+                for(int i=0;i<player[closest].skeleton.num_joints; i++){
+                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
+                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
+                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
+                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
+                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
+                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+                }
+
+                XYZ temppos;
+                for(int j=0;j<numplayers; j++){
+                    if(j!=closest){
+                        if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
+                            player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
+                            if(player[j].skeleton.free==2)
+                                player[j].skeleton.free=1;
+                            player[j].skeleton.longdead=0;
+                            player[j].RagDoll(0);
+                            for(int i=0;i<player[j].skeleton.num_joints; i++){
+                                temppos=player[j].skeleton.joints[i].position+player[j].coords;
+                                if(findDistancefast(&temppos,&player[closest].coords)<25){
+                                    flatvelocity2=temppos-player[closest].coords;
+                                    Normalise(&flatvelocity2);
+                                    player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
+                                }
+                            }
+                        }
+                    }
+                }
+
+                player[closest].DoDamage(10000);
+                player[closest].RagDoll(0);
+                player[closest].dead=2;
+                player[closest].coords=20;
+                player[closest].skeleton.free=2;
+
+                camerashake+=.6;
+
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_f)){
+            player[0].onfire=1-player[0].onfire;
+            if(player[0].onfire){
+                player[0].CatchFire();
+            }
+            if(!player[0].onfire){
+                emit_sound_at(fireendsound, player[0].coords);
+                pause_sound(stream_firesound);
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
+            //if(!player[0].skeleton.free)player[0].damage+=500;
+            player[0].RagDoll(0);
+            //player[0].spurt=1;
+            //player[0].DoDamage(1000);
+
+            emit_sound_at(whooshsound, player[0].coords, 128.);
+        }
+
+        if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
+            int closest=-1;
+            float closestdist=-1;
+            float distance;
+            for(int i=0;i<objects.numobjects;i++){
+                if(objects.type[i]==treeleavestype){
+                    objects.scale[i]*=.9;
+                }
+            }
+        }
+
+        if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
+            editorenabled=1-editorenabled;
+            if(editorenabled){
+                player[0].damagetolerance=100000;
+            } else {
+                player[0].damagetolerance=200;
+            }
+            player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
+            player[0].permanentdamage=0;
+            player[0].superpermanentdamage=0;
+            player[0].bloodloss=0;
+            player[0].deathbleeding=0;
+        }
+
+        //skip level
+        if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
+            targetlevel++;
+            if(targetlevel>numchallengelevels-1)targetlevel=0;
+            loading=1;
+            leveltime=5;
+        }
+
+        if(editorenabled){
+            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
+                int closest=-1;
+                float closestdist=-1;
+                float distance;
+                if(numplayers>1)
+                    for(int i=1;i<numplayers;i++){
+                        distance=findDistancefast(&player[i].coords,&player[0].coords);
+                        if(closestdist==-1||distance<closestdist){
+                            closestdist=distance;
+                            closest=i;
+                        }
+                    }
+                if(closestdist>0&&closest>=0){
+                    //player[closest]=player[numplayers-1];
+                    //player[closest].skeleton=player[numplayers-1].skeleton;
+                    numplayers--;
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
+                int closest=-1;
+                float closestdist=-1;
+                float distance;
+                if(max_objects>1)
+                    for(int i=1;i<max_objects;i++){
+                        distance=findDistancefast(&objects.position[i],&player[0].coords);
+                        if(closestdist==-1||distance<closestdist){
+                            closestdist=distance;
+                            closest=i;
+                        }
+                    }
+                if(closestdist>0&&closest>=0){
+                    objects.position[closest].y-=500;
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
+                //drawmode++;
+                //if(drawmode>2)drawmode=0;
+                if(objects.numobjects<max_objects-1){
+                    XYZ boxcoords;
+                    boxcoords.x=player[0].coords.x;
+                    boxcoords.z=player[0].coords.z;
+                    boxcoords.y=player[0].coords.y-3;
+                    if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
+                    if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
+                    //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
+                    float temprotat,temprotat2;
+                    temprotat=editorrotation;
+                    temprotat2=editorrotation2;
+                    if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
+                    if(temprotat2<0)temprotat2=Random()%360;
+
+                    objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
+                    if(editortype==treetrunktype)
+                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+                if(numplayers<maxplayers-1){
+                    player[numplayers].scale=.2*5*player[0].scale;
+                    player[numplayers].creature=rabbittype;
+                    player[numplayers].howactive=editoractive;
+                    player[numplayers].skeleton.id=numplayers;
+                    player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
+
+                    //texsize=512*512*3/texdetail/texdetail;
+                    //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
+                    //player[numplayers].skeleton.skinText.resize(texsize);
+
+                    int k=abs(Random()%2)+1;
+                    if(k==0){
+                        LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].whichskin=0;
+                    }
+                    else if(k==1){
+                        LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].whichskin=1;
+                    }
+                    else {
+                        LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        player[numplayers].whichskin=2;
+                    }
+
+                    LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
+                    player[numplayers].power=1;
+                    player[numplayers].speedmult=1;
+                    player[numplayers].currentanimation=bounceidleanim;
+                    player[numplayers].targetanimation=bounceidleanim;
+                    player[numplayers].currentframe=0;
+                    player[numplayers].targetframe=1;
+                    player[numplayers].target=0;
+                    player[numplayers].bled=0;
+                    player[numplayers].speed=1+(float)(Random()%100)/1000;
+
+                    player[numplayers].targetrotation=player[0].targetrotation;
+                    player[numplayers].rotation=player[0].rotation;
+
+                    player[numplayers].velocity=0;
+                    player[numplayers].coords=player[0].coords;
+                    player[numplayers].oldcoords=player[numplayers].coords;
+                    player[numplayers].realoldcoords=player[numplayers].coords;
+
+                    player[numplayers].id=numplayers;
+                    player[numplayers].skeleton.id=numplayers;
+                    player[numplayers].updatedelay=0;
+                    player[numplayers].normalsupdatedelay=0;
+
+                    player[numplayers].aitype=passivetype;
+
+                    if(player[0].creature==wolftype){
+                        headprop=player[0].proportionhead.x/1.1;
+                        bodyprop=player[0].proportionbody.x/1.1;
+                        armprop=player[0].proportionarms.x/1.1;
+                        legprop=player[0].proportionlegs.x/1.1;
+                    }
+
+                    if(player[0].creature==rabbittype){
+                        headprop=player[0].proportionhead.x/1.2;
+                        bodyprop=player[0].proportionbody.x/1.05;
+                        armprop=player[0].proportionarms.x/1.00;
+                        legprop=player[0].proportionlegs.x/1.1;
+                    }
+
+                    if(player[numplayers].creature==wolftype){
+                        player[numplayers].proportionhead=1.1*headprop;
+                        player[numplayers].proportionbody=1.1*bodyprop;
+                        player[numplayers].proportionarms=1.1*armprop;
+                        player[numplayers].proportionlegs=1.1*legprop;
+                    }
+
+                    if(player[numplayers].creature==rabbittype){
+                        player[numplayers].proportionhead=1.2*headprop;
+                        player[numplayers].proportionbody=1.05*bodyprop;
+                        player[numplayers].proportionarms=1.00*armprop;
+                        player[numplayers].proportionlegs=1.1*legprop;
+                        player[numplayers].proportionlegs.y=1.05*legprop;
+                    }
+
+                    player[numplayers].headless=0;
+                    player[numplayers].onfire=0;
+
+                    if(cellophane){
+                        player[numplayers].proportionhead.z=0;
+                        player[numplayers].proportionbody.z=0;
+                        player[numplayers].proportionarms.z=0;
+                        player[numplayers].proportionlegs.z=0;
+                    }
+
+                    player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
+
+                    player[numplayers].damagetolerance=200;
+
+                    player[numplayers].protectionhead=player[0].protectionhead;
+                    player[numplayers].protectionhigh=player[0].protectionhigh;
+                    player[numplayers].protectionlow=player[0].protectionlow;
+                    player[numplayers].armorhead=player[0].armorhead;
+                    player[numplayers].armorhigh=player[0].armorhigh;
+                    player[numplayers].armorlow=player[0].armorlow;
+                    player[numplayers].metalhead=player[0].metalhead;
+                    player[numplayers].metalhigh=player[0].metalhigh;
+                    player[numplayers].metallow=player[0].metallow;
+
+                    player[numplayers].immobile=player[0].immobile;
+
+                    player[numplayers].numclothes=player[0].numclothes;
+                    if(player[numplayers].numclothes)
+                        for(int i=0;i<player[numplayers].numclothes;i++){
+                            strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
+                            player[numplayers].clothestintr[i]=player[0].clothestintr[i];
+                            player[numplayers].clothestintg[i]=player[0].clothestintg[i];
+                            player[numplayers].clothestintb[i]=player[0].clothestintb[i];
+                            tintr=player[numplayers].clothestintr[i];
+                            tintg=player[numplayers].clothestintg[i];
+                            tintb=player[numplayers].clothestintb[i];
+                            AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+                        }
+                    if(player[numplayers].numclothes){
+                        player[numplayers].DoMipmaps();
+                    }
+
+                    player[numplayers].power=player[0].power;
+                    player[numplayers].speedmult=player[0].speedmult;
+
+                    player[numplayers].damage=0;
+                    player[numplayers].permanentdamage=0;
+                    player[numplayers].superpermanentdamage=0;
+                    player[numplayers].deathbleeding=0;
+                    player[numplayers].bleeding=0;
+                    player[numplayers].numwaypoints=0;
+                    player[numplayers].waypoint=0;
+                    player[numplayers].jumppath=0;
+                    player[numplayers].weaponstuck=-1;
+                    player[numplayers].weaponactive=-1;
+                    player[numplayers].num_weapons=0;
+                    player[numplayers].bloodloss=0;
+                    player[numplayers].dead=0;
+
+                    player[numplayers].loaded=1;
+
+                    numplayers++;
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
+                if(player[numplayers-1].numwaypoints<90){
+                    player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
+                    player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
+                    player[numplayers-1].numwaypoints++;
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
+                if(numpathpoints<30){
+                    bool connected,alreadyconnected;
+                    connected=0;
+                    if(numpathpoints>1)
+                        for(int i=0;i<numpathpoints;i++){
+                            if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
+                                alreadyconnected=0;
+                                for(int j=0;j<numpathpointconnect[pathpointselected];j++){
+                                    if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
+                                }
+                                if(!alreadyconnected){
+                                    numpathpointconnect[pathpointselected]++;
+                                    connected=1;
+                                    pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
+                                }
+                            }
+                        }
+                    if(!connected){
+                        numpathpoints++;
+                        pathpoint[numpathpoints-1]=player[0].coords;
+                        numpathpointconnect[numpathpoints-1]=0;
+                        if(numpathpoints>1&&pathpointselected!=-1){
+                            numpathpointconnect[pathpointselected]++;
+                            pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
+                        }
+                        pathpointselected=numpathpoints-1;
+                    }
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_PERIOD)){
+                pathpointselected++;
+                if(pathpointselected>=numpathpoints)pathpointselected=-1;
+            }
+            if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
+                pathpointselected--;
+                if(pathpointselected<=-2)
+                    pathpointselected=numpathpoints-1;
+            }
+            if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
+                if(pathpointselected!=-1){
+                    numpathpoints--;
+                    pathpoint[pathpointselected]=pathpoint[numpathpoints];
+                    numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
+                    for(int i=0;i<numpathpointconnect[pathpointselected];i++){
+                        pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
+                    }
+                    for(int i=0;i<numpathpoints;i++){
+                        for(int j=0;j<numpathpointconnect[i];j++){
+                            if(pathpointconnect[i][j]==pathpointselected){
+                                pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
+                                numpathpointconnect[i]--;
+                            }
+                            if(pathpointconnect[i][j]==numpathpoints){
+                                pathpointconnect[i][j]=pathpointselected;
+                            }
+                        }
+                    }
+                    pathpointselected=numpathpoints-1;
+                }
+            }
+
+            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editortype--;
+                if(editortype==treeleavestype||editortype==10)editortype--;
+                if(editortype<0)editortype=firetype;
+            }
+
+            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editortype++;
+                if(editortype==treeleavestype||editortype==10)editortype++;
+                if(editortype>firetype)editortype=0;
+            }
+
+            if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editorrotation-=multiplier*100;
+                if(editorrotation<-.01)editorrotation=-.01;
+            }
+
+            if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editorrotation+=multiplier*100;
+            }
+
+            if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editorsize+=multiplier;
+            }
+
+            if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
+                editorsize-=multiplier;
+                if(editorsize<.1)editorsize=.1;
+            }
+
+
+            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
+                mapradius-=multiplier*10;
+            }
+
+            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
+                mapradius+=multiplier*10;
+            }
+            if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
+                editorrotation2+=multiplier*100;
+            }
+
+            if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
+                editorrotation2-=multiplier*100;
+                if(editorrotation2<-.01)editorrotation2=-.01;
+            }
+            if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
+                int closest=-1;
+                float closestdist=-1;
+                float distance;
+                for(int i=0;i<objects.numobjects;i++){
+                    distance=findDistancefast(&objects.position[i],&player[0].coords);
+                    if(closestdist==-1||distance<closestdist){
+                        closestdist=distance;
+                        closest=i;
+                    }
+                }
+                if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
+            }
+        }
+    }
+}
+
+
+
+void Game::doJumpReversals(){
+    for(int k=0;k<numplayers;k++)
+        for(int i=k;i<numplayers;i++){
+            if(i==k)continue;
+            if(     player[k].skeleton.free==0&&
+                    player[i].skeleton.oldfree==0&&
+                    (player[i].targetanimation==jumpupanim||
+                     player[k].targetanimation==jumpupanim)&&
+                    (player[i].aitype==playercontrolled||
+                     player[k].aitype==playercontrolled)&&
+                    (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
+                     player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
+                if(     findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
+                        findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
+                    //TODO: refactor two huge similar ifs
+                    if(player[i].targetanimation==jumpupanim&&
+                            player[k].targetanimation!=getupfrombackanim&&
+                            player[k].targetanimation!=getupfromfrontanim&&
+                            animation[player[k].targetanimation].height==middleheight&&
+                            normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
+                            (player[k].aitype==playercontrolled&&player[k].attackkeydown||
+                             player[k].aitype!=playercontrolled)){
+                        player[i].victim=&player[k];
+                        player[i].velocity=0;
+                        player[i].currentanimation=jumpreversedanim;
+                        player[i].targetanimation=jumpreversedanim;
+                        player[i].currentframe=0;
+                        player[i].targetframe=1;
+                        player[i].targettilt2=0;
+                        player[k].victim=&player[i];
+                        player[k].velocity=0;
+                        player[k].currentanimation=jumpreversalanim;
+                        player[k].targetanimation=jumpreversalanim;
+                        player[k].currentframe=0;
+                        player[k].targetframe=1;
+                        player[k].targettilt2=0;
+                        if(player[i].coords.y<player[k].coords.y+1){
+                            player[i].currentanimation=rabbitkickreversedanim;
+                            player[i].targetanimation=rabbitkickreversedanim;
+                            player[i].currentframe=1;
+                            player[i].targetframe=2;
+                            player[k].currentanimation=rabbitkickreversalanim;
+                            player[k].targetanimation=rabbitkickreversalanim;
+                            player[k].currentframe=1;
+                            player[k].targetframe=2;
+                        }
+                        player[i].target=0;
+                        player[k].oldcoords=player[k].coords;
+                        player[i].coords=player[k].coords;
+                        player[k].targetrotation=player[i].targetrotation;
+                        player[k].rotation=player[i].targetrotation;
+                        if(player[k].aitype==attacktypecutoff)
+                            player[k].stunned=.5;
+                    }
+                    if(player[k].targetanimation==jumpupanim&&
+                            player[i].targetanimation!=getupfrombackanim&&
+                            player[i].targetanimation!=getupfromfrontanim&&
+                            animation[player[i].targetanimation].height==middleheight&&
+                            normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
+                            ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
+                             player[i].aitype!=playercontrolled)){
+                        player[k].victim=&player[i];
+                        player[k].velocity=0;
+                        player[k].currentanimation=jumpreversedanim;
+                        player[k].targetanimation=jumpreversedanim;
+                        player[k].currentframe=0;
+                        player[k].targetframe=1;
+                        player[k].targettilt2=0;
+                        player[i].victim=&player[k];
+                        player[i].velocity=0;
+                        player[i].currentanimation=jumpreversalanim;
+                        player[i].targetanimation=jumpreversalanim;
+                        player[i].currentframe=0;
+                        player[i].targetframe=1;
+                        player[i].targettilt2=0;
+                        if(player[k].coords.y<player[i].coords.y+1){
+                            player[k].targetanimation=rabbitkickreversedanim;
+                            player[k].currentanimation=rabbitkickreversedanim;
+                            player[i].currentanimation=rabbitkickreversalanim;
+                            player[i].targetanimation=rabbitkickreversalanim;
+                            player[k].currentframe=1;
+                            player[k].targetframe=2;
+                            player[i].currentframe=1;
+                            player[i].targetframe=2;
+                        }
+                        player[k].target=0;
+                        player[i].oldcoords=player[i].coords;
+                        player[k].coords=player[i].coords;
+                        player[i].targetrotation=player[k].targetrotation;
+                        player[i].rotation=player[k].targetrotation;
+                        if(player[i].aitype==attacktypecutoff)
+                            player[i].stunned=.5;
+                    }
+                }
+            }
+        }
+}
+
+void Game::doAerialAcrobatics(){
+       static XYZ facing,flatfacing;
+    for(int k=0;k<numplayers;k++){
+        player[k].turnspeed=500;
+
+        if((player[k].isRun()&&
+                    ((player[k].targetrotation!=rabbitrunninganim&&
+                      player[k].targetrotation!=wolfrunninganim)||
+                     player[k].targetframe==4))||
+                player[k].targetanimation==removeknifeanim||
+                player[k].targetanimation==crouchremoveknifeanim||
+                player[k].targetanimation==flipanim||
+                player[k].targetanimation==fightsidestep||
+                player[k].targetanimation==walkanim){
+            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
+        }
+
+
+        if(player[k].isStop()||
+                player[k].isLanding()||
+                player[k].targetanimation==staggerbackhighanim||
+                (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
+                player[k].targetanimation==staggerbackhardanim||
+                player[k].targetanimation==backhandspringanim||
+                player[k].targetanimation==dodgebackanim||
+                player[k].targetanimation==rollanim||
+                (animation[player[k].targetanimation].attack&&
+                 player[k].targetanimation!=rabbitkickanim&&
+                 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
+                 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
+            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+        }
+
+        if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
+            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+        }
+
+        /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
+        player[k].DoStuff();
+        if(player[k].immobile&&k!=0)
+            player[k].coords=player[k].realoldcoords;
+
+        //if player's position has changed (?)
+        if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
+                !player[k].skeleton.free&&
+                player[k].targetanimation!=climbanim&&
+                player[k].targetanimation!=hanganim){
+            XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
+            int whichhit;
+            bool tempcollide=0;
+
+            if(player[k].collide<-.3)
+                player[k].collide=-.3;
+            if(player[k].collide>1)
+                player[k].collide=1;
+            player[k].collide-=multiplier*30;
+
+            //clip to terrain
+            player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
+
+            for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                if(objects.type[i]!=rocktype||
+                        objects.scale[i]>.5&&player[k].aitype==playercontrolled||
+                        objects.position[i].y>player[k].coords.y){
+                    lowpoint=player[k].coords;
+                    if(player[k].targetanimation!=jumpupanim&&
+                            player[k].targetanimation!=jumpdownanim&&
+                            !player[k].isFlip())
+                        lowpoint.y+=1.25;
+                    else
+                        lowpoint.y+=1.3;
+                    if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
+                            player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
+                        player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
+                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
+                        flatfacing=lowpoint-player[k].coords;
+                        player[k].coords=lowpoint;
+                        player[k].coords.y-=1.3;
+                        player[k].collide=1;
+                        tempcollide=1;
+                        //wall jumps
+                        //TODO: refactor four similar blocks
+                        if(player[k].aitype==playercontrolled&&
+                                (player[k].targetanimation==jumpupanim||
+                                 player[k].targetanimation==jumpdownanim||
+                                 player[k].isFlip())&&
+                                !player[k].jumptogglekeydown&&
+                                player[k].jumpkeydown){
+                            lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
+                            XYZ tempcoords1=lowpoint;
+                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                            if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
+                                setAnimation(k,walljumpleftanim);
+                                emit_sound_at(movewhooshsound, player[k].coords);
+                                if(k==0)
+                                    pause_sound(whooshsound);
+
+                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
+                                player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                if(lowpointtarget.z<0)
+                                    player[k].rotation=180-player[k].rotation;
+                                player[k].targetrotation=player[k].rotation;
+                                player[k].lowrotation=player[k].rotation;
+                                if(k==0)
+                                    numwallflipped++;
+                            }
+                            else
+                            {
+                                lowpoint=tempcoords1;
+                                lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
+                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
+                                    setAnimation(k,walljumprightanim);
+                                    emit_sound_at(movewhooshsound, player[k].coords);
+                                    if(k==0)pause_sound(whooshsound);
+
+                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
+                                    player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                    if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
+                                    player[k].targetrotation=player[k].rotation;
+                                    player[k].lowrotation=player[k].rotation;
+                                    if(k==0)numwallflipped++;
+                                }
+                                else
+                                {
+                                    lowpoint=tempcoords1;
+                                    lowpointtarget=lowpoint+player[k].facing*2;
+                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
+                                        setAnimation(k,walljumpbackanim);
+                                        emit_sound_at(movewhooshsound, player[k].coords);
+                                        if(k==0)pause_sound(whooshsound);
+
+                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
+                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                        if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
+                                        player[k].targetrotation=player[k].rotation;
+                                        player[k].lowrotation=player[k].rotation;
+                                        if(k==0)numwallflipped++;
+                                    }
+                                    else
+                                    {
+                                        lowpoint=tempcoords1;
+                                        lowpointtarget=lowpoint-player[k].facing*2;
+                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                        if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
+                                            setAnimation(k,walljumpfrontanim);
+                                            emit_sound_at(movewhooshsound, player[k].coords);
+                                            if(k==0)pause_sound(whooshsound);
+
+                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
+                                            player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                            if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
+                                            player[k].rotation+=180;
+                                            player[k].targetrotation=player[k].rotation;
+                                            player[k].lowrotation=player[k].rotation;
+                                            if(k==0)numwallflipped++;
+                                        }
+                                    }
+                                }
+                            }
+                        }
+                    }
+                }
+                else if(objects.type[i]==rocktype){
+                    lowpoint2=player[k].coords;
+                    lowpoint=player[k].coords;
+                    lowpoint.y+=2;
+                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
+                        player[k].coords=colpoint;
+                        player[k].collide=1;
+                        tempcollide=1;
+
+                        if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
+                            //flipped into a rock
+                            if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
+                                player[k].RagDoll(0);
+
+                            if(player[k].targetanimation==jumpupanim){
+                                player[k].jumppower=-4;
+                                player[k].targetanimation=player[k].getIdle();
+                            }
+                            player[k].target=0;
+                            player[k].targetframe=0;
+                            player[k].onterrain=1;
+
+                            if(player[k].id==0){
+                                pause_sound(whooshsound);
+                                OPENAL_SetVolume(channels[whooshsound], 0);
+                            }
+
+                            //landing
+                            if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
+                                if(player[k].isFlip())
+                                    player[k].jumppower=-4;
+                                player[k].targetanimation=player[k].getLanding();
+                                emit_sound_at(landsound, player[k].coords, 128.);
+                                if(k==0){
+                                    envsound[numenvsounds]=player[k].coords;
+                                    envsoundvol[numenvsounds]=16;
+                                    envsoundlife[numenvsounds]=.4;
+                                    numenvsounds++;
+                                }
+
+                            }
+                        }
+                    }
+                }
+            }
+
+            if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
+                for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                    int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                    lowpoint=player[k].coords;
+                    lowpoint.y+=1.35;
+                    if(objects.type[i]!=rocktype)
+                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
+                            if(player[k].targetanimation!=jumpupanim&&
+                                    player[k].targetanimation!=jumpdownanim&&
+                                    player[k].onterrain)
+                                player[k].avoidcollided=1;
+                            player[k].coords=lowpoint;
+                            player[k].coords.y-=1.35;
+                            player[k].collide=1;
+
+                            if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
+                                    (player[k].currentanimation!=climbanim&&
+                                     player[k].currentanimation!=hanganim&&
+                                     !player[k].isWallJump()||
+                                     player[k].targetanimation==jumpupanim||
+                                     player[k].targetanimation==jumpdownanim)){
+                                lowpoint=player[k].coords;
+                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
+                                lowpoint=player[k].coords;
+                                lowpoint.y+=.05;
+                                facing=0;
+                                facing.z=-1;
+                                facing=DoRotation(facing,0,player[k].targetrotation+180,0);
+                                lowpointtarget=lowpoint+facing*1.4;
+                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                if(whichhit!=-1){
+                                    lowpoint=player[k].coords;
+                                    lowpoint.y+=.1;
+                                    lowpointtarget=lowpoint+facing*1.4;
+                                    lowpoint2=lowpoint;
+                                    lowpointtarget2=lowpointtarget;
+                                    lowpoint3=lowpoint;
+                                    lowpointtarget3=lowpointtarget;
+                                    lowpoint4=lowpoint;
+                                    lowpointtarget4=lowpointtarget;
+                                    lowpoint5=lowpoint;
+                                    lowpointtarget5=lowpointtarget;
+                                    lowpoint6=lowpoint;
+                                    lowpointtarget6=lowpointtarget;
+                                    lowpoint7=lowpoint;
+                                    lowpointtarget7=lowpoint;
+                                    lowpoint2.x+=.1;
+                                    lowpointtarget2.x+=.1;
+                                    lowpoint3.z+=.1;
+                                    lowpointtarget3.z+=.1;
+                                    lowpoint4.x-=.1;
+                                    lowpointtarget4.x-=.1;
+                                    lowpoint5.z-=.1;
+                                    lowpointtarget5.z-=.1;
+                                    lowpoint6.y+=45/13;
+                                    lowpointtarget6.y+=45/13;
+                                    lowpointtarget6+=facing*.6;
+                                    lowpointtarget7.y+=90/13;
+                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
+                                    if(objects.friction[i]>.5)
+                                        if(whichhit!=-1){
+                                            if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
+                                                player[k].collided=1;
+                                            if(checkcollide(lowpoint7,lowpointtarget7)==-1)
+                                                if(checkcollide(lowpoint6,lowpointtarget6)==-1)
+                                                    if(     objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
+                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                            objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
+                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                            objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
+                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
+                                                            objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
+                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
+                                                        for(int j=0;j<45;j++){
+                                                            lowpoint=player[k].coords;
+                                                            lowpoint.y+=(float)j/13;
+                                                            lowpointtarget=lowpoint+facing*1.4;
+                                                            if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
+                                                                        &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
+                                                                if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
+                                                                    break;
+                                                                if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
+                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
+                                                                    lowpoint=player[k].coords;
+                                                                    lowpoint.y+=(float)j/13;
+                                                                    lowpointtarget=lowpoint+facing*1.3;
+                                                                    flatfacing=player[k].coords;
+                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
+                                                                    player[k].coords.y=lowpointtarget.y-.07;
+                                                                    player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
+
+                                                                    if(j>10||!player[k].isRun()){
+                                                                        if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
+                                                                            if(k==0)
+                                                                                pause_sound(whooshsound);
+                                                                        }
+                                                                        emit_sound_at(jumpsound, player[k].coords, 128.);
+
+                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
+                                                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
+                                                                        if(lowpointtarget.z<0)
+                                                                            player[k].rotation=180-player[k].rotation;
+                                                                        player[k].targetrotation=player[k].rotation;
+                                                                        player[k].lowrotation=player[k].rotation;
+
+                                                                        //player[k].velocity=lowpointtarget*.03;
+                                                                        player[k].velocity=0;
+
+                                                                        //climb ledge (?)
+                                                                        if(player[k].targetanimation==jumpupanim){
+                                                                            player[k].targetanimation=climbanim;
+                                                                            player[k].jumppower=0;
+                                                                            player[k].jumpclimb=1;
+                                                                        }
+                                                                        player[k].transspeed=6;
+                                                                        player[k].target=0;
+                                                                        player[k].targetframe=1;
+                                                                        //hang ledge (?)
+                                                                        if(j>25){
+                                                                            setAnimation(k,hanganim);
+                                                                            player[k].jumppower=0;
+                                                                        }
+                                                                    }
+                                                                    break;
+                                                                }
+                                                            }
+                                                        }
+                                        }
+                                }
+                            }
+                        }
+                }
+            if(player[k].collide<=0){
+                //in the air
+                if(!player[k].onterrain&&
+                        player[k].targetanimation!=jumpupanim&&
+                        player[k].targetanimation!=jumpdownanim&&
+                        player[k].targetanimation!=climbanim&&
+                        player[k].targetanimation!=hanganim&&
+                        !player[k].isWallJump()&&
+                        !player[k].isFlip()){
+                    if(player[k].currentanimation!=climbanim&&
+                            player[k].currentanimation!=tempanim&&
+                            player[k].targetanimation!=backhandspringanim&&
+                            (player[k].targetanimation!=rollanim||
+                             player[k].targetframe<2||
+                             player[k].targetframe>6)){
+                        //stagger off ledge (?)
+                        if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
+                            player[k].RagDoll(0);
+                        setAnimation(k,jumpdownanim);
+
+                        if(!k)
+                          emit_sound_at(whooshsound, player[k].coords, 128.);
+                    }
+                    //gravity
+                    player[k].velocity.y+=gravity;
+                }
+            }
+        }
+        player[k].realoldcoords=player[k].coords;
+    }
+}
+
+void Game::doAttacks(){
+    static XYZ relative;
+    static int randattack;
+    static bool playerrealattackkeydown=0;
+
+    if(!Input::isKeyDown(attackkey))
+        oldattackkey=0;
+    if(oldattackkey)
+        player[0].attackkeydown=0;
+    if(oldattackkey)
+        playerrealattackkeydown=0;
+    if(!oldattackkey)
+        playerrealattackkeydown=Input::isKeyDown(attackkey);
+    if((player[0].parriedrecently<=0||
+                player[0].weaponactive==-1)&&
+            (!oldattackkey||
+             (realthreat&&
+              player[0].lastattack!=swordslashanim&&
+              player[0].lastattack!=knifeslashstartanim&&
+              player[0].lastattack!=staffhitanim&&
+              player[0].lastattack!=staffspinhitanim)))
+        player[0].attackkeydown=Input::isKeyDown(attackkey);
+    if(Input::isKeyDown(attackkey)&&
+            !oldattackkey&&
+            !player[0].backkeydown){
+        for(int k=0;k<numplayers;k++){
+            if((player[k].targetanimation==swordslashanim||
+                        player[k].targetanimation==staffhitanim||
+                        player[k].targetanimation==staffspinhitanim)&&
+                    player[0].currentanimation!=dodgebackanim&&
+                    !player[k].skeleton.free)
+                player[k].Reverse();
+        }
+    }
+
+    if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
+
+    for(int k=0;k<numplayers;k++){
+        if(indialogue!=-1)player[k].attackkeydown=0;
+        if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
+            if(player[k].aitype!=playercontrolled)
+                player[k].victim=&player[0];
+            //attack key pressed
+            if(player[k].attackkeydown){
+                //dodge backward
+                if(player[k].backkeydown&&
+                        player[k].targetanimation!=backhandspringanim&&
+                        (player[k].isIdle()||
+                         player[k].isStop()||
+                         player[k].isRun()||
+                         player[k].targetanimation==walkanim)){
+                    if(player[k].jumppower<=1){
+                        player[k].jumppower-=2;
+                    }else{
+                        for(int i=0;i<numplayers;i++){
+                            if(i==k)continue;
+                            if(player[i].targetanimation==swordslashanim||
+                                    player[i].targetanimation==knifeslashstartanim||
+                                    player[i].targetanimation==staffhitanim||
+                                    player[i].targetanimation==staffspinhitanim)
+                                if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
+                                    setAnimation(k,dodgebackanim);
+                                    player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                    player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
+                                }
+                        }
+                        if(player[k].targetanimation!=dodgebackanim){
+                            if(k==0)numflipped++;
+                            setAnimation(k,backhandspringanim);
+                            player[k].targetrotation=-rotation+180;
+                            if(player[k].leftkeydown)
+                                player[k].targetrotation-=45;
+                            if(player[k].rightkeydown)
+                                player[k].targetrotation+=45;
+                            player[k].rotation=player[k].targetrotation;
+                            player[k].jumppower-=2;
+                        }
+                    }
+                }
+                //attack
+                if(!animation[player[k].targetanimation].attack&&
+                        !player[k].backkeydown&&
+                        (player[k].isIdle()||
+                         player[k].isRun()||
+                         player[k].targetanimation==walkanim||
+                         player[k].targetanimation==sneakanim||
+                         player[k].isCrouch())){
+                    const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
+                    //normal attacks (?)
+                    player[k].hasvictim=0;
+                    if(numplayers>1)
+                        for(int i=0;i<numplayers;i++){
+                            if(i==k||!(k==0||i==0))continue;
+                            if(!player[k].hasvictim)
+                                if(animation[player[k].targetanimation].attack!=reversal){
+                                    //choose an attack
+                                    const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+                                    if(distance<4.5&&
+                                            !player[i].skeleton.free&&
+                                            player[i].howactive<typedead1&&
+                                            player[i].targetanimation!=jumpreversedanim&&
+                                            player[i].targetanimation!=rabbitkickreversedanim&&
+                                            player[i].targetanimation!=rabbitkickanim&&
+                                            player[k].targetanimation!=rabbitkickanim&&
+                                            player[i].targetanimation!=getupfrombackanim&&
+                                            (player[i].targetanimation!=staggerbackhighanim&&
+                                             (player[i].targetanimation!=staggerbackhardanim||
+                                              animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
+                                            player[i].targetanimation!=jumpdownanim&&
+                                            player[i].targetanimation!=jumpupanim&&
+                                            player[i].targetanimation!=getupfromfrontanim){
+                                        player[k].victim=&player[i];
+                                        player[k].hasvictim=1;
+                                        if(player[k].aitype==playercontrolled){ //human player
+                                            //sweep
+                                            if(distance<2.5*sq(player[k].scale*5)&&
+                                                    player[k].crouchkeydown&&
+                                                    animation[player[i].targetanimation].height!=lowheight)
+                                                player[k].targetanimation=sweepanim;
+                                            //winduppunch
+                                            else if(distance<1.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].forwardkeydown&&
+                                                    !player[k].leftkeydown&&
+                                                    !player[k].rightkeydown&&
+                                                    !player[k].crouchkeydown&&
+                                                    !attackweapon&&
+                                                    !reversaltrain)
+                                                player[k].targetanimation=winduppunchanim;
+                                            //upunch
+                                            else if(distance<2.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].forwardkeydown&&
+                                                    !player[k].leftkeydown&&
+                                                    !player[k].rightkeydown&&
+                                                    !player[k].crouchkeydown&&
+                                                    !attackweapon)
+                                                player[k].targetanimation=upunchanim;
+                                            //knifefollow
+                                            else if(distance<2.5*sq(player[k].scale*5)&&
+                                                    player[i].staggerdelay>0&&
+                                                    attackweapon==knife&&
+                                                    player[i].bloodloss>player[i].damagetolerance/2)
+                                                player[k].targetanimation=knifefollowanim;
+                                            //knifeslashstart
+                                            else if(distance<2.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].forwardkeydown&&
+                                                    !player[k].leftkeydown&&
+                                                    !player[k].rightkeydown&&
+                                                    !player[k].crouchkeydown&&
+                                                    attackweapon==knife&&
+                                                    player[k].weaponmissdelay<=0)
+                                                player[k].targetanimation=knifeslashstartanim;
+                                            //swordslash
+                                            else if(distance<4.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].crouchkeydown&&
+                                                    attackweapon==sword&&
+                                                    player[k].weaponmissdelay<=0)
+                                                player[k].targetanimation=swordslashanim;
+                                            //staffhit
+                                            else if(distance<4.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].crouchkeydown&&
+                                                    attackweapon==staff&&
+                                                    player[k].weaponmissdelay<=0&&
+                                                    !player[k].leftkeydown&&
+                                                    !player[k].rightkeydown&&
+                                                    !player[k].forwardkeydown)
+                                                player[k].targetanimation=staffhitanim;
+                                            //staffspinhit
+                                            else if(distance<4.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight&&
+                                                    !player[k].crouchkeydown&&
+                                                    attackweapon==staff&&
+                                                    player[k].weaponmissdelay<=0)
+                                                player[k].targetanimation=staffspinhitanim;
+                                            //spinkick
+                                            else if(distance<2.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height!=lowheight)
+                                                player[k].targetanimation=spinkickanim;
+                                            //lowkick
+                                            else if(distance<2.5*sq(player[k].scale*5)&&
+                                                    animation[player[i].targetanimation].height==lowheight&&
+                                                    animation[player[k].targetanimation].attack!=normalattack)
+                                                player[k].targetanimation=lowkickanim;
+                                        } else { //AI player
+                                            if(distance<4.5*sq(player[k].scale*5)){
+                                                randattack=abs(Random()%5);
+                                                if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
+                                                    //sweep
+                                                    if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
+                                                        player[k].targetanimation=sweepanim;
+                                                    //upunch
+                                                    else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
+                                                            !attackweapon)
+                                                        player[k].targetanimation=upunchanim;
+                                                    //spinkick
+                                                    else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
+                                                        player[k].targetanimation=spinkickanim;
+                                                    //lowkick
+                                                    else if(animation[player[i].targetanimation].height==lowheight)
+                                                        player[k].targetanimation=lowkickanim;
+                                                }
+                                                if(attackweapon){
+                                                    //sweep
+                                                    if((tutoriallevel!=1||!attackweapon)&&
+                                                            distance<2.5*sq(player[k].scale*5)&&
+                                                            randattack==0&&
+                                                            animation[player[i].targetanimation].height!=lowheight)
+                                                        player[k].targetanimation=sweepanim;
+                                                    //knifeslashstart
+                                                    else if(distance<2.5*sq(player[k].scale*5)&&
+                                                            attackweapon==knife&&
+                                                            player[k].weaponmissdelay<=0)
+                                                        player[k].targetanimation=knifeslashstartanim;
+                                                    //swordslash
+                                                    else if(!(player[0].victim==&player[i]&&
+                                                                player[0].hasvictim&&
+                                                                player[0].targetanimation==swordslashanim)&&
+                                                            attackweapon==sword&&
+                                                            player[k].weaponmissdelay<=0)
+                                                        player[k].targetanimation=swordslashanim;
+                                                    //staffhit
+                                                    else if(!(player[0].victim==&player[i]&&
+                                                                player[0].hasvictim&&
+                                                                player[0].targetanimation==swordslashanim)&&
+                                                            attackweapon==staff&&
+                                                            player[k].weaponmissdelay<=0&&
+                                                            randattack<3)
+                                                        player[k].targetanimation=staffhitanim;
+                                                    //staffspinhit
+                                                    else if(!(player[0].victim==&player[i]&&
+                                                                player[0].hasvictim&&
+                                                                player[0].targetanimation==swordslashanim)&&
+                                                            attackweapon==staff&&
+                                                            player[k].weaponmissdelay<=0&&
+                                                            randattack>=3)
+                                                        player[k].targetanimation=staffspinhitanim;
+                                                    //spinkick
+                                                    else if((tutoriallevel!=1||!attackweapon)&&
+                                                            distance<2.5*sq(player[k].scale*5)&&
+                                                            randattack==1&&
+                                                            animation[player[i].targetanimation].height!=lowheight)
+                                                        player[k].targetanimation=spinkickanim;
+                                                    //lowkick
+                                                    else if(distance<2.5*sq(player[k].scale*5)&&
+                                                            animation[player[i].targetanimation].height==lowheight&&
+                                                            animation[player[k].targetanimation].attack!=normalattack)
+                                                        player[k].targetanimation=lowkickanim;
+                                                }
+                                            }
+                                        }
+                                        //upunch becomes wolfslap
+                                        if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
+                                            player[k].targetanimation=wolfslapanim;
+                                    }
+                                    //sneak attacks
+                                    if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
+                                            player[i].howactive<typedead1&&
+                                            distance<1.5*sq(player[k].scale*5)&&
+                                            !player[i].skeleton.free&&
+                                            player[i].targetanimation!=getupfrombackanim&&
+                                            player[i].targetanimation!=getupfromfrontanim&&
+                                            (player[i].stunned>0&&player[k].madskills||
+                                             player[i].surprised>0||
+                                             player[i].aitype==passivetype||
+                                             attackweapon&&player[i].stunned>0)&&
+                                            normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
+                                        //sneakattack
+                                        if(!attackweapon){
+                                            player[k].currentanimation=sneakattackanim;
+                                            player[k].targetanimation=sneakattackanim;
+                                            player[i].currentanimation=sneakattackedanim;
+                                            player[i].targetanimation=sneakattackedanim;
+                                            player[k].oldcoords=player[k].coords;
+                                            player[k].coords=player[i].coords;
+                                        }
+                                        //knifesneakattack
+                                        if(attackweapon==knife){
+                                            player[k].currentanimation=knifesneakattackanim;
+                                            player[k].targetanimation=knifesneakattackanim;
+                                            player[i].currentanimation=knifesneakattackedanim;
+                                            player[i].targetanimation=knifesneakattackedanim;
+                                            player[i].oldcoords=player[i].coords;
+                                            player[i].coords=player[k].coords;
+                                        }
+                                        //swordsneakattack
+                                        if(attackweapon==sword){
+                                            player[k].currentanimation=swordsneakattackanim;
+                                            player[k].targetanimation=swordsneakattackanim;
+                                            player[i].currentanimation=swordsneakattackedanim;
+                                            player[i].targetanimation=swordsneakattackedanim;
+                                            player[i].oldcoords=player[i].coords;
+                                            player[i].coords=player[k].coords;
+                                        }
+                                        if(attackweapon!=staff){
+                                            player[k].victim=&player[i];
+                                            player[k].hasvictim=1;
+                                            player[i].targettilt2=0;
+                                            player[i].targetframe=1;
+                                            player[i].currentframe=0;
+                                            player[i].target=0;
+                                            player[i].velocity=0;
+                                            player[k].targettilt2=player[i].targettilt2;
+                                            player[k].currentframe=player[i].currentframe;
+                                            player[k].targetframe=player[i].targetframe;
+                                            player[k].target=player[i].target;
+                                            player[k].velocity=0;
+                                            player[k].targetrotation=player[i].rotation;
+                                            player[k].rotation=player[i].rotation;
+                                            player[i].targetrotation=player[i].rotation;
+                                        }
+                                    }
+                                    if(animation[player[k].targetanimation].attack==normalattack&&
+                                            player[k].victim==&player[i]&&
+                                            (!player[i].skeleton.free)){
+                                        oldattackkey=1;
+                                        player[k].targetframe=0;
+                                        player[k].target=0;
+
+                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
+                                        player[k].lastattack3=player[k].lastattack2;
+                                        player[k].lastattack2=player[k].lastattack;
+                                        player[k].lastattack=player[k].targetanimation;
+                                    }
+                                    if(player[k].targetanimation==knifefollowanim&&
+                                            player[k].victim==&player[i]){
+                                        oldattackkey=1;
+                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
+                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
+                                        player[k].victim=&player[i];
+                                        player[k].hasvictim=1;
+                                        player[i].targetanimation=knifefollowedanim;
+                                        player[i].currentanimation=knifefollowedanim;
+                                        player[i].targettilt2=0;
+                                        player[i].targettilt2=player[k].targettilt2;
+                                        player[i].targetframe=1;
+                                        player[i].currentframe=0;
+                                        player[i].target=0;
+                                        player[i].velocity=0;
+                                        player[k].currentanimation=knifefollowanim;
+                                        player[k].targetanimation=knifefollowanim;
+                                        player[k].targettilt2=player[i].targettilt2;
+                                        player[k].currentframe=player[i].currentframe;
+                                        player[k].targetframe=player[i].targetframe;
+                                        player[k].target=player[i].target;
+                                        player[k].velocity=0;
+                                        player[k].oldcoords=player[k].coords;
+                                        player[i].coords=player[k].coords;
+                                        player[i].targetrotation=player[k].targetrotation;
+                                        player[i].rotation=player[k].targetrotation;
+                                        player[k].rotation=player[k].targetrotation;
+                                        player[i].rotation=player[k].targetrotation;
+                                    }
+                                }
+                        }
+                    const bool hasstaff=attackweapon==staff;
+                    if(k==0&&numplayers>1)
+                        for(int i=0;i<numplayers;i++){
+                            if(i==k)continue;
+                            if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
+                                    animation[player[k].targetanimation].attack==neutral){
+                                const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+                                if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
+                                    if(player[i].skeleton.free)
+                                        if(distance<3.5*sq(player[k].scale*5)&&
+                                                (player[i].dead||
+                                                 player[i].skeleton.longdead>1000||
+                                                 player[k].isRun()||
+                                                 hasstaff||
+                                                 (attackweapon&&
+                                                  (player[i].skeleton.longdead>2000||
+                                                   player[i].damage>player[i].damagetolerance/8||
+                                                   player[i].bloodloss>player[i].damagetolerance/2)&&
+                                                  distance<1.5*sq(player[k].scale*5)))){
+                                            player[k].victim=&player[i];
+                                            player[k].hasvictim=1;
+                                            if(attackweapon&&tutoriallevel!=1){
+                                                //crouchstab
+                                                if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
+                                                    player[k].targetanimation=crouchstabanim;
+                                                //swordgroundstab
+                                                if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
+                                                    player[k].targetanimation=swordgroundstabanim;
+                                                //staffgroundsmash
+                                                if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
+                                                    player[k].targetanimation=staffgroundsmashanim;
+                                            }
+                                            if(distance<2.5&&
+                                                    player[k].crouchkeydown&&
+                                                    player[k].targetanimation!=crouchstabanim&&
+                                                    !attackweapon&&
+                                                    player[i].dead&&
+                                                    player[i].skeleton.free&&
+                                                    player[i].skeleton.longdead>1000){
+                                                player[k].targetanimation=killanim;
+                                                //TODO: refactor this out, what does it do?
+                                                for(int j=0;j<terrain.numdecals;j++){
+                                                    if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
+                                                            terrain.decalalivetime[j]<2)
+                                                        terrain.DeleteDecal(j);
+                                                }
+                                                for(int l=0;l<objects.numobjects;l++){
+                                                    if(objects.model[l].type==decalstype)
+                                                        for(int j=0;j<objects.model[l].numdecals;j++){
+                                                            if((objects.model[l].decaltype[j]==blooddecal||
+                                                                    objects.model[l].decaltype[j]==blooddecalslow)&&
+                                                                    objects.model[l].decalalivetime[j]<2)
+                                                                objects.model[l].DeleteDecal(j);
+                                                        }
+                                                }
+                                            }
+                                            if(!player[i].dead||musictype!=2)
+                                                if(distance<3.5&&
+                                                        (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
+                                                        player[k].staggerdelay<=0&&
+                                                        (player[i].dead||
+                                                         player[i].skeleton.longdead<300&&
+                                                         player[k].lastattack!=spinkickanim&&
+                                                         player[i].skeleton.free)&&
+                                                        (!player[i].dead||musictype!=stream_music2)){
+                                                    player[k].targetanimation=dropkickanim;
+                                                    for(int j=0;j<terrain.numdecals;j++){
+                                                        if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
+                                                                terrain.decalalivetime[j]<2){
+                                                            terrain.DeleteDecal(j);
+                                                        }
+                                                    }
+                                                    for(int l=0;l<objects.numobjects;l++){
+                                                        if(objects.model[l].type==decalstype)
+                                                            for(int j=0;j<objects.model[l].numdecals;j++){
+                                                                if((objects.model[l].decaltype[j]==blooddecal||
+                                                                        objects.model[l].decaltype[j]==blooddecalslow)&&
+                                                                        objects.model[l].decalalivetime[j]<2){
+                                                                    objects.model[l].DeleteDecal(j);
+                                                                }
+                                                            }
+                                                    }
+                                                }
+                                        }
+                                if(animation[player[k].targetanimation].attack==normalattack&&
+                                        player[k].victim==&player[i]&&
+                                        (!player[i].skeleton.free||
+                                         player[k].targetanimation==killanim||
+                                         player[k].targetanimation==crouchstabanim||
+                                         player[k].targetanimation==swordgroundstabanim||
+                                         player[k].targetanimation==staffgroundsmashanim||
+                                         player[k].targetanimation==dropkickanim)){
+                                    oldattackkey=1;
+                                    player[k].targetframe=0;
+                                    player[k].target=0;
+
+                                    XYZ targetpoint=player[i].coords;
+                                    if(player[k].targetanimation==crouchstabanim||
+                                            player[k].targetanimation==swordgroundstabanim||
+                                            player[k].targetanimation==staffgroundsmashanim){
+                                        targetpoint+=(playerJoint(i,abdomen).position+
+                                                 playerJoint(i,neck).position)/2*
+                                                player[i].scale;
+                                    }
+                                    player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
+                                    player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
+
+                                    if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
+                                        player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+                                    }
+
+                                    if(player[k].targetanimation==staffgroundsmashanim)
+                                        player[k].targettilt2+=10;
+
+                                    player[k].lastattack3=player[k].lastattack2;
+                                    player[k].lastattack2=player[k].lastattack;
+                                    player[k].lastattack=player[k].targetanimation;
+
+                                    if(player[k].targetanimation==swordgroundstabanim){
+                                        player[k].targetrotation+=30;
+                                    }
+                                }
+                            }
+                        }
+                    if(!player[k].hasvictim){
+                        //find victim
+                        for(int i=0;i<numplayers;i++){
+                            if(i==k||!(i==0||k==0))continue;
+                            if(!player[i].skeleton.free){
+                                if(player[k].hasvictim){
+                                    if(findDistancefast(&player[k].coords,&player[i].coords)<
+                                       findDistancefast(&player[k].coords,&player[k].victim->coords))
+                                        player[k].victim=&player[i];
+                                }else{
+                                    player[k].victim=&player[i];
+                                    player[k].hasvictim=1;
+                                }
+                            }
+                        }
+                    }
+                    if(player[k].aitype==playercontrolled)
+                        //rabbit kick
+                        if(player[k].attackkeydown&&
+                                player[k].isRun()&&
+                                player[k].wasRun()&&
+                                ((player[k].hasvictim&&
+                                  findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
+                                  findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
+                                  !player[k].victim->skeleton.free&&
+                                  player[k].victim->targetanimation!=getupfrombackanim&&
+                                  player[k].victim->targetanimation!=getupfromfrontanim&&
+                                  animation[player[k].victim->targetanimation].height!=lowheight&&
+                                  player[k].aitype!=playercontrolled&& //wat???
+                                  normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
+                                  player[k].rabbitkickenabled)||
+                                 player[k].jumpkeydown)){
+                            oldattackkey=1;
+                            setAnimation(k,rabbitkickanim);
+                        }
+                    //update counts
+                    if(animation[player[k].targetanimation].attack&&k==0){
+                        numattacks++;
+                        switch(attackweapon){
+                            case 0: numunarmedattack++; break;
+                            case knife: numknifeattack++; break;
+                            case sword: numswordattack++; break;
+                            case staff: numstaffattack++; break;
+                        }
+                    }
+                }
+            }
+        }
+    }
+}
 
-       for(i=0;i<15;i++){
+void Game::doPlayerCollisions(){
+       static XYZ rotatetarget;
+    static float collisionradius;
+    if(numplayers>1)
+        for(int k=0;k<numplayers;k++)
+            for(int i=k+1;i<numplayers;i++){
+                //neither player is part of a reversal
+                if((animation[player[i].targetanimation].attack!=reversed&&
+                            animation[player[i].targetanimation].attack!=reversal&&
+                            animation[player[k].targetanimation].attack!=reversed&&
+                            animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
+                if((animation[player[i].currentanimation].attack!=reversed&&
+                            animation[player[i].currentanimation].attack!=reversal&&
+                            animation[player[k].currentanimation].attack!=reversed&&
+                            animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
+                //neither is sleeping
+                if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
+                if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
+                //in same patch, neither is climbing
+                if(player[i].whichpatchx==player[k].whichpatchx&&
+                        player[i].whichpatchz==player[k].whichpatchz&&
+                        player[k].skeleton.oldfree==player[k].skeleton.free&&
+                        player[i].skeleton.oldfree==player[i].skeleton.free&&
+                        player[i].targetanimation!=climbanim&&
+                        player[i].targetanimation!=hanganim&&
+                        player[k].targetanimation!=climbanim&&
+                        player[k].targetanimation!=hanganim)
+                //players are close (bounding box test)
+                if(player[i].coords.y>player[k].coords.y-3)
+                if(player[i].coords.y<player[k].coords.y+3)
+                if(player[i].coords.x>player[k].coords.x-3)
+                if(player[i].coords.x<player[k].coords.x+3)
+                if(player[i].coords.z>player[k].coords.z-3)
+                if(player[i].coords.z<player[k].coords.z+3){
+                    //spread fire from player to player
+                    if(findDistancefast(&player[i].coords,&player[k].coords)
+                            <3*sq((player[i].scale+player[k].scale)*2.5)){
+                        if(player[i].onfire||player[k].onfire){
+                            if(!player[i].onfire)player[i].CatchFire();
+                            if(!player[k].onfire)player[k].CatchFire();
+                        }
+                    }
+
+                    XYZ tempcoords1=player[i].coords;
+                    XYZ tempcoords2=player[k].coords;
+                    if(!player[i].skeleton.oldfree)
+                        tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
+                    if(!player[k].skeleton.oldfree)
+                        tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+                    collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
+                    if(player[0].hasvictim)
+                        if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
+                            collisionradius=3;
+                    if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
+                            (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
+                             findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
+                        //jump down on a dead body
+                        if(k==0||i==0){
+                            int l=i?i:k;
+                            if(player[0].targetanimation==jumpdownanim&&
+                                    !player[0].skeleton.oldfree&&
+                                    !player[0].skeleton.free&&
+                                    player[l].skeleton.oldfree&&
+                                    player[l].skeleton.free&&
+                                    player[l].dead&&
+                                    player[0].lastcollide<=0&&
+                                    fabs(player[l].coords.y-player[0].coords.y)<.2&&
+                                    findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
+                                player[0].coords.y=player[l].coords.y;
+                                player[l].velocity=player[0].velocity;
+                                player[l].skeleton.free=0;
+                                player[l].rotation=0;
+                                player[l].RagDoll(0);
+                                player[l].DoDamage(20);
+                                camerashake+=.3;
+                                player[l].skeleton.longdead=0;
+                                player[0].lastcollide=1;
+                            }
+                        }
+
+                        if(     (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
+                                (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
+                                (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
+                            rotatetarget=player[k].velocity-player[i].velocity;
+                            if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
+                                        player[i].skeleton.free)&&
+                                    (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
+                                     player[k].skeleton.free))
+                                if((((k!=0&&findLengthfast(&rotatetarget)>150||
+                                                    k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
+                                                normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
+                                            (k==0||
+                                             k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
+                                         /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
+                                        (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
+                                        (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
+                                        k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
+                                    //If hit by body
+                                    if(     (i!=0||player[i].skeleton.free)&&
+                                            (k!=0||player[k].skeleton.free)||
+                                            (animation[player[i].targetanimation].height==highheight&&
+                                             animation[player[k].targetanimation].height==highheight)){
+                                        if(tutoriallevel!=1){
+                                            emit_sound_at(heavyimpactsound, player[i].coords);
+                                        }
+
+                                        player[i].RagDoll(0);
+                                        if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
+                                          award_bonus(0, aimbonus);
+                                        }
+                                        player[i].DoDamage(findLengthfast(&rotatetarget)/4);
+                                        player[k].RagDoll(0);
+                                        if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
+                                          award_bonus(0, aimbonus); // Huh, again?
+                                        }
+                                        player[k].DoDamage(findLengthfast(&rotatetarget)/4);
+
+                                        for(int j=0;j<player[i].skeleton.num_joints;j++){
+                                            player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
+                                        }
+                                        for(int j=0;j<player[k].skeleton.num_joints;j++){
+                                            player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
+                                        }
+
+                                    }
+                                }
+                            if(     (animation[player[i].targetanimation].attack==neutral||
+                                     animation[player[i].targetanimation].attack==normalattack)&&
+                                    (animation[player[k].targetanimation].attack==neutral||
+                                     animation[player[k].targetanimation].attack==normalattack)){
+                                //If bumped
+                                if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
+                                    if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
+                                        rotatetarget=player[k].coords-player[i].coords;
+                                        Normalise(&rotatetarget);
+                                        player[k].coords=(player[k].coords+player[i].coords)/2;
+                                        player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
+                                            *sq((player[i].scale+player[k].scale)*2.5);
+                                        player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
+                                        if(player[k].howactive==typeactive||hostile)
+                                            if(player[k].isIdle()){
+                                                if(player[k].howactive<typesleeping)
+                                                    setAnimation(k,player[k].getStop());
+                                                else if(player[k].howactive==typesleeping)
+                                                    setAnimation(k,getupfromfrontanim);
+                                                if(!editorenabled)
+                                                    player[k].howactive=typeactive;
+                                            }
+                                        if(player[i].howactive==typeactive||hostile)
+                                            if(player[i].isIdle()){
+                                                if(player[i].howactive<typesleeping)
+                                                    setAnimation(i,player[k].getStop());
+                                                else
+                                                    setAnimation(i,getupfromfrontanim);
+                                                if(!editorenabled)
+                                                    player[i].howactive=typeactive;
+                                            }
+                                    }
+                                    //jump down on player
+                                    if(hostile){
+                                        if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
+                                                !player[i].isCrouch()&&
+                                                player[i].targetanimation!=rollanim&&
+                                                !player[k].skeleton.oldfree&&!
+                                                player[k].skeleton.free&&
+                                                player[k].lastcollide<=0&&
+                                                player[k].velocity.y<-10){
+                                            player[i].velocity=player[k].velocity;
+                                            player[k].velocity=player[k].velocity*-.5;
+                                            player[k].velocity.y=player[i].velocity.y;
+                                            player[i].DoDamage(20);
+                                            player[i].RagDoll(0);
+                                            player[k].lastcollide=1;
+                                            award_bonus(k, AboveBonus);
+                                        }
+                                        if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
+                                                !player[k].isCrouch()&&
+                                                player[k].targetanimation!=rollanim&&
+                                                !player[i].skeleton.oldfree&&
+                                                !player[i].skeleton.free&&
+                                                player[i].lastcollide<=0&&
+                                                player[i].velocity.y<-10){
+                                            player[k].velocity=player[i].velocity;
+                                            player[i].velocity=player[i].velocity*-.3;
+                                            player[i].velocity.y=player[k].velocity.y;
+                                            player[k].DoDamage(20);
+                                            player[k].RagDoll(0);
+                                            player[i].lastcollide=1;
+                                            award_bonus(i, AboveBonus);
+                                        }
+                                    }
+                                }
+                            }
+                        }
+                        player[i].CheckKick();
+                        player[k].CheckKick();
+                    }
+                }
+            }
+}
+
+
+
+void Game::doAI(int i){
+    static bool connected;
+    if(player[i].aitype!=playercontrolled&&indialogue==-1){
+        player[i].jumpclimb=0;
+        //disable movement in editor
+        if(editorenabled)
+            player[i].stunned=1;
+
+        player[i].pause=0;
+        if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
+                player[0].coords.y>player[i].coords.y+2&&
+                !player[0].onterrain)
+            player[i].pause=1;
+
+        //pathfinding
+        if(player[i].aitype==pathfindtype){
+            if(player[i].finalpathfindpoint==-1){
+                float closestdistance;
+                float tempdist;
+                int closest;
+                XYZ colpoint;
+                closest=-1;
+                closestdistance=-1;
+                for(int j=0;j<numpathpoints;j++)
+                    if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
+                        closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
+                        closest=j;
+                        player[i].finaltarget=pathpoint[j];
+                    }
+                player[i].finalpathfindpoint=closest;
+                for(int j=0;j<numpathpoints;j++)
+                    for(int k=0;k<numpathpointconnect[j];k++){
+                        DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
+                        if(sq(tempdist)<closestdistance)
+                            if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
+                                    findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
+                                closestdistance=sq(tempdist);
+                                closest=j;
+                                player[i].finaltarget=colpoint;
+                            }
+                    }
+                player[i].finalpathfindpoint=closest;
+
+            }
+            if(player[i].targetpathfindpoint==-1){
+                float closestdistance;
+                float tempdist;
+                int closest;
+                XYZ colpoint;
+                closest=-1;
+                closestdistance=-1;
+                if(player[i].lastpathfindpoint==-1){
+                    for(int j=0;j<numpathpoints;j++){
+                        if(j!=player[i].lastpathfindpoint)
+                            if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
+                                closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
+                                closest=j;
+                            }
+                    }
+                    player[i].targetpathfindpoint=closest;
+                    for(int j=0;j<numpathpoints;j++)
+                        if(j!=player[i].lastpathfindpoint)
+                            for(int k=0;k<numpathpointconnect[j];k++){
+                                DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
+                                if(sq(tempdist)<closestdistance){
+                                    if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
+                                            findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
+                                        closestdistance=sq(tempdist);
+                                        closest=j;
+                                    }
+                                }
+                            }
+                    player[i].targetpathfindpoint=closest;
+                }
+                else
+                {
+                    for(int j=0;j<numpathpoints;j++)
+                        if(j!=player[i].lastpathfindpoint&&
+                                j!=player[i].lastpathfindpoint2&&
+                                j!=player[i].lastpathfindpoint3&&
+                                j!=player[i].lastpathfindpoint4){
+                            connected=0;
+                            if(numpathpointconnect[j])
+                                for(int k=0;k<numpathpointconnect[j];k++)
+                                    if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
+                                        connected=1;
+                            if(!connected)
+                                if(numpathpointconnect[player[i].lastpathfindpoint])
+                                    for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
+                                        if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
+                                            connected=1;
+                            if(connected){
+                                tempdist=findPathDist(j,player[i].finalpathfindpoint);
+                                if(closest==-1||tempdist<closestdistance){
+                                    closestdistance=tempdist;
+                                    closest=j;
+                                }
+                            }
+                        }
+                    player[i].targetpathfindpoint=closest;
+                }
+            }
+            player[i].losupdatedelay-=multiplier;
+
+            player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
+            player[i].lookrotation=player[i].targetrotation;
+
+            //reached target point
+            if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
+                player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
+                player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
+                player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
+                player[i].lastpathfindpoint=player[i].targetpathfindpoint;
+                if(player[i].lastpathfindpoint2==-1)
+                    player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
+                if(player[i].lastpathfindpoint3==-1)
+                    player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
+                if(player[i].lastpathfindpoint4==-1)
+                    player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
+                player[i].targetpathfindpoint=-1;
+            }
+            if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
+                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
+                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
+                    player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+                player[i].aitype=passivetype;
+            }
+
+            player[i].forwardkeydown=1;
+            player[i].leftkeydown=0;
+            player[i].backkeydown=0;
+            player[i].rightkeydown=0;
+            player[i].crouchkeydown=0;
+            player[i].attackkeydown=0;
+            player[i].throwkeydown=0;
+
+            if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+
+            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+                player[i].jumpkeydown=0;
+            if((player[i].collided>.8&&player[i].jumppower>=5))
+                player[i].jumpkeydown=1;
+
+            if((tutoriallevel!=1||cananger)&&
+                    hostile&&
+                    !player[0].dead&&
+                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
+                    player[i].occluded<25){
+                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
+                        animation[player[0].targetanimation].height!=lowheight&&
+                        !editorenabled&&
+                        (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
+                    player[i].aitype=attacktypecutoff;
+                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
+                        animation[player[0].targetanimation].height==highheight&&
+                        !editorenabled)
+                    player[i].aitype=attacktypecutoff;
+
+                if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
+                    player[i].losupdatedelay=.2;
+                    for(int j=0;j<numplayers;j++)
+                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
+                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
+                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
+                                        if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
+                                            if(!player[j].isWallJump()&&-1==checkcollide(
+                                                            DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
+                                                                *player[i].scale+player[i].coords,
+                                                            DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+                                                                *player[j].scale+player[j].coords)||
+                                                    (player[j].targetanimation==hanganim&&
+                                                     normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
+                                                player[i].aitype=searchtype;
+                                                player[i].lastchecktime=12;
+                                                player[i].lastseen=player[j].coords;
+                                                player[i].lastseentime=12;
+                                            }
+                }
+            }
+            if(player[i].aitype==attacktypecutoff&&musictype!=2)
+                if(player[i].creature!=wolftype){
+                    player[i].stunned=.6;
+                    player[i].surprised=.6;
+                }
+        }
+
+        if(player[i].aitype!=passivetype&&leveltime>.5)
+            player[i].howactive=typeactive;
+
+        if(player[i].aitype==passivetype){
+            player[i].aiupdatedelay-=multiplier;
+            player[i].losupdatedelay-=multiplier;
+            player[i].lastseentime+=multiplier;
+            player[i].pausetime-=multiplier;
+            if(player[i].lastseentime>1)
+                player[i].lastseentime=1;
+
+            if(player[i].aiupdatedelay<0){
+                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
+                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
+                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].aiupdatedelay=.05;
+
+                    if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
+                        if(player[i].waypointtype[player[i].waypoint]==wppause)
+                            player[i].pausetime=4;
+                        player[i].waypoint++;
+                        if(player[i].waypoint>player[i].numwaypoints-1)
+                            player[i].waypoint=0;
+
+                    }
+                }
+
+                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
+                    player[i].forwardkeydown=1;
+                else
+                    player[i].forwardkeydown=0;
+                player[i].leftkeydown=0;
+                player[i].backkeydown=0;
+                player[i].rightkeydown=0;
+                player[i].crouchkeydown=0;
+                player[i].attackkeydown=0;
+                player[i].throwkeydown=0;
+
+                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
+                    if(!player[i].avoidsomething)
+                        player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    else{
+                        XYZ leftpos,rightpos;
+                        float leftdist,rightdist;
+                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
+                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
+                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
+                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                        if(leftdist<rightdist)
+                            player[i].targetrotation+=90;
+                        else
+                            player[i].targetrotation-=90;
+                    }
+                }
+            }
+            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+                player[i].jumpkeydown=0;
+            if((player[i].collided>.8&&player[i].jumppower>=5))
+                player[i].jumpkeydown=1;
+
+
+            //hearing sounds
+            if(!editorenabled){
+                if(player[i].howactive<=typesleeping)
+                    if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
+                        for(int j=0;j<numenvsounds;j++){
+                            float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
+                            if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
+                                    2*(vol+vol*(player[i].creature==rabbittype)*3))
+                                player[i].aitype=attacktypecutoff;
+                        }
+
+                if(player[i].aitype!=passivetype){
+                    if(player[i].howactive==typesleeping)
+                        setAnimation(i,getupfromfrontanim);
+                    player[i].howactive=typeactive;
+                }
+            }
+
+            if(player[i].howactive<typesleeping&&
+                    ((tutoriallevel!=1||cananger)&&hostile)&&
+                    !player[0].dead&&
+                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
+                    player[i].occluded<25){
+                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
+                        animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
+                    player[i].aitype=attacktypecutoff;
+                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
+                        animation[player[0].targetanimation].height==highheight&&!editorenabled)
+                    player[i].aitype=attacktypecutoff;
+
+                //wolf smell
+                if(player[i].creature==wolftype){
+                    XYZ windsmell;
+                    for(int j=0;j<numplayers;j++){
+                        if(j==0||(player[j].dead&&player[j].bloodloss>0)){
+                            float smelldistance=50;
+                            if(j==0&&player[j].num_weapons>0){
+                                if(weapons.bloody[player[j].weaponids[0]])
+                                    smelldistance=100;
+                                if(player[j].num_weapons==2)
+                                    if(weapons.bloody[player[j].weaponids[1]])
+                                        smelldistance=100;
+                            }
+                            if(j!=0)
+                                smelldistance=100;
+                            windsmell=windvector;
+                            Normalise(&windsmell);
+                            windsmell=windsmell*2+player[j].coords;
+                            if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
+                                player[i].aitype=attacktypecutoff;
+                        }
+                    }
+                }
+
+                if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
+                    player[i].losupdatedelay=.2;
+                    for(int j=0;j<numplayers;j++){
+                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
+                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
+                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
+                                        if((-1==checkcollide(
+                                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                                            player[i].scale+player[i].coords,
+                                                        DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+                                                            player[j].scale+player[j].coords)&&
+                                                    !player[j].isWallJump())||
+                                                (player[j].targetanimation==hanganim&&
+                                                 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
+                                            player[i].lastseentime-=.2;
+                                            if(j==0&&animation[player[j].targetanimation].height==lowheight)
+                                                player[i].lastseentime-=.4;
+                                            else
+                                                player[i].lastseentime-=.6;
+                                        }
+                            if(player[i].lastseentime<=0){
+                                player[i].aitype=searchtype;
+                                player[i].lastchecktime=12;
+                                player[i].lastseen=player[j].coords;
+                                player[i].lastseentime=12;
+                            }
+                        }
+                    }
+                }
+            }
+            //alerted surprise
+            if(player[i].aitype==attacktypecutoff&&musictype!=2){
+                if(player[i].creature!=wolftype){
+                    player[i].stunned=.6;
+                    player[i].surprised=.6;
+                }
+                if(player[i].creature==wolftype){
+                    player[i].stunned=.47;
+                    player[i].surprised=.47;
+                }
+                numseen++;
+            }
+        }
+
+        //search for player
+        int j;
+        if(player[i].aitype==searchtype){
+            player[i].aiupdatedelay-=multiplier;
+            player[i].losupdatedelay-=multiplier;
+            if(!player[i].pause)
+                player[i].lastseentime-=multiplier;
+            player[i].lastchecktime-=multiplier;
+
+            if(player[i].isRun()&&!player[i].onground){
+                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
+                    XYZ test2=player[i].coords+player[i].facing;
+                    test2.y+=5;
+                    XYZ test=player[i].coords+player[i].facing;
+                    test.y-=10;
+                    j=checkcollide(test2,test,player[i].laststanding);
+                    if(j==-1)
+                        j=checkcollide(test2,test);
+                    if(j==-1){
+                        player[i].velocity=0;
+                        setAnimation(i,player[i].getStop());
+                        player[i].targetrotation+=180;
+                        player[i].stunned=.5;
+                        //player[i].aitype=passivetype;
+                        player[i].aitype=pathfindtype;
+                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
+                        player[i].finalpathfindpoint=-1;
+                        player[i].targetpathfindpoint=-1;
+                        player[i].lastpathfindpoint=-1;
+                        player[i].lastpathfindpoint2=-1;
+                        player[i].lastpathfindpoint3=-1;
+                        player[i].lastpathfindpoint4=-1;
+                    }
+                    else player[i].laststanding=j;
+                }
+            }
+            //check out last seen location
+            if(player[i].aiupdatedelay<0){
+                player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
+                player[i].lookrotation=player[i].targetrotation;
+                player[i].aiupdatedelay=.05;
+                player[i].forwardkeydown=1;
+
+                if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
+                    player[i].forwardkeydown=0;
+                    player[i].aiupdatedelay=1;
+                    player[i].lastseen.x+=(float(Random()%100)-50)/25;
+                    player[i].lastseen.z+=(float(Random()%100)-50)/25;
+                    player[i].lastchecktime=3;
+                }
+
+                player[i].leftkeydown=0;
+                player[i].backkeydown=0;
+                player[i].rightkeydown=0;
+                player[i].crouchkeydown=0;
+                player[i].attackkeydown=0;
+                player[i].throwkeydown=0;
+
+                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
+                    if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                    else{
+                        XYZ leftpos,rightpos;
+                        float leftdist,rightdist;
+                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
+                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
+                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
+                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                        if(leftdist<rightdist)player[i].targetrotation+=90;
+                        else player[i].targetrotation-=90;
+                    }
+                }
+            }
+            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+                player[i].jumpkeydown=0;
+            if((player[i].collided>.8&&player[i].jumppower>=5))
+                player[i].jumpkeydown=1;
+
+            if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
+                for(int k=0;k<numenvsounds;k++){
+                    if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
+                        player[i].aitype=attacktypecutoff;
+                    }
+                }
+
+            if(!player[0].dead&&
+                    player[i].losupdatedelay<0&&
+                    !editorenabled&&
+                    player[i].occluded<2&&
+                    ((tutoriallevel!=1||cananger)&&hostile)){
+                player[i].losupdatedelay=.2;
+                if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
+                    player[i].aitype=attacktypecutoff;
+                    player[i].lastseentime=1;
+                }
+                if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
+                    //TODO: factor out canSeePlayer()
+                    if(findDistancefast(&player[i].coords,&player[0].coords)<400)
+                        if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
+                            if((checkcollide(
+                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                            player[i].scale+player[i].coords,
+                                        DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+                                            player[0].scale+player[0].coords)==-1)||
+                                    (player[0].targetanimation==hanganim&&normaldotproduct(
+                                        player[0].facing,player[i].coords-player[0].coords)<0)){
+                                    /* //TODO: changed j to 0 on a whim, make sure this is correct
+                                    (player[j].targetanimation==hanganim&&normaldotproduct(
+                                        player[j].facing,player[i].coords-player[j].coords)<0)
+                                    */
+                                player[i].aitype=attacktypecutoff;
+                                player[i].lastseentime=1;
+                            }
+            }
+            //player escaped
+            if(player[i].lastseentime<0){
+                //player[i].aitype=passivetype;
+                numescaped++;
+                player[i].aitype=pathfindtype;
+                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
+                player[i].finalpathfindpoint=-1;
+                player[i].targetpathfindpoint=-1;
+                player[i].lastpathfindpoint=-1;
+                player[i].lastpathfindpoint2=-1;
+                player[i].lastpathfindpoint3=-1;
+                player[i].lastpathfindpoint4=-1;
+            }
+        }
+
+        if(player[i].aitype!=gethelptype)
+            player[i].runninghowlong=0;
+
+        //get help from buddies
+        if(player[i].aitype==gethelptype){
+            player[i].runninghowlong+=multiplier;
+            player[i].aiupdatedelay-=multiplier;
+
+            if(player[i].aiupdatedelay<0||player[i].ally==0){
+                player[i].aiupdatedelay=.2;
+
+                //find closest ally
+                //TODO: factor out closest search somehow
+                if(!player[i].ally){
+                    int closest=-1;
+                    float closestdist=-1;
+                    for(int k=0;k<numplayers;k++){
+                        if(k!=i&&k!=0&&!player[k].dead&&
+                                player[k].howactive<typedead1&&
+                                !player[k].skeleton.free&&
+                                player[k].aitype==passivetype){
+                            float distance=findDistancefast(&player[i].coords,&player[k].coords);
+                            if(closestdist==-1||distance<closestdist){
+                                closestdist=distance;
+                                closest=k;
+                            }
+                            closest=k;
+                        }
+                    }
+                    if(closest!=-1)
+                        player[i].ally=closest;
+                    else
+                        player[i].ally=0;
+                    player[i].lastseen=player[0].coords;
+                    player[i].lastseentime=12;
+                }
+
+
+                player[i].lastchecktime=12;
+
+                XYZ facing=player[i].coords;
+                XYZ flatfacing=player[player[i].ally].coords;
+                facing.y+=playerJoint(i,head).position.y*player[i].scale;
+                flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
+                if(-1!=checkcollide(facing,flatfacing))
+                    player[i].lastseentime-=.1;
+
+                //no available ally, run back to player
+                if(player[i].ally<=0||
+                        player[player[i].ally].skeleton.free||
+                        player[player[i].ally].aitype!=passivetype||
+                        player[i].lastseentime<=0){
+                    player[i].aitype=searchtype;
+                    player[i].lastseentime=12;
+                }
+
+                //seek out ally
+                if(player[i].ally>0){
+                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
+                    player[i].lookrotation=player[i].targetrotation;
+                    player[i].aiupdatedelay=.05;
+                    player[i].forwardkeydown=1;
+
+                    if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
+                        player[i].aitype=searchtype;
+                        player[i].lastseentime=12;
+                        player[player[i].ally].aitype=searchtype;
+                        if(player[player[i].ally].lastseentime<player[i].lastseentime){
+                            player[player[i].ally].lastseen=player[i].lastseen;
+                            player[player[i].ally].lastseentime=player[i].lastseentime;
+                            player[player[i].ally].lastchecktime=player[i].lastchecktime;
+                        }
+                    }
+
+                    if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
+                        if(!player[i].avoidsomething)
+                            player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                        else{
+                            XYZ leftpos,rightpos;
+                            float leftdist,rightdist;
+                            leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
+                            rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
+                            leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
+                            rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                            if(leftdist<rightdist)
+                                player[i].targetrotation+=90;
+                            else
+                                player[i].targetrotation-=90;
+                        }
+                    }
+                }
+
+                player[i].leftkeydown=0;
+                player[i].backkeydown=0;
+                player[i].rightkeydown=0;
+                player[i].crouchkeydown=0;
+                player[i].attackkeydown=0;
+            }
+            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+                player[i].jumpkeydown=0;
+            if(player[i].collided>.8&&player[i].jumppower>=5)
+                player[i].jumpkeydown=1;
+        }
+
+        //retreiving a weapon on the ground
+        if(player[i].aitype==getweapontype){
+            player[i].aiupdatedelay-=multiplier;
+            player[i].lastchecktime-=multiplier;
+
+            if(player[i].aiupdatedelay<0){
+                player[i].aiupdatedelay=.2;
+
+                //ALLY IS WEPON
+                if(player[i].ally<0){
+                    int closest=-1;
+                    float closestdist=-1;
+                    for(int k=0;k<weapons.numweapons;k++)
+                        if(weapons.owner[k]==-1){
+                            float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
+                            if(closestdist==-1||distance<closestdist){
+                                closestdist=distance;
+                                closest=k;
+                            }
+                            closest=k;
+                        }
+                    if(closest!=-1)
+                        player[i].ally=closest;
+                    else
+                        player[i].ally=-1;
+                }
+
+                player[i].lastseentime=12;
+
+                if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
+                    if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
+                        player[i].aitype=attacktypecutoff;
+                        player[i].lastseentime=1;
+                    }
+                if(!player[0].dead)
+                    if(player[i].ally>=0){
+                        if(weapons.owner[player[i].ally]!=-1||
+                                findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
+                            player[i].aitype=attacktypecutoff;
+                            player[i].lastseentime=1;
+                        }
+                        //TODO: factor these out as moveToward()
+                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
+                        player[i].lookrotation=player[i].targetrotation;
+                        player[i].aiupdatedelay=.05;
+                        player[i].forwardkeydown=1;
+
+
+                        if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
+                            if(!player[i].avoidsomething)
+                                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                            else{
+                                XYZ leftpos,rightpos;
+                                float leftdist,rightdist;
+                                leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
+                                rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
+                                leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
+                                rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+                                if(leftdist<rightdist)
+                                    player[i].targetrotation+=90;
+                                else
+                                    player[i].targetrotation-=90;
+                            }
+                        }
+                    }
+
+                player[i].leftkeydown=0;
+                player[i].backkeydown=0;
+                player[i].rightkeydown=0;
+                player[i].attackkeydown=0;
+                player[i].throwkeydown=1;
+                player[i].crouchkeydown=0;
+                if(player[i].targetanimation!=crouchremoveknifeanim&&
+                        player[i].targetanimation!=removeknifeanim)
+                    player[i].throwtogglekeydown=0;
+                player[i].drawkeydown=0;
+            }
+            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
+                player[i].jumpkeydown=0;
+            if((player[i].collided>.8&&player[i].jumppower>=5))
+                player[i].jumpkeydown=1;
+        }
+
+        if(player[i].aitype==attacktypecutoff){
+            player[i].aiupdatedelay-=multiplier;
+            //dodge or reverse rabbit kicks, knife throws, flips
+            if(player[i].damage<player[i].damagetolerance*2/3)
+                if((player[0].targetanimation==rabbitkickanim||
+                            player[0].targetanimation==knifethrowanim||
+                            (player[0].isFlip()&&
+                             normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
+                        !player[0].skeleton.free&&
+                        (player[i].aiupdatedelay<.1)){
+                    player[i].attackkeydown=0;
+                    if(player[i].isIdle())
+                        player[i].crouchkeydown=1;
+                    if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
+                        if(weapons.type[player[0].weaponids[0]]==knife){
+                            if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
+                                if(abs(Random()%2==0))
+                                    setAnimation(i,backhandspringanim);
+                                else
+                                    setAnimation(i,rollanim);
+                                player[i].targetrotation+=90*(abs(Random()%2)*2-1);
+                                player[i].wentforweapon=0;
+                            }
+                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
+                                setAnimation(i,flipanim);
+                        }
+                    }
+                    player[i].forwardkeydown=0;
+                    player[i].aiupdatedelay=.02;
+                }
+            //get confused by flips
+            if(player[0].isFlip()&&
+                    !player[0].skeleton.free&&
+                    player[0].targetanimation!=walljumprightkickanim&&
+                    player[0].targetanimation!=walljumpleftkickanim){
+                if(findDistancefast(&player[0].coords,&player[i].coords)<25)
+                    if((1-player[i].damage/player[i].damagetolerance)>.5)
+                        player[i].stunned=1;
+            }
+            //go for weapon on the ground
+            if(player[i].wentforweapon<3)
+                for(int k=0;k<weapons.numweapons;k++)
+                    if(player[i].creature!=wolftype)
+                        if(player[i].num_weapons==0&&
+                                weapons.owner[k]==-1&&
+                                weapons.velocity[i].x==0&&
+                                weapons.velocity[i].z==0&&
+                                weapons.velocity[i].y==0){
+                            if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
+                                player[i].wentforweapon++;
+                                player[i].lastchecktime=6;
+                                player[i].aitype=getweapontype;
+                                player[i].ally=-1;
+                            }
+                        }
+            //dodge/reverse walljump kicks
+            if(player[i].damage<player[i].damagetolerance/2)
+                if(animation[player[i].targetanimation].height!=highheight)
+                    if(player[i].damage<player[i].damagetolerance*.5&&
+                            ((player[0].targetanimation==walljumprightkickanim||
+                              player[0].targetanimation==walljumpleftkickanim)&&
+                             ((player[i].aiupdatedelay<.15&&
+                               difficulty==2)||
+                              (player[i].aiupdatedelay<.08&&
+                               difficulty!=2)))){
+                        player[i].crouchkeydown=1;
+                    }
+            //walked off a ledge (?)
+            if(player[i].isRun()&&!player[i].onground)
+                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
+                    XYZ test2=player[i].coords+player[i].facing;
+                    test2.y+=5;
+                    XYZ test=player[i].coords+player[i].facing;
+                    test.y-=10;
+                    j=checkcollide(test2,test,player[i].laststanding);
+                    if(j==-1)
+                        j=checkcollide(test2,test);
+                    if(j==-1){
+                        player[i].velocity=0;
+                        setAnimation(i,player[i].getStop());
+                        player[i].targetrotation+=180;
+                        player[i].stunned=.5;
+                        player[i].aitype=pathfindtype;
+                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
+                        player[i].finalpathfindpoint=-1;
+                        player[i].targetpathfindpoint=-1;
+                        player[i].lastpathfindpoint=-1;
+                        player[i].lastpathfindpoint2=-1;
+                        player[i].lastpathfindpoint3=-1;
+                        player[i].lastpathfindpoint4=-1;
+                    }else
+                        player[i].laststanding=j;
+                }
+            //lose sight of player in the air (?)
+            if(player[0].coords.y>player[i].coords.y+5&&
+                    animation[player[0].targetanimation].height!=highheight&&
+                    !player[0].onterrain){
+                player[i].aitype=pathfindtype;
+                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
+                player[i].finalpathfindpoint=-1;
+                player[i].targetpathfindpoint=-1;
+                player[i].lastpathfindpoint=-1;
+                player[i].lastpathfindpoint2=-1;
+                player[i].lastpathfindpoint3=-1;
+                player[i].lastpathfindpoint4=-1;
+            }
+            //it's time to think (?)
+            if(player[i].aiupdatedelay<0&&
+                    !animation[player[i].targetanimation].attack&&
+                    player[i].targetanimation!=staggerbackhighanim&&
+                    player[i].targetanimation!=staggerbackhardanim&&
+                    player[i].targetanimation!=backhandspringanim&&
+                    player[i].targetanimation!=dodgebackanim){
+                //draw weapon
+                if(player[i].weaponactive==-1&&player[i].num_weapons>0)
+                    player[i].drawkeydown=Random()%2;
+                else
+                    player[i].drawkeydown=0;
+                player[i].rabbitkickenabled=Random()%2;
+                //chase player
+                XYZ rotatetarget=player[0].coords+player[0].velocity;
+                XYZ targetpoint=player[0].coords;
+                if(findDistancefast(&player[0].coords,&player[i].coords)<
+                        findDistancefast(&rotatetarget,&player[i].coords))
+                    targetpoint+=player[0].velocity*
+                        findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
+                player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
+                player[i].lookrotation=player[i].targetrotation;
+                player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
+
+                if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
+                    player[i].forwardkeydown=1;
+                else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
+                            findDistancefast(&player[i].coords,&player[0].coords)<9)&&
+                        player[0].weaponactive!=-1)
+                    player[i].forwardkeydown=1;
+                else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
+                    player[i].forwardkeydown=1;
+                else
+                    player[i].forwardkeydown=0;
+                //chill out around the corpse
+                if(player[0].dead){
+                    player[i].forwardkeydown=0;
+                    if(Random()%10==0)
+                        player[i].forwardkeydown=1;
+                    if(Random()%100==0){
+                        player[i].aitype=pathfindtype;
+                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
+                        player[i].finalpathfindpoint=-1;
+                        player[i].targetpathfindpoint=-1;
+                        player[i].lastpathfindpoint=-1;
+                        player[i].lastpathfindpoint2=-1;
+                        player[i].lastpathfindpoint3=-1;
+                        player[i].lastpathfindpoint4=-1;
+                    }
+                }
+                player[i].leftkeydown=0;
+                player[i].backkeydown=0;
+                player[i].rightkeydown=0;
+                player[i].crouchkeydown=0;
+                player[i].throwkeydown=0;
+
+                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+                    player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                //attack!!!
+                if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
+                    player[i].attackkeydown=1;
+                else
+                    player[i].attackkeydown=0;
+                if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
+                    player[i].attackkeydown=0;
+
+                //TODO: wat
+                if(player[i].aitype!=playercontrolled&&
+                        (player[i].isIdle()||
+                         player[i].isCrouch()||
+                         player[i].isRun())){
+                    int target=-2;
+                    for(int j=0;j<numplayers;j++)
+                        if(j!=i&&!player[j].skeleton.free&&
+                                player[j].hasvictim&&
+                                (tutoriallevel==1&&reversaltrain||
+                                 Random()%2==0&&difficulty==2||
+                                 Random()%4==0&&difficulty==1||
+                                 Random()%8==0&&difficulty==0||
+                                 player[j].lastattack2==player[j].targetanimation&&
+                                 player[j].lastattack3==player[j].targetanimation&&
+                                 (Random()%2==0||difficulty==2)||
+                                 (player[i].isIdle()||player[i].isRun())&&
+                                 player[j].weaponactive!=-1||
+                                 player[j].targetanimation==swordslashanim&&
+                                 player[i].weaponactive!=-1||
+                                 player[j].targetanimation==staffhitanim||
+                                 player[j].targetanimation==staffspinhitanim))
+                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
+                                    player[j].victim==&player[i]&&
+                                    (player[j].targetanimation==sweepanim||
+                                     player[j].targetanimation==spinkickanim||
+                                     player[j].targetanimation==staffhitanim||
+                                     player[j].targetanimation==staffspinhitanim||
+                                     player[j].targetanimation==winduppunchanim||
+                                     player[j].targetanimation==upunchanim||
+                                     player[j].targetanimation==wolfslapanim||
+                                     player[j].targetanimation==knifeslashstartanim||
+                                     player[j].targetanimation==swordslashanim&&
+                                      (findDistancefast(&player[j].coords,&player[i].coords)<2||
+                                       player[i].weaponactive!=-1))){
+                                if(target>=0)
+                                    target=-1;
+                                else
+                                    target=j;
+                            }
+                    if(target>=0)
+                        player[target].Reverse();
+                }
+
+                if(player[i].collided<1)
+                    player[i].jumpkeydown=0;
+                if(player[i].collided>.8&&player[i].jumppower>=5||
+                        findDistancefast(&player[i].coords,&player[0].coords)>400&&
+                        player[i].onterrain&&
+                        player[i].creature==rabbittype)
+                    player[i].jumpkeydown=1;
+                //TODO: why are we controlling the human?
+                if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
+                    player[0].jumpkeydown=0;
+                if(player[0].targetanimation==jumpdownanim&&
+                        findDistancefast(&player[0].coords,&player[i].coords)<40)
+                    player[i].crouchkeydown=1;
+                if(player[i].jumpkeydown)
+                    player[i].attackkeydown=0;
+
+                if(tutoriallevel==1)
+                    if(!canattack)
+                        player[i].attackkeydown=0;
+
+
+                XYZ facing=player[i].coords;
+                XYZ flatfacing=player[0].coords;
+                facing.y+=playerJoint(i,head).position.y*player[i].scale;
+                flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
+                if(player[i].occluded>=2)
+                    if(-1!=checkcollide(facing,flatfacing)){
+                        if(!player[i].pause)
+                            player[i].lastseentime-=.2;
+                        if(player[i].lastseentime<=0&&
+                                (player[i].creature!=wolftype||
+                                 player[i].weaponstuck==-1)){
+                            player[i].aitype=searchtype;
+                            player[i].lastchecktime=12;
+                            player[i].lastseen=player[0].coords;
+                            player[i].lastseentime=12;
+                        }
+                    }else
+                        player[i].lastseentime=1;
+            }
+        }
+        if(animation[player[0].targetanimation].height==highheight&&
+                (player[i].aitype==attacktypecutoff||
+                 player[i].aitype==searchtype))
+            if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
+                XYZ test=player[0].coords;
+                test.y-=40;
+                if(-1==checkcollide(player[0].coords,test))
+                    player[i].stunned=1;
+            }
+        //stunned
+        if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
+                player[i].stunned>0||
+                player[i].pause&&player[i].damage>player[i].superpermanentdamage){
+            if(player[i].pause)
+                player[i].lastseentime=1;
+            player[i].targetrotation=player[i].rotation;
+            player[i].forwardkeydown=0;
+            player[i].leftkeydown=0;
+            player[i].backkeydown=0;
+            player[i].rightkeydown=0;
+            player[i].jumpkeydown=0;
+            player[i].attackkeydown=0;
+            player[i].crouchkeydown=0;
+            player[i].throwkeydown=0;
+        }
+
+
+        XYZ facing;
+        facing=0;
+        facing.z=-1;
+
+        XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+        facing=flatfacing;
+
+        if(player[i].aitype==attacktypecutoff){
+            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
+            player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
+        }else if(player[i].howactive>=typesleeping){
+            player[i].targetheadrotation=player[i].targetrotation;
+            player[i].targetheadrotation2=0;
+        }else{
+            if(player[i].interestdelay<=0){
+                player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
+                player[i].headtarget=player[i].coords;
+                player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
+                player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
+                player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
+                player[i].headtarget+=player[i].facing*1.5;
+            }
+            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
+            player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+        }
+    }
+}
+
+
+
+void Game::Tick(){
+       static XYZ facing,flatfacing;
+       static int target;
+
+       int templength;
+
+       for(int i=0;i<15;i++){
                displaytime[i]+=multiplier;
        }
 
        keyboardfrozen=0;
+    Input::Tick();
 
-       if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
-               if (Input::isKeyDown(SDLK_LSHIFT)) {
+       if(Input::isKeyPressed(SDLK_F6)){
+               if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoreverse=true;
-               } else {
+               else
                        stereoreverse=false;
-               }
 
-               if (stereoreverse) {
+               if(stereoreverse)
                        printf("Stereo reversed\n");
-               } else {
+               else
                        printf("Stereo unreversed\n");
-               }
-               freezetogglekeydown=1;
        }
 
-       if (Input::isKeyDown(SDLK_F7)) {
-               if (Input::isKeyDown(SDLK_LSHIFT)) {
+       if(Input::isKeyDown(SDLK_F7)){
+               if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoseparation -= 0.001;
-               } else {
+               else
                        stereoseparation -= 0.010;
-               }
-
                printf("Stereo decreased increased to %f\n", stereoseparation);
        }
 
-       if (Input::isKeyDown(SDLK_F8)) {
-               if (Input::isKeyDown(SDLK_LSHIFT)) {
+       if(Input::isKeyDown(SDLK_F8)){
+               if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoseparation += 0.001;
-               } else {
+               else
                        stereoseparation += 0.010;
-               }
-
                printf("Stereo separation increased to %f\n", stereoseparation);
        }
 
 
+       if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
+               if(tutorialstage!=51)
+                       tutorialstagetime=tutorialmaxtime;
+               emit_sound_np(consolefailsound, 128.);
+       }
+
        if(!console){
                if(mainmenu&&endgame==1)mainmenu=10;
-               if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
-                   && !mainmenutogglekeydown
-                   && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
-                 ) { // go back
+        // menu back
+               if( (Input::isKeyPressed(SDLK_ESCAPE)
+                    ||(mainmenu==0
+                        &&((Input::isKeyPressed(jumpkey)
+                                ||Input::isKeyPressed(SDLK_SPACE)
+                                ||(campaign)))
+                        &&campaign
+                        &&winfreeze))
+                && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
                        selected=-1;
                        if(mainmenu==1||mainmenu==2||mainmenu==0){
                                if(mainmenu==0&&!winfreeze)mainmenu=2;
                                else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
-                               else if(mainmenu==0&&winfreeze){
-                                       
-                               }
+                               else if(mainmenu==0&&winfreeze){ }
                                else if(mainmenu==1||mainmenu==2)mainmenu=0;
                                if(mainmenu&&musictoggle){
                                        if(mainmenu==1||mainmenu==2||mainmenu==100){
@@ -2263,20 +6122,14 @@ void    Game::Tick()
                                }
                        }
                        if(mainmenu==3){
-                               fireSound();
-
-                               flash();
-
                                if(newdetail>2)newdetail=detail;
                                if(newdetail<0)newdetail=detail;
                                if(newscreenwidth<0)newscreenwidth=screenwidth;
                                if(newscreenheight<0)newscreenheight=screenheight;
-
                                SaveSettings(*this);
                        }
-                       if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
+                       if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
                                fireSound();
-
                                flash();
                        }
                        if(mainmenu==3&&gameon)mainmenu=2;
@@ -2293,5040 +6146,1525 @@ void        Game::Tick()
                                gameon=0;
                                winfreeze=0;
                        }
-                       mainmenutogglekeydown=1;
-               }
-               if(!Input::isKeyDown(SDLK_ESCAPE)){
-                       mainmenutogglekeydown=0;
                }
        }
 
-       static bool minimaptogglekeydown;
-       if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
-               if(tutorialstage!=51)
-                       tutorialstagetime=tutorialmaxtime;
-               emit_sound_np(consolefailsound, 128.);
-               minimaptogglekeydown=1;
-       }
-       if(!Input::isKeyDown(SDLK_TAB)){
-               minimaptogglekeydown=0;
+       if(mainmenu){
+        MenuTick();
        }
 
-       if(mainmenu){
-               //menu buttons
-               if(mainmenu==1||mainmenu==2){
-                       if(Input::Button()&&!oldbutton&&selected==1){
-                               if(!gameon){
-                                       fireSound(firestartsound);
+       if(!mainmenu){
+               if(hostile==1)hostiletime+=multiplier;
+               else hostiletime=0;
+               if(!winfreeze)leveltime+=multiplier;
 
-                                       flash();
+        //keys
+               if(Input::isKeyDown(SDLK_ESCAPE)){
+                       chatting=0;
+                       console=0;
+                       freeze=0;
+                       displaychars[0]=0;
+               }
+
+               if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
+                       chatting=1;
 
-                                       //new game
-                                       if(accountactive) {
-                                               mainmenu=5;
-                                       } else {
-                                               mainmenu=7;
+               if(chatting){
+                       inputText(displaytext[0],&displayselected,&displaychars[0]);
+                       if(!waiting) {
+                               if(displaychars[0]){
+                                       for(int j=0;j<255;j++){
+                                               displaytext[0][j]=' ';
                                        }
-                                       selected=-1;
-                               }
-                               else
-                               {
-                                       //resume
-                                       mainmenu=0;
-                                       pause_sound(stream_music3);
-                                       resume_stream(music1);
-                               }
+                                       displaychars[0]=0;
+                                       displayselected=0;
+                               }       
+                               chatting=0;             
                        }
 
-                       if(Input::Button()&&!oldbutton&&selected==2){
-                               fireSound();
-
-                               flash();
-
-                               //options
-
-                               mainmenu=3;
+                       displayblinkdelay-=multiplier;
+                       if(displayblinkdelay<=0){
+                               displayblinkdelay=.3;
+                               displayblink=1-displayblink;
+                       }
+               }
+               if(chatting)
+            keyboardfrozen=1;
 
+               if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
+                       tryquit=1;
+                       if(mainmenu==3){
                                if(newdetail>2)newdetail=detail;
                                if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth>3000)newscreenwidth=screenwidth;
                                if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight>3000)newscreenheight=screenheight;
                                if(newscreenheight<0)newscreenheight=screenheight;
-                       }
-
-                       if(Input::Button()&&!oldbutton&&selected==3){
-                               fireSound();
-
-                               flash();
 
-                               if(!gameon){
-                                       //quit
-                                       tryquit=1;
-                                       pause_sound(stream_music3);
-                               }
-                               else{
-                                       //end game
-                                       gameon=0;
-                                       mainmenu=1;
-                               }
+                               SaveSettings(*this);
                        }
                }
-               if(mainmenu==3){
-                       if(Input::Button()&&!oldbutton&&selected!=-1){
-                               fireSound();
+
+               static int oldwinfreeze;
+               if(winfreeze&&!oldwinfreeze){
+                       OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                       emit_sound_np(consolesuccesssound);
+               }
+               if(winfreeze==0)
+            oldwinfreeze=winfreeze;
+               else
+            oldwinfreeze++;
+
+               if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
+                       if(winfreeze)
+                winfreeze=0;
+               if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon)
+                       if(winfreeze){
+                               mainmenu=9;
+                               gameon=0;
                        }
-                       if(Input::Button()&&!oldbutton&&selected==0){
-                       
-                               extern SDL_Rect **resolutions;
-                               bool isCustomResolution = true;
-                               bool found = false;
-                               for (int i = 0; (!found) && (resolutions[i]); i++)
-                               {
-                                       if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
-                                               isCustomResolution = false;
 
-                                       if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
-                                       {
-                                               i++;
-                                               if (resolutions[i] != NULL)
-                                               {
-                                                       newscreenwidth = (int) resolutions[i]->w;
-                                                       newscreenheight = (int) resolutions[i]->h;
-                                               }
-                                               else if (isCustomResolution)
-                                               {
-                                                       if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
-                                                       {
-                                                               newscreenwidth = (int) resolutions[0]->w;
-                                                               newscreenheight = (int) resolutions[0]->h;
-                                                       }
-                                                       else
-                                                       {
-                                                               newscreenwidth = screenwidth;
-                                                               newscreenheight = screenheight;
-                                                       }
-                                               }
-                                               else
-                                               {
-                                                       newscreenwidth = (int) resolutions[0]->w;
-                                                       newscreenheight = (int) resolutions[0]->h;
-                                               }
-                                               found = true;
-                                       }
-                               }
 
-                               if (!found)
-                               {
-                                       newscreenwidth = (int) resolutions[0]->w;
-                                       newscreenheight = (int) resolutions[0]->h;
-                               }
+        //TODO: what is this test?
+               if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
 
-                               
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==1){
-                               newdetail++;
-                               if(newdetail>2)newdetail=0;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==2){
-                               bloodtoggle++;
-                               if(bloodtoggle>2)bloodtoggle=0;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==3){
-                               difficulty++;
-                               if(difficulty>2)difficulty=0;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==4){
-                               ismotionblur=1-ismotionblur;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==5){
-                               decals=1-decals;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==6){
-                               musictoggle=1-musictoggle;
-
-                               if(!musictoggle){
-                                       pause_sound(music1);
-                                       pause_sound(stream_music2);
-                                       pause_sound(stream_music3);
-
-                                       for(i=0;i<4;i++){
-                                               oldmusicvolume[i]=0;
-                                               musicvolume[i]=0;
-                                       }
-                               }
-
-                               if(musictoggle)
-                                 emit_stream_np(stream_music3);
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==9){
-                               invertmouse=1-invertmouse;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==10){
-                               usermousesensitivity+=.2;
-                               if(usermousesensitivity>2)usermousesensitivity=.2;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==11){
-                               volume+=.1f;
-                               if(volume>1.0001f)volume=0;
-                               OPENAL_SetSFXMasterVolume((int)(volume*255));
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==7){
-                               /*fireSound();
-                               */
-                               flash();
-
-                               //options
-
-                               mainmenu=4;
-                               selected=-1;
-                               keyselect=-1;
-                       }
-                       if(Input::Button() && !oldbutton && selected == 12) {
-                               flash();
-                               
-                               newstereomode = stereomode;
-                               mainmenu=18;
-                               keyselect=-1;
-                       }
-                       if(Input::Button() && !oldbutton && selected == 13) {
-                               showdamagebar=!showdamagebar;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==8){
-                               fireSound();
-
-                               flash();
-
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
-
-
-                               SaveSettings(*this);
-                               if(mainmenu==3&&gameon)mainmenu=2;
-                               if(mainmenu==3&&!gameon)mainmenu=1;
-                       }
-               }
-               if(mainmenu==4){
-                       if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
-                               fireSound();
-                               if(selected<9&&keyselect==-1)
-                                       keyselect=selected;
-                               if(keyselect!=-1)
-                                       setKeySelected();
-                               if(selected==9){
-                                       flash();
-
-                                       mainmenu=3;
-
-                                       if(newdetail>2)newdetail=detail;
-                                       if(newdetail<0)newdetail=detail;
-                                       if(newscreenwidth>3000)newscreenwidth=screenwidth;
-                                       if(newscreenwidth<0)newscreenwidth=screenwidth;
-                                       if(newscreenheight>3000)newscreenheight=screenheight;
-                                       if(newscreenheight<0)newscreenheight=screenheight;
-                               }
-                       }
-               }
-
-               if(mainmenu==5){
-
-                       if(endgame==2){
-                               accountactive->endGame();
-                               endgame=0;
-                       }
-
-                       if(Input::Button()&&!oldbutton&&selected==1){
-                               fireSound();
-
-                               flash();
-
-                               startbonustotal=0;
-
-                               loading=2;
-                               loadtime=0;
-                               targetlevel=-1;
-                               if(firstload)TickOnceAfter();
-                               if(!firstload)LoadStuff();
-                               else {
-                                       Loadlevel(-1);
-                               }
-
-                               mainmenu=0;
-                               gameon=1;
-                               pause_sound(stream_music3);
-                       }
-                       if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
-                               fireSound();
-
-                               flash();
-
-                               startbonustotal=0;
-
-                               loading=2;
-                               loadtime=0;
-                               targetlevel=7;
-                               if(firstload) TickOnceAfter();
-                               else LoadStuff();
-                               whichchoice=selected-7-accountactive->getCampaignChoicesMade();
-                               visibleloading=1;
-                               stillloading=1;
-                               Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
-                               //Loadlevel(campaignmapname[levelorder[selected-7]]);
-                               campaign=1;
-                               mainmenu=0;
-                               gameon=1;
-                               pause_sound(stream_music3);
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==4){
-                               fireSound();
-
-                               flash();
-
-                               if(mainmenu==5&&gameon)mainmenu=2;
-                               if(mainmenu==5&&!gameon)mainmenu=1;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==5){
-                               fireSound();
-
-                               flash();
-
-                               mainmenu=7;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==3){
-                               fireSound();
-
-                               flash();
-
-                               mainmenu=6;
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==2){
-                               fireSound();
-
-                               flash();
-
-                               mainmenu=9;
-                       }
-               }
-               else if(mainmenu==9){
-                       if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
-                               fireSound();
-
-                               flash();
-
-                               startbonustotal=0;
-
-                               loading=2;
-                               loadtime=0;
-                               targetlevel=selected;
-                               if(firstload)TickOnceAfter();
-                               if(!firstload)LoadStuff();
-                               else {
-                                       Loadlevel(selected);
-                               }
-                               campaign=0;
-
-                               mainmenu=0;
-                               gameon=1;
-                               pause_sound(stream_music3);
-                       }
-                       if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
-                               fireSound();
-
-                               flash();
-
-                               mainmenu=5;
-                       }
-               }
-               if(mainmenu==10){
-                       endgame=2;
-                       if(Input::Button()&&!oldbutton&&selected==3){
-                               fireSound();
-
-                               flash();
-
-                               mainmenu=5;
-                       }
-               }
-
-               if(mainmenu==6){
-                       if(Input::Button()&&!oldbutton) {
-                               if(selected>-1){
-                                       fireSound();
-                                       if(selected==1) {
-                                               flash();
-                                               accountactive = Account::destroy(accountactive);
-                                               mainmenu=7;
-                                       } else if(selected==2) {
-                                               flash();
-                                               mainmenu=5;
-                                       }
-                               }
-                       }
-               }
-               if(mainmenu==7){
-                       if(Input::Button()&&!oldbutton) {
-                               if(selected!=-1){
-                                       fireSound();
-                                       if(selected==0&&Account::getNbAccounts()<8){
-                                               entername=1;
-                                       } else if (selected<Account::getNbAccounts()+1) {
-                                               accountactive=Account::get(selected-1);
-                                               mainmenu=5;
-                                               flash();
-                                       } else if (selected==Account::getNbAccounts()+1) {
-                                               flash();
-
-                                               mainmenu=1;
-
-                                               for(j=0;j<255;j++){
-                                                       displaytext[0][j]=' ';
-                                               }
-                                               displaychars[0]=0;
-                                               displayselected=0;
-                                               entername=0;
-                                       }
-                               }
-                       }
-               }
-               if(mainmenu==8){
-                       if(Input::Button()&&!oldbutton&&selected>-1){
-                               fireSound();
-
-                               if(selected<=2)
-                                       accountactive->setDifficulty(selected);
-
-                               mainmenu=5;
-
-                               flash();
-
-                       }
-               }
-               if (mainmenu==18) {                     
-                       if(Input::Button()&&!oldbutton&&selected==0) {
-                               newstereomode = (StereoMode)(newstereomode + 1);
-                               while(!CanInitStereo(newstereomode)) {
-                                       printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
-                                       newstereomode = (StereoMode)(newstereomode + 1);
-                                       if ( newstereomode >= stereoCount ) {
-                                               newstereomode = stereoNone;
-                                       }
-                               }
-                       }
-                       
-                       if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
-                               stereoseparation+=0.001;
-                       }
-                       if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
-                               stereoseparation-=0.001;
-                       }
-
-                       if(Input::Button()&&!oldbutton&&selected==2) {
-                               stereoreverse =! stereoreverse;
-                       }
-                       
-                       if(Input::Button()&&!oldbutton&&selected==3) {
-                               flash();
-
-                               stereomode = newstereomode;
-                               InitStereo(stereomode);
-                               
-                               mainmenu=3;
-                       }
-               }
-
-
-               if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
-               else oldbutton=0;
-
-               if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
-                       tryquit=1;
-                       if(mainmenu==3){
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
-
-                               SaveSettings(*this);
-                       }
-               }
-
-               if(mainmenu==1||mainmenu==2){
-                       if(loaddistrib>4)transition+=multiplier/8;
-                       if(transition>1){
-                               transition=0;
-                               anim++;
-                               if(anim>4)anim=0;
-                               loaddistrib=0;
-                       }
-               }
-               OPENAL_SetFrequency(channels[stream_music3], 22050);
-
-               if(entername) {
-                       inputText(displaytext[0],&displayselected,&displaychars[0]);
-                       if(!waiting) { // the input as finished
-                               if(displaychars[0]){ // with enter
-                                       accountactive = Account::add(string(displaytext[0]));
-
-                                       mainmenu=8;
-
-                                       flash();
-
-                                       fireSound(firestartsound);
-
-                                       for(i=0;i<255;i++){
-                                               displaytext[0][i]=' ';
-                                       }
-                                       displaychars[0]=0;
-
-                                       displayselected=0;
-                               } else { // with escape or empty
-                                       mainmenutogglekeydown=1;
-                               }
-                               entername=0;
-                       }
-                       
-                       displayblinkdelay-=multiplier;
-                       if(displayblinkdelay<=0){
-                               displayblinkdelay=.3;
-                               displayblink=1-displayblink;
-                       }
-               }
-       }
-
-       if(!mainmenu){
-               if(hostile==1)hostiletime+=multiplier;
-               else hostiletime=0;
-               if(!winfreeze)leveltime+=multiplier;
-               if(Input::isKeyDown(SDLK_ESCAPE)){
-                       chatting=0;
-                       console=0;
-                       freeze=0;
-                       displaychars[0]=0;
-               }
-
-               if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
-                       chatting=1;
-                       chattogglekeydown=1;
-               }
-
-               if(!Input::isKeyDown(chatkey)){
-                       chattogglekeydown=0;
-               }
-
-               if(chatting){
-                       inputText(displaytext[0],&displayselected,&displaychars[0]);
-                       if(!waiting) {
-                               if(displaychars[0]){
-                                       for(int j=0;j<255;j++){
-                                               displaytext[0][j]=' ';
-                                       }
-                                       displaychars[0]=0;
-                                       displayselected=0;
-                               }       
-                               chatting=0;             
-                       }
-
-                       displayblinkdelay-=multiplier;
-                       if(displayblinkdelay<=0){
-                               displayblinkdelay=.3;
-                               displayblink=1-displayblink;
-                       }
-               }
-
-               if(chatting)keyboardfrozen=1;
-
-               if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
-                       freeze=1-freeze;
-                       if(freeze){
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       }
-                       freezetogglekeydown=1;
-               }
-
-               if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
-                       freezetogglekeydown=0;
-               }
-
-               if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
-                       console=1-console;
-                       if(console){
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       } else {
-                               freeze=0;
-                               waiting=false;
-                       }
-                       consoletogglekeydown=1;
-               }
-
-               if(!Input::isKeyDown(SDLK_BACKQUOTE)){
-                       consoletogglekeydown=0;
-               }
-
-               if(console)freeze=1;
-
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
-                       inputText(consoletext[0],&consoleselected,&consolechars[0]);
-                       if(!waiting) {
-                               archiveselected=0;
-                               cmd_dispatch(this, consoletext[0]);
-                               if(consolechars[0]>0){
-
-                                       for(k=14;k>=1;k--){
-                                               for(j=0;j<255;j++){
-                                                       consoletext[k][j]=consoletext[k-1][j];
-                                               }
-                                               consolechars[k]=consolechars[k-1];
-                                       }
-                                       for(j=0;j<255;j++){
-                                               consoletext[0][j]=' ';
-                                       }
-                                       consolechars[0]=0;
-                                       consoleselected=0;
-                               }
-                       }
-
-                       consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
-                               consoleblinkdelay=.3;
-                               consoleblink=1-consoleblink;
-                       }
-               }
-
-               if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
-                       tryquit=1;
-                       if(mainmenu==3){
-                               if(newdetail>2)newdetail=detail;
-                               if(newdetail<0)newdetail=detail;
-                               if(newscreenwidth<0)newscreenwidth=screenwidth;
-                               if(newscreenheight<0)newscreenheight=screenheight;
-
-                               SaveSettings(*this);
-                       }
-               }
-
-               static int oldwinfreeze;
-               if(winfreeze&&!oldwinfreeze){
-                       OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       emit_sound_np(consolesuccesssound);
-               }
-               if(winfreeze==0)oldwinfreeze=winfreeze;
-               else oldwinfreeze++;
-
-               if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
-                       if(winfreeze)winfreeze=0;
-                       oldjumpkeydown=1;
-               }
-               if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
-                       if(winfreeze){
-                               mainmenu=9;
-                               gameon=0;
-                       }
-               }
-               if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
-                       oldjumpkeydown=1;
-               }
-               if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
-
-               if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
-
-                       static bool oldbuttondialogue;
-
-                       if(indialogue!=-1)talkdelay=1;
-                       talkdelay-=multiplier;
-
-                       if(talkdelay<=0)
-                               if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
-                                       for(i=0;i<numdialogues;i++){
-                                               int realdialoguetype;
-                                               bool special;
-                                               if(dialoguetype[i]>49){
-                                                       realdialoguetype=dialoguetype[i]-50;
-                                                       special=1;
-                                               }
-                                               else if(dialoguetype[i]>39){
-                                                       realdialoguetype=dialoguetype[i]-40;
-                                                       special=1;
-                                               }
-                                               else if(dialoguetype[i]>29){
-                                                       realdialoguetype=dialoguetype[i]-30;
-                                                       special=1;
-                                               }
-                                               else if(dialoguetype[i]>19){
-                                                       realdialoguetype=dialoguetype[i]-20;
-                                                       special=1;
-                                               }
-                                               else if(dialoguetype[i]>9){
-                                                       realdialoguetype=dialoguetype[i]-10;
-                                                       special=1;
-                                               }
-                                               else {
-                                                       realdialoguetype=dialoguetype[i];
-                                                       special=0;
-                                               }
-                                               if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
-                                                       if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
-                                                               whichdialogue=i;
-                                                               for(j=0;j<numdialogueboxes[whichdialogue];j++){
-                                                                       player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                                       player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                                       player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                                       player[participantfocus[whichdialogue][j]].velocity=0;
-                                                                       player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
-                                                                       player[participantfocus[whichdialogue][j]].targetframe=0;
-                                                               }
-                                                               directing=0;
-                                                               indialogue=0;
-                                                               dialoguetime=0;
-                                                               dialoguegonethrough[i]++;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                                       XYZ temppos;
-                                                                       temppos=player[participantfocus[whichdialogue][indialogue]].coords;
-                                                                       temppos=temppos-viewer;
-                                                                       Normalise(&temppos);
-                                                                       temppos+=viewer;
-
-                                                                       int whichsoundplay;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                                       emit_sound_at(whichsoundplay, temppos);
-                                                               }
-                                                               if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
-                                                       }
-                                               }
-                                       }
-
-                                       windvar+=multiplier;
-                                       smoketex+=multiplier;
-                                       tutorialstagetime+=multiplier;
-
-                                       static float hotspotvisual[40];
-                                       if(numhotspots){
-                                               XYZ hotspotsprite;
-                                               if(editorenabled)
-                                                       for(i=0;i<numhotspots;i++)
-                                                               hotspotvisual[i]-=multiplier/320;
-
-                                               for(i=0;i<numhotspots;i++){
-                                                       //if(hotspottype[i]<=10)
-                                                       while(hotspotvisual[i]<0){
-                                                               hotspotsprite=0;
-                                                               hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
-                                                               hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
-                                                               hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
-                                                               hotspotsprite+=hotspot[i];
-                                                               Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
-                                                               hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
-                                                       }
-                                               }
-
-                                               for(i=0;i<numhotspots;i++){
-                                                       if(hotspottype[i]<=10&&hotspottype[i]>0){
-                                                               hotspot[i]=player[hotspottype[i]].coords;
-                                                       }
-                                               }
-                                       }
-
-                                       //Tutorial
-                                       if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
-                                               tutorialstage++;
-                                               tutorialsuccess=0;
-                                               if(tutorialstage<=1){
-                                                       canattack=0;
-                                                       cananger=0;
-                                                       reversaltrain=0;
-                                               }
-                                               if(tutorialstage==1){
-                                                       tutorialmaxtime=5;
-                                               } else if(tutorialstage==2){
-                                                       tutorialmaxtime=2;
-                                               } else if(tutorialstage==3){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==4){
-                                                       tutorialmaxtime=1000;
-                                               } else if(tutorialstage==5){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==6){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==7){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==8){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==9){
-                                                       tutorialmaxtime=600;
-                                               } else if(tutorialstage==10){
-                                                       tutorialmaxtime=2;
-                                               } else if(tutorialstage==11){
-                                                       tutorialmaxtime=1000;
-                                               } else if(tutorialstage==12){
-                                                       tutorialmaxtime=1000;
-                                               } else if(tutorialstage==13){
-                                                       tutorialmaxtime=2;
-                                               } else if(tutorialstage==14){
-                                                       tutorialmaxtime=3;
-
-                                                       XYZ temp,temp2;
-
-                                                       temp.x=1011;
-                                                       temp.y=84;
-                                                       temp.z=491;
-                                                       temp2.x=1025;
-                                                       temp2.y=75;
-                                                       temp2.z=447;
-
-                                                       player[1].coords=(temp+temp2)/2;
-
-                                                       emit_sound_at(fireendsound, player[1].coords);
-
-                                                       for(i=0;i<player[1].skeleton.num_joints;i++){
-                                                               if(Random()%2==0){
-                                                                       if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                                                       if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                                                       if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                                                       if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                                                       Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                                                               }
-                                                       }
-
-                                               } else if(tutorialstage==15){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==16){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==17){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==18){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==19){
-                                                       tutorialstage=20;
-                                                       //tutorialmaxtime=500;
-                                               } else if(tutorialstage==20){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==21){
-                                                       tutorialmaxtime=500;
-                                                       if(bonus==cannon){
-                                                               bonus=Slicebonus;
-                                                               againbonus=1;
-                                                       }
-                                                       else againbonus=0;
-                                               } else if(tutorialstage==22){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==23){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==24){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==25){
-                                                       tutorialmaxtime=500;
-                                               } else if(tutorialstage==26){
-                                                       tutorialmaxtime=2;
-                                               } else if(tutorialstage==27){
-                                                       tutorialmaxtime=4;
-                                                       reversaltrain=1;
-                                                       cananger=1;
-                                                       player[1].aitype=attacktypecutoff;
-                                               } else if(tutorialstage==28){
-                                                       tutorialmaxtime=400;
-                                               } else if(tutorialstage==29){
-                                                       tutorialmaxtime=400;
-                                                       player[0].escapednum=0;
-                                               } else if(tutorialstage==30){
-                                                       tutorialmaxtime=4;
-                                                       reversaltrain=0;
-                                                       cananger=0;
-                                                       player[1].aitype=passivetype;
-                                               } else if(tutorialstage==31){
-                                                       tutorialmaxtime=13;
-                                               } else if(tutorialstage==32){
-                                                       tutorialmaxtime=8;
-                                               } else if(tutorialstage==33){
-                                                       tutorialmaxtime=400;
-                                                       cananger=1;
-                                                       canattack=1;
-                                                       player[1].aitype=attacktypecutoff;
-                                               } else if(tutorialstage==34){
-                                                       tutorialmaxtime=400;
-                                               } else if(tutorialstage==35){
-                                                       tutorialmaxtime=400;
-                                               } else if(tutorialstage==36){
-                                                       tutorialmaxtime=2;
-                                                       reversaltrain=0;
-                                                       cananger=0;
-                                                       player[1].aitype=passivetype;
-                                               } else if(tutorialstage==37){
-                                                       damagedealt=0;
-                                                       damagetaken=0;
-                                                       tutorialmaxtime=50;
-                                                       cananger=1;
-                                                       canattack=1;
-                                                       player[1].aitype=attacktypecutoff;
-                                               } else if(tutorialstage==38){
-                                                       tutorialmaxtime=4;
-                                                       canattack=0;
-                                                       cananger=0;
-                                                       player[1].aitype=passivetype;
-                                               } else if(tutorialstage==39){
-                                                       XYZ temp,temp2;
-
-                                                       temp.x=1011;
-                                                       temp.y=84;
-                                                       temp.z=491;
-                                                       temp2.x=1025;
-                                                       temp2.y=75;
-                                                       temp2.z=447;
-
-
-                                                       weapons.owner[weapons.numweapons]=-1;
-                                                       weapons.type[weapons.numweapons]=knife;
-                                                       weapons.damage[weapons.numweapons]=0;
-                                                       weapons.mass[weapons.numweapons]=1;
-                                                       weapons.tipmass[weapons.numweapons]=1.2;
-                                                       weapons.length[weapons.numweapons]=.25;
-                                                       weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                                                       weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                                                       weapons.velocity[weapons.numweapons]=0.1;
-                                                       weapons.tipvelocity[weapons.numweapons]=0.1;
-                                                       weapons.missed[weapons.numweapons]=1;
-                                                       weapons.hitsomething[weapons.numweapons]=0;
-                                                       weapons.freetime[weapons.numweapons]=0;
-                                                       weapons.firstfree[weapons.numweapons]=1;
-                                                       weapons.physics[weapons.numweapons]=1;
-
-                                                       weapons.numweapons++;
-                                               } else if(tutorialstage==40){
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==41){
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==42){
-                                                       tutorialmaxtime=8;
-                                               } else if(tutorialstage==43){
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==44){
-                                                       weapons.owner[0]=1;
-                                                       player[0].weaponactive=-1;
-                                                       player[0].num_weapons=0;
-                                                       player[1].weaponactive=0;
-                                                       player[1].num_weapons=1;
-                                                       player[1].weaponids[0]=0;
-
-                                                       cananger=1;
-                                                       canattack=1;
-                                                       player[1].aitype=attacktypecutoff;
-
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==45){
-                                                       weapons.owner[0]=1;
-                                                       player[0].weaponactive=-1;
-                                                       player[0].num_weapons=0;
-                                                       player[1].weaponactive=0;
-                                                       player[1].num_weapons=1;
-                                                       player[1].weaponids[0]=0;
-
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==46){
-                                                       weapons.owner[0]=1;
-                                                       player[0].weaponactive=-1;
-                                                       player[0].num_weapons=0;
-                                                       player[1].weaponactive=0;
-                                                       player[1].num_weapons=1;
-                                                       player[1].weaponids[0]=0;
-
-                                                       weapons.type[0]=sword;
-
-                                                       tutorialmaxtime=300;
-                                               } else if(tutorialstage==47){
-                                                       tutorialmaxtime=10;
-
-                                                       XYZ temp,temp2;
-
-                                                       temp.x=1011;
-                                                       temp.y=84;
-                                                       temp.z=491;
-                                                       temp2.x=1025;
-                                                       temp2.y=75;
-                                                       temp2.z=447;
-
-                                                       weapons.owner[weapons.numweapons]=-1;
-                                                       weapons.type[weapons.numweapons]=sword;
-                                                       weapons.damage[weapons.numweapons]=0;
-                                                       weapons.mass[weapons.numweapons]=1;
-                                                       weapons.tipmass[weapons.numweapons]=1.2;
-                                                       weapons.length[weapons.numweapons]=.25;
-                                                       weapons.position[weapons.numweapons]=(temp+temp2)/2;
-                                                       weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
-                                                       weapons.velocity[weapons.numweapons]=0.1;
-                                                       weapons.tipvelocity[weapons.numweapons]=0.1;
-                                                       weapons.missed[weapons.numweapons]=1;
-                                                       weapons.hitsomething[weapons.numweapons]=0;
-                                                       weapons.freetime[weapons.numweapons]=0;
-                                                       weapons.firstfree[weapons.numweapons]=1;
-                                                       weapons.physics[weapons.numweapons]=1;
-
-                                                       weapons.owner[0]=1;
-                                                       weapons.owner[1]=0;
-                                                       player[0].weaponactive=0;
-                                                       player[0].num_weapons=1;
-                                                       player[0].weaponids[0]=1;
-                                                       player[1].weaponactive=0;
-                                                       player[1].num_weapons=1;
-                                                       player[1].weaponids[0]=0;
-
-                                                       weapons.numweapons++;
-                                               } else if(tutorialstage==48){
-                                                       canattack=0;
-                                                       cananger=0;
-                                                       player[1].aitype=passivetype;
-
-                                                       tutorialmaxtime=15;
-
-                                                       weapons.owner[0]=1;
-                                                       weapons.owner[1]=0;
-                                                       player[0].weaponactive=0;
-                                                       player[0].num_weapons=1;
-                                                       player[0].weaponids[0]=1;
-                                                       player[1].weaponactive=0;
-                                                       player[1].num_weapons=1;
-                                                       player[1].weaponids[0]=0;
-
-                                                       if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
-                                                       else weapons.type[0]=staff;
-
-                                                       weapons.numweapons++;
-                                               } else if(tutorialstage==49){
-                                                       canattack=0;
-                                                       cananger=0;
-                                                       player[1].aitype=passivetype;
-
-                                                       tutorialmaxtime=200;
-
-                                                       weapons.position[1]=1000;
-                                                       weapons.tippoint[1]=1000;
-
-                                                       weapons.numweapons=1;
-                                                       weapons.owner[0]=0;
-                                                       player[1].weaponactive=-1;
-                                                       player[1].num_weapons=0;
-                                                       player[0].weaponactive=0;
-                                                       player[0].num_weapons=1;
-                                                       player[0].weaponids[0]=0;
-
-                                                       weapons.type[0]=knife;
-
-                                                       weapons.numweapons++;
-                                               } else if(tutorialstage==50){
-                                                       tutorialmaxtime=8;
-
-                                                       XYZ temp,temp2;
-                                                       emit_sound_at(fireendsound, player[1].coords);
-
-                                                       for(i=0;i<player[1].skeleton.num_joints;i++){
-                                                               if(Random()%2==0){
-                                                                       if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                                                       if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                                                       if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                                                       if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                                                       Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                                                               }
-                                                       }
-
-                                                       player[1].num_weapons=0;
-                                                       player[1].weaponstuck=-1;
-                                                       player[1].weaponactive=-1;
-
-                                                       weapons.numweapons=0;
-
-                                                       weapons.owner[0]=-1;
-                                                       weapons.velocity[0]=0.1;
-                                                       weapons.tipvelocity[0]=-0.1;
-                                                       weapons.missed[0]=1;
-                                                       weapons.hitsomething[0]=0;
-                                                       weapons.freetime[0]=0;
-                                                       weapons.firstfree[0]=1;
-                                                       weapons.physics[0]=1;
-                                               } else if(tutorialstage==51){
-                                                       tutorialmaxtime=80000;
-                                               }
-                                               if(tutorialstage<=51)tutorialstagetime=0;
-                                       }
-
-                                       //Tutorial success
-                                       if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
-                                               if(tutorialstage==3){
-                                                       if(deltah||deltav)tutorialsuccess+=multiplier;
-                                               }
-                                               if(tutorialstage==4){
-                                                       if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
-                                               }
-                                               if(tutorialstage==5){
-                                                       if(player[0].jumpkeydown)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==6){
-                                                       if(player[0].isCrouch())tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==7){
-                                                       if(player[0].targetanimation==rollanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==8){
-                                                       if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
-                                               }
-                                               if(tutorialstage==9){
-                                                       if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
-                                               }
-                                               if(tutorialstage==11){
-                                                       if(player[0].isWallJump())tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==12){
-                                                       if(player[0].targetanimation==flipanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==15){
-                                                       if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==16){
-                                                       if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==17){
-                                                       if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==18){
-                                                       if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==19){
-                                                       if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==20){
-                                                       if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==21){
-                                                       if(bonus==cannon)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==22){
-                                                       if(bonus==spinecrusher)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==23){
-                                                       if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==24){
-                                                       if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==25){
-                                                       if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==28){
-                                                       if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==29){
-                                                       if(player[0].escapednum==2){
-                                                               tutorialsuccess=1;
-                                                               reversaltrain=0;
-                                                               cananger=0;
-                                                               player[1].aitype=passivetype;
-                                                       }
-                                               }
-                                               if(tutorialstage==33){
-                                                       if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==34){
-                                                       if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==35){
-                                                       if(animation[player[0].targetanimation].attack==reversal){
-                                                               tutorialsuccess=1;
-                                                               reversaltrain=0;
-                                                               cananger=0;
-                                                               player[1].aitype=passivetype;
-                                                       }
-                                               }
-                                               if(tutorialstage==40){
-                                                       if(player[0].num_weapons>0)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==41){
-                                                       if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==43){
-                                                       if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==44){
-                                                       if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==45){
-                                                       if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==46){
-                                                       if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-                                               }
-                                               if(tutorialstage==49){
-                                                       if(player[1].weaponstuck!=-1)tutorialsuccess=1;
-                                               }
-                                               if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
-
-
-                                               if(tutorialstagetime==tutorialmaxtime-3){
-                                                       emit_sound_np(consolesuccesssound);
-                                               }
-
-                                               if(tutorialsuccess>=1){
-                                                       if(tutorialstage==34||tutorialstage==35)
-                                                               tutorialstagetime=tutorialmaxtime-1;
-                                               }
-                                       }
-
-                                       if(tutoriallevel){
-                                               if(tutorialstage<14||tutorialstage>=50){
-                                                       player[1].coords.y=300;
-                                                       player[1].velocity=0;
-                                               }
-                                       }
-
-                                       if(tutoriallevel!=1){
-                                               if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
-                                                       emit_sound_np(consolesuccesssound);
-                                               }
-                                       }
-                                       else
-                                               if(bonustime==0){
-                                                       emit_sound_np(fireendsound);
-                                               }
-                                               if(bonustime==0){
-                                                       if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
-                                                       else bonusnum[bonus]+=0.15;
-                                                       if(tutoriallevel)bonusvalue=0;
-                                                       bonusvalue/=bonusnum[bonus];
-                                                       bonustotal+=bonusvalue;
-                                               }
-                                               bonustime+=multiplier;
-
-                                               if(environment==snowyenvironment){
-                                                       precipdelay-=multiplier;
-                                                       while(precipdelay<0){
-                                                               precipdelay+=.04;
-                                                               if(!detail)precipdelay+=.04;
-                                                               XYZ footvel,footpoint;
-
-                                                               footvel=0;
-                                                               footpoint=viewer+viewerfacing*6;
-                                                               footpoint.y+=((float)abs(Random()%1200))/100-6;
-                                                               footpoint.x+=((float)abs(Random()%1200))/100-6;
-                                                               footpoint.z+=((float)abs(Random()%1200))/100-6;
-                                                               Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
-                                                       }
-                                               }
-                                               for(k=0;k<numplayers;k++){
-                                                       if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
-                                                       if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
-
-                                                       if((player[k].isRun()&&((player[k].targetrotation!=rabbitrunninganim&&player[k].targetrotation!=wolfrunninganim)||player[k].targetframe==4))||player[k].targetanimation==removeknifeanim||player[k].targetanimation==crouchremoveknifeanim||player[k].targetanimation==flipanim||player[k].targetanimation==fightsidestep||player[k].targetanimation==walkanim){
-                                                               if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
-                                                               else if(player[k].rotation>player[k].targetrotation){
-                                                                       player[k].rotation-=multiplier*player[k].turnspeed;
-                                                               }
-                                                               else if(player[k].rotation<player[k].targetrotation){
-                                                                       player[k].rotation+=multiplier*player[k].turnspeed;
-                                                               }
-                                                       }
-
-
-                                                       if(player[k].isStop()||player[k].isLanding()||player[k].targetanimation==staggerbackhighanim||(player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||player[k].targetanimation==staggerbackhardanim||player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim||player[k].targetanimation==rollanim||(animation[player[k].targetanimation].attack&&player[k].targetanimation!=rabbitkickanim&&(player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&(player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
-                                                               player[k].turnspeed*=2;
-                                                               if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
-                                                               else if(player[k].rotation>player[k].targetrotation){
-                                                                       player[k].rotation-=multiplier*player[k].turnspeed;
-                                                               }
-                                                               else if(player[k].rotation<player[k].targetrotation){
-                                                                       player[k].rotation+=multiplier*player[k].turnspeed;
-                                                               }
-                                                               player[k].turnspeed/=2;
-                                                       }
-
-                                                       if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
-                                                               player[k].turnspeed*=4;
-                                                               if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
-                                                               else if(player[k].rotation>player[k].targetrotation){
-                                                                       player[k].rotation-=multiplier*player[k].turnspeed;
-                                                               }
-                                                               else if(player[k].rotation<player[k].targetrotation){
-                                                                       player[k].rotation+=multiplier*player[k].turnspeed;
-                                                               }
-                                                               player[k].turnspeed/=4;
-                                                       }
-
-                                                       /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
-                                                       if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
-
-                                                       if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
-                                                               if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
-                                                                       bool tempcollide=0;
-
-                                                                       if(player[k].collide<-.3)player[k].collide=-.3;
-                                                                       if(player[k].collide>1)player[k].collide=1;
-                                                                       player[k].collide-=multiplier*30;
-
-                                                                       if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
-                                                                               player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
-                                                                       }
-                                                                       if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
-                                                                               for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                                       i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                                       if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
-                                                                                               lowpoint=player[k].coords;
-                                                                                               if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
-                                                                                               else lowpoint.y+=1.3;
-                                                                                               if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1){
-                                                                                                       player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
-                                                                                               }
-                                                                                               /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
-                                                                                               player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
-                                                                                               */
-                                                                                               if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
-                                                                                                       flatfacing=lowpoint-player[k].coords;
-                                                                                                       player[k].coords=lowpoint;
-                                                                                                       player[k].coords.y-=1.3;
-                                                                                                       player[k].collide=1;
-                                                                                                       tempcollide=1;
-                                                                                                       if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
-                                                                                                               lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
-                                                                                                               tempcoords1=lowpoint;
-                                                                                                               whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                               if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
-                                                                                                                       player[k].target=0;
-                                                                                                                       player[k].targetanimation=walljumpleftanim;
-                                                                                                                       player[k].targetframe=0;
-                                                                                                                       emit_sound_at(movewhooshsound, player[k].coords);
-                                                                                                                       if(k==0)pause_sound(whooshsound);
-
-                                                                                                                       lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                                                                       player[k].rotation=-asin(0-lowpointtarget.x);
-                                                                                                                       player[k].rotation*=360/6.28;
-                                                                                                                       if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                                                                                                       player[k].targetrotation=player[k].rotation;
-                                                                                                                       player[k].lowrotation=player[k].rotation;
-                                                                                                                       if(k==0)numwallflipped++;
-                                                                                                               }
-                                                                                                               else
-                                                                                                               {
-                                                                                                                       lowpoint=tempcoords1;
-                                                                                                                       lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
-                                                                                                                       whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                                       if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
-                                                                                                                               player[k].target=0;
-                                                                                                                               player[k].targetanimation=walljumprightanim;
-                                                                                                                               player[k].targetframe=0;
-                                                                                                                               emit_sound_at(movewhooshsound, player[k].coords);
-                                                                                                                               if(k==0)pause_sound(whooshsound);
-
-                                                                                                                               lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                                                                               player[k].rotation=-asin(0-lowpointtarget.x);
-                                                                                                                               player[k].rotation*=360/6.28;
-                                                                                                                               if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                                                                                                               player[k].targetrotation=player[k].rotation;
-                                                                                                                               player[k].lowrotation=player[k].rotation;
-                                                                                                                               if(k==0)numwallflipped++;
-                                                                                                                       }
-                                                                                                                       else
-                                                                                                                       {
-                                                                                                                               lowpoint=tempcoords1;
-                                                                                                                               lowpointtarget=lowpoint+player[k].facing*2;
-                                                                                                                               whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                                               if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
-                                                                                                                                       player[k].target=0;
-                                                                                                                                       player[k].targetanimation=walljumpbackanim;
-                                                                                                                                       player[k].targetframe=0;
-                                                                                                                                       emit_sound_at(movewhooshsound, player[k].coords);
-                                                                                                                                       if(k==0)pause_sound(whooshsound);
-
-                                                                                                                                       lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                                                                                       player[k].rotation=-asin(0-lowpointtarget.x);
-                                                                                                                                       player[k].rotation*=360/6.28;
-                                                                                                                                       if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                                                                                                                       player[k].targetrotation=player[k].rotation;
-                                                                                                                                       player[k].lowrotation=player[k].rotation;
-                                                                                                                                       if(k==0)numwallflipped++;
-                                                                                                                               }
-                                                                                                                               else
-                                                                                                                               {
-                                                                                                                                       lowpoint=tempcoords1;
-                                                                                                                                       lowpointtarget=lowpoint-player[k].facing*2;
-                                                                                                                                       whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                                                       if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
-                                                                                                                                               player[k].target=0;
-                                                                                                                                               player[k].targetanimation=walljumpfrontanim;
-                                                                                                                                               player[k].targetframe=0;
-                                                                                                                                               emit_sound_at(movewhooshsound, player[k].coords);
-                                                                                                                                               if(k==0)pause_sound(whooshsound);
-
-                                                                                                                                               lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                                                                                               player[k].rotation=-asin(0-lowpointtarget.x);
-                                                                                                                                               player[k].rotation*=360/6.28;
-                                                                                                                                               if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                                                                                                                               player[k].rotation+=180;
-                                                                                                                                               player[k].targetrotation=player[k].rotation;
-                                                                                                                                               player[k].lowrotation=player[k].rotation;
-                                                                                                                                               if(k==0)numwallflipped++;
-                                                                                                                                       }
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       else if(objects.type[i]==rocktype){
-                                                                                               lowpoint2=player[k].coords;
-                                                                                               lowpoint=player[k].coords;
-                                                                                               lowpoint.y+=2;
-                                                                                               if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
-                                                                                                       player[k].coords=colpoint;
-                                                                                                       player[k].collide=1;
-                                                                                                       tempcollide=1;
-
-                                                                                                       if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
-                                                                                                               if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
-
-                                                                                                               if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
-                                                                                                               player[k].target=0;
-                                                                                                               player[k].targetframe=0;
-                                                                                                               player[k].onterrain=1;
-
-                                                                                                               if(player[k].id==0){
-                                                                                                                       pause_sound(whooshsound);
-                                                                                                                       OPENAL_SetVolume(channels[whooshsound], 0);
-                                                                                                               }
-
-                                                                                                               if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
-                                                                                                                       if(player[k].isFlip())player[k].jumppower=-4;
-                                                                                                                       player[k].targetanimation=player[k].getLanding();
-                                                                                                                       emit_sound_at(landsound, player[k].coords, 128.);
-                                                                                                                       if(k==0){
-                                                                                                                               envsound[numenvsounds]=player[k].coords;
-                                                                                                                               envsoundvol[numenvsounds]=16;
-                                                                                                                               envsoundlife[numenvsounds]=.4;
-                                                                                                                               numenvsounds++;
-                                                                                                                       }
-
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                               if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
-                                                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                                               i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                                               lowpoint=player[k].coords;
-                                                                                               lowpoint.y+=1.35;
-                                                                                               if(objects.type[i]!=rocktype)
-                                                                                                       if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
-                                                                                                               if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
-                                                                                                               player[k].coords=lowpoint;
-                                                                                                               player[k].coords.y-=1.35;
-                                                                                                               player[k].collide=1;
-
-                                                                                                               if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&((/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)&&*/player[k].currentanimation!=climbanim&&player[k].currentanimation!=hanganim&&!player[k].isWallJump())||player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
-                                                                                                                       lowpoint=player[k].coords;
-                                                                                                                       objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
-                                                                                                                       lowpoint=player[k].coords;
-                                                                                                                       lowpoint.y+=.05;
-                                                                                                                       facing=0;
-                                                                                                                       facing.z=-1;
-                                                                                                                       facing=DoRotation(facing,0,player[k].targetrotation+180,0);
-                                                                                                                       lowpointtarget=lowpoint+facing*1.4;
-                                                                                                                       whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                                       if(whichhit!=-1){
-                                                                                                                               lowpoint=player[k].coords;
-                                                                                                                               lowpoint.y+=.1;
-                                                                                                                               lowpointtarget=lowpoint+facing*1.4;
-                                                                                                                               lowpoint2=lowpoint;
-                                                                                                                               lowpointtarget2=lowpointtarget;
-                                                                                                                               lowpoint3=lowpoint;
-                                                                                                                               lowpointtarget3=lowpointtarget;
-                                                                                                                               lowpoint4=lowpoint;
-                                                                                                                               lowpointtarget4=lowpointtarget;
-                                                                                                                               lowpoint5=lowpoint;
-                                                                                                                               lowpointtarget5=lowpointtarget;
-                                                                                                                               lowpoint6=lowpoint;
-                                                                                                                               lowpointtarget6=lowpointtarget;
-                                                                                                                               lowpoint7=lowpoint;
-                                                                                                                               lowpointtarget7=lowpoint;
-                                                                                                                               lowpoint2.x+=.1;
-                                                                                                                               lowpointtarget2.x+=.1;
-                                                                                                                               lowpoint3.z+=.1;
-                                                                                                                               lowpointtarget3.z+=.1;
-                                                                                                                               lowpoint4.x-=.1;
-                                                                                                                               lowpointtarget4.x-=.1;
-                                                                                                                               lowpoint5.z-=.1;
-                                                                                                                               lowpointtarget5.z-=.1;
-                                                                                                                               lowpoint6.y+=45/13;
-                                                                                                                               lowpointtarget6.y+=45/13;
-                                                                                                                               lowpointtarget6+=facing*.6;
-                                                                                                                               lowpointtarget7.y+=90/13;
-                                                                                                                               whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                                                                                                               if(objects.friction[i]>.5)
-                                                                                                                                       if(whichhit!=-1){
-                                                                                                                                               //if(k==0){
-                                                                                                                                               if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
-                                                                                                                                               if(checkcollide(lowpoint7,lowpointtarget7)==-1)
-                                                                                                                                                       if(checkcollide(lowpoint6,lowpointtarget6)==-1)
-                                                                                                                                                               if(objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)
-                                                                                                                                                                       for(j=0;j<45;j++){
-                                                                                                                                                                               lowpoint=player[k].coords;
-                                                                                                                                                                               lowpoint.y+=(float)j/13;
-                                                                                                                                                                               lowpointtarget=lowpoint+facing*1.4;
-                                                                                                                                                                               if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
-                                                                                                                                                                                       if(j<=6){
-                                                                                                                                                                                               j=100;
-                                                                                                                                                                                       }
-                                                                                                                                                                                       /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
-                                                                                                                                                                                       j=100;
-                                                                                                                                                                                       }*/
-                                                                                                                                                                                       if(j<=25&&player[k].targetanimation==jumpdownanim){
-                                                                                                                                                                                               j=100;
-                                                                                                                                                                                       }
-                                                                                                                                                                                       if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
-                                                                                                                                                                                               lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
-                                                                                                                                                                                               if(1==1/*dotproduct(&player[k].velocity,&lowpoint)>0||player[k].aitype!=playercontrolled||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim||player[k].targetanimation==jumpupanim)*/){
-                                                                                                                                                                                                       lowpoint=player[k].coords;
-                                                                                                                                                                                                       lowpoint.y+=(float)j/13;
-                                                                                                                                                                                                       lowpointtarget=lowpoint+facing*1.3;
-                                                                                                                                                                                                       flatfacing=player[k].coords;
-                                                                                                                                                                                                       player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
-                                                                                                                                                                                                       player[k].coords.y=lowpointtarget.y-.07;
-                                                                                                                                                                                                       player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
-
-                                                                                                                                                                                                       if(j>10||!player[k].isRun()){
-                                                                                                                                                                                                               if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
-                                                                                                                                                                                                                       if(k==0)pause_sound(whooshsound);
-                                                                                                                                                                                                               }
-                                                                                                                                                                                                               emit_sound_at(jumpsound, player[k].coords, 128.);
-
-                                                                                                                                                                                                               lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                                                                                                                                                               player[k].rotation=-asin(0-lowpointtarget.x);
-                                                                                                                                                                                                               player[k].rotation*=360/6.28;
-                                                                                                                                                                                                               if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                                                                                                                                                                                               player[k].targetrotation=player[k].rotation;
-                                                                                                                                                                                                               player[k].lowrotation=player[k].rotation;
-
-                                                                                                                                                                                                               //player[k].velocity=lowpointtarget*.03;
-                                                                                                                                                                                                               player[k].velocity=0;
-
-                                                                                                                                                                                                               if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
-                                                                                                                                                                                                                       //player[k].currentanimation=climbanim;
-                                                                                                                                                                                                                       player[k].targetanimation=climbanim;
-                                                                                                                                                                                                                       player[k].jumppower=0;
-                                                                                                                                                                                                                       player[k].jumpclimb=1;
-                                                                                                                                                                                                               }
-                                                                                                                                                                                                               player[k].transspeed=6;
-                                                                                                                                                                                                               player[k].target=0;
-
-                                                                                                                                                                                                               //player[k].currentframe=1;
-                                                                                                                                                                                                               player[k].targetframe=1;
-                                                                                                                                                                                                               if(j>25){
-                                                                                                                                                                                                                       //player[k].currentframe=0;
-                                                                                                                                                                                                                       player[k].targetframe=0;
-                                                                                                                                                                                                                       //player[k].currentanimation=hanganim;
-                                                                                                                                                                                                                       player[k].targetanimation=hanganim;
-                                                                                                                                                                                                                       player[k].jumppower=0;
-                                                                                                                                                                                                               }
-                                                                                                                                                                                                       }
-                                                                                                                                                                                                       j=100;
-                                                                                                                                                                                               }
-                                                                                                                                                                                       }
-                                                                                                                                                                               }
-                                                                                                                                                                       }
-                                                                                                                                                                       //}
-                                                                                                                                       }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                       }
-                                                                                       if(player[k].collide<=0){
-                                                                                               if(!player[k].onterrain&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim&&!player[k].isWallJump()&&!player[k].isFlip()){
-                                                                                                       if(player[k].currentanimation!=climbanim&&player[k].currentanimation!=tempanim&&player[k].targetanimation!=backhandspringanim&&(player[k].targetanimation!=rollanim||player[k].targetframe<2||player[k].targetframe>6)){
-                                                                                                               if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
-                                                                                                               player[k].targetanimation=jumpdownanim;
-                                                                                                               player[k].targetframe=0;
-                                                                                                               player[k].target=0;
-
-                                                                                                               if(!k)
-                                                                                                                 emit_sound_at(whooshsound, player[k].coords, 128.);
-                                                                                                       }
-                                                                                                       player[k].velocity.y+=gravity;
-                                                                                               }
-                                                                                       }
-                                                               }
-                                                       }
-                                                       player[k].realoldcoords=player[k].coords;
-                                               }
-
-                                               static XYZ oldviewer;
-
-                                               if(indialogue==-1){
-                                                       player[0].forwardkeydown=Input::isKeyDown(forwardkey);
-                                                       player[0].leftkeydown=Input::isKeyDown(leftkey);
-                                                       player[0].backkeydown=Input::isKeyDown(backkey);
-                                                       player[0].rightkeydown=Input::isKeyDown(rightkey);
-                                                       player[0].jumpkeydown=Input::isKeyDown(jumpkey);
-                                                       player[0].crouchkeydown=Input::isKeyDown(crouchkey);
-                                                       player[0].drawkeydown=Input::isKeyDown(drawkey);
-                                                       player[0].throwkeydown=Input::isKeyDown(throwkey);
-                                               }
-                                               else
-                                               {
-                                                       player[0].forwardkeydown=0;
-                                                       player[0].leftkeydown=0;
-                                                       player[0].backkeydown=0;
-                                                       player[0].rightkeydown=0;
-                                                       player[0].jumpkeydown=0;
-                                                       player[0].crouchkeydown=0;
-                                                       player[0].drawkeydown=0;
-                                                       player[0].throwkeydown=0;
-                                               }
-
-                                               if(!player[0].jumpkeydown)player[0].jumpclimb=0;
-
-
-                                               static bool endkeydown;
-                                               if(indialogue!=-1){
-                                                       cameramode=1;
-                                                       if(directing){
-                                                               facing=0;
-                                                               facing.z=-1;
-
-                                                               facing=DoRotation(facing,-rotation2,0,0);
-                                                               facing=DoRotation(facing,0,0-rotation,0);
-
-                                                               flatfacing=0;
-                                                               flatfacing.z=-1;
-
-                                                               flatfacing=DoRotation(flatfacing,0,-rotation,0);
-
-                                                               if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
-                                                               if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
-                                                               if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
-                                                               if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
-                                                               if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
-                                                               if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
-                                                               if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
-                                                                       ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
-                                                                       ||Input::isKeyDown(SDLK_MINUS))){
-                                                                               int whichend;
-                                                                               if(Input::isKeyDown(SDLK_1))whichend=1;
-                                                                               if(Input::isKeyDown(SDLK_2))whichend=2;
-                                                                               if(Input::isKeyDown(SDLK_3))whichend=3;
-                                                                               if(Input::isKeyDown(SDLK_4))whichend=4;
-                                                                               if(Input::isKeyDown(SDLK_5))whichend=5;
-                                                                               if(Input::isKeyDown(SDLK_6))whichend=6;
-                                                                               if(Input::isKeyDown(SDLK_7))whichend=7;
-                                                                               if(Input::isKeyDown(SDLK_8))whichend=8;
-                                                                               if(Input::isKeyDown(SDLK_9))whichend=9;
-                                                                               if(Input::isKeyDown(SDLK_0))whichend=0;
-                                                                               if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
-                                                                               if(whichend!=-1){
-                                                                                       participantfocus[whichdialogue][indialogue]=whichend;
-                                                                                       participantlocation[whichdialogue][whichend]=player[whichend].coords;
-                                                                                       participantrotation[whichdialogue][whichend]=player[whichend].rotation;
-                                                                               }
-                                                                               if(whichend==-1){
-                                                                                       participantfocus[whichdialogue][indialogue]=-1;
-                                                                               }
-                                                                               if(player[participantfocus[whichdialogue][indialogue]].dead){
-                                                                                       indialogue=-1;
-                                                                                       directing=0;
-                                                                                       cameramode=0;
-                                                                               }
-                                                                               dialoguecamera[whichdialogue][indialogue]=viewer;
-                                                                               dialoguecamerarotation[whichdialogue][indialogue]=rotation;
-                                                                               dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
-                                                                               indialogue++;
-                                                                               if(indialogue<numdialogueboxes[whichdialogue]){
-                                                                                       if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                                                               XYZ temppos;
-                                                                                               temppos=player[participantfocus[whichdialogue][indialogue]].coords;
-                                                                                               temppos=temppos-viewer;
-                                                                                               Normalise(&temppos);
-                                                                                               temppos+=viewer;
-
-                                                                                               int whichsoundplay;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                                                               emit_sound_at(whichsoundplay, temppos);
-                                                                                       }
-                                                                               }
-
-                                                                               for(j=0;j<numplayers;j++){
-                                                                                       participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
-                                                                               }
-
-                                                                               endkeydown=1;
-                                                                       }
-                                                                       if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
-                                                                               ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
-                                                                               )){
-                                                                                       int whichend;
-                                                                                       if(Input::isKeyDown(SDLK_KP1))whichend=1;
-                                                                                       if(Input::isKeyDown(SDLK_KP2))whichend=2;
-                                                                                       if(Input::isKeyDown(SDLK_KP3))whichend=3;
-                                                                                       if(Input::isKeyDown(SDLK_KP4))whichend=4;
-                                                                                       if(Input::isKeyDown(SDLK_KP5))whichend=5;
-                                                                                       if(Input::isKeyDown(SDLK_KP6))whichend=6;
-                                                                                       if(Input::isKeyDown(SDLK_KP7))whichend=7;
-                                                                                       if(Input::isKeyDown(SDLK_KP8))whichend=8;
-                                                                                       if(Input::isKeyDown(SDLK_KP9))whichend=9;
-                                                                                       if(Input::isKeyDown(SDLK_KP0))whichend=0;
-                                                                                       participantfacing[whichdialogue][indialogue][whichend]=facing;
-                                                                               }
-                                                                               if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
-                                                                                       &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
-                                                                                       &&!Input::isKeyDown(SDLK_MINUS)){
-                                                                                               endkeydown=0;
-                                                                                       }
-                                                                                       if(indialogue>=numdialogueboxes[whichdialogue]){
-                                                                                               indialogue=-1;
-                                                                                               directing=0;
-                                                                                               cameramode=0;
-                                                                                       }
-                                                       }
-                                                       if(!directing){
-                                                               pause_sound(whooshsound);
-                                                               viewer=dialoguecamera[whichdialogue][indialogue];
-                                                               if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
-                                                                       viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
-                                                               }
-                                                               rotation=dialoguecamerarotation[whichdialogue][indialogue];
-                                                               rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
-                                                               if(dialoguetime>0.5)
-                                                                       if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
-                                                                               ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
-                                                                               ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
-                                                                                       indialogue++;
-                                                                                       endkeydown=1;
-                                                                                       if(indialogue<numdialogueboxes[whichdialogue]){
-                                                                                               if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                                                                       XYZ temppos;
-                                                                                                       temppos=player[participantfocus[whichdialogue][indialogue]].coords;
-                                                                                                       temppos=temppos-viewer;
-                                                                                                       Normalise(&temppos);
-                                                                                                       temppos+=viewer;
-
-                                                                                                       int whichsoundplay;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]!=-5){
-                                                                                                               emit_sound_at(whichsoundplay, temppos);
-                                                                                                       }
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-5){
-                                                                                                               hotspot[numhotspots]=player[0].coords;
-                                                                                                               hotspotsize[numhotspots]=10;
-                                                                                                               hotspottype[numhotspots]=-1;
-
-                                                                                                               numhotspots++;
-                                                                                                       }
-                                                                                                       if(dialogueboxsound[whichdialogue][indialogue]==-6){
-                                                                                                               hostile=1;
-                                                                                                       }
-
-                                                                                                       if(player[participantfocus[whichdialogue][indialogue]].dead){
-                                                                                                               indialogue=-1;
-                                                                                                               directing=0;
-                                                                                                               cameramode=0;
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                               if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
-                                                                                       &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
-                                                                                       &&!Input::isKeyDown(SDLK_MINUS)){
-                                                                                               endkeydown=0;
-                                                                                       }
-                                                                                       if(indialogue>=numdialogueboxes[whichdialogue]){
-                                                                                               indialogue=-1;
-                                                                                               directing=0;
-                                                                                               cameramode=0;
-                                                                                               if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
-                                                                                                       hostile=1;
-                                                                                               }
-                                                                                               if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
-                                                                                                       windialogue=1;
-                                                                                               }
-                                                                                               if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
-                                                                                                       hostile=1;
-                                                                                                       for(i=1;i<numplayers;i++){
-                                                                                                               player[i].aitype = attacktypecutoff;
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                       }
-                                               }
-
-                                               if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
-                                               else oldbuttondialogue=1;
-
-                                               static float keyrefreshdelay=0,bigrefreshdelay=0;
-
-                                               if(!player[0].jumpkeydown){
-                                                       player[0].jumptogglekeydown=0;
-                                               }
-                                               if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
-
-
-                                               dialoguetime+=multiplier;
-                                               hawkrotation+=multiplier*25;
-                                               realhawkcoords=0;
-                                               realhawkcoords.x=25;
-                                               realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
-                                               hawkcalldelay-=multiplier/2;
-
-                                               if(hawkcalldelay<=0)
-                                               {
-                                                       emit_sound_at(hawksound, realhawkcoords);
-
-                                                       hawkcalldelay=16+abs(Random()%8);
-                                               }
-                                               static float temptexdetail;
-
-
-                                               if(Input::isKeyDown(SDLK_h)&&debugmode){
-                                                       player[0].damagetolerance=200000;
-                                                       player[0].damage=0;
-                                                       player[0].burnt=0;
-                                                       player[0].permanentdamage=0;
-                                                       player[0].superpermanentdamage=0;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
-                                                       environment++;
-                                                       if(environment>2)environment=0;
-                                                       Setenvironment(environment);
-
-                                                       envtogglekeydown=1;
-                                               }
-
-
-                                               if(!Input::isKeyDown(SDLK_j)){
-                                                       envtogglekeydown=0;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
-                                                       cameramode=1-cameramode;
-                                                       cameratogglekeydown=1;
-                                               }
-
-                                               if(!Input::isKeyDown(SDLK_c)){
-                                                       cameratogglekeydown=0;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
-                                                       if(player[0].num_weapons>0){
-                                                               if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
-                                                               else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
-                                                               else weapons.type[player[0].weaponids[0]]=sword;
-                                                               if(weapons.type[player[0].weaponids[0]]==sword){
-                                                                       weapons.mass[player[0].weaponids[0]]=1.5;
-                                                                       weapons.tipmass[player[0].weaponids[0]]=1;
-                                                                       weapons.length[player[0].weaponids[0]]=.8;
-                                                               }
-                                                               if(weapons.type[player[0].weaponids[0]]==staff){
-                                                                       weapons.mass[player[0].weaponids[0]]=2;
-                                                                       weapons.tipmass[player[0].weaponids[0]]=1;
-                                                                       weapons.length[player[0].weaponids[0]]=1.5;
-                                                               }
-
-                                                               if(weapons.type[player[0].weaponids[0]]==knife){
-                                                                       weapons.mass[player[0].weaponids[0]]=1;
-                                                                       weapons.tipmass[player[0].weaponids[0]]=1.2;
-                                                                       weapons.length[player[0].weaponids[0]]=.25;
-                                                               }
-                                                       }
-                                                       detailtogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-                                                               if(closest!=-1){
-                                                                       if(player[closest].num_weapons)
-                                                                       {
-                                                                               if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
-                                                                               else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
-                                                                               else weapons.type[player[closest].weaponids[0]]=sword;
-                                                                               if(weapons.type[player[closest].weaponids[0]]==sword){
-                                                                                       weapons.mass[player[closest].weaponids[0]]=1.5;
-                                                                                       weapons.tipmass[player[closest].weaponids[0]]=1;
-                                                                                       weapons.length[player[closest].weaponids[0]]=.8;
-                                                                               }
-                                                                               if(weapons.type[player[0].weaponids[0]]==staff){
-                                                                                       weapons.mass[player[0].weaponids[0]]=2;
-                                                                                       weapons.tipmass[player[0].weaponids[0]]=1;
-                                                                                       weapons.length[player[0].weaponids[0]]=1.5;
-                                                                               }
-                                                                               if(weapons.type[player[closest].weaponids[0]]==knife){
-                                                                                       weapons.mass[player[closest].weaponids[0]]=1;
-                                                                                       weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                                                                                       weapons.length[player[closest].weaponids[0]]=.25;
-                                                                               }
-                                                                       }
-                                                                       if(!player[closest].num_weapons)
-                                                                       {
-                                                                               player[closest].weaponids[0]=weapons.numweapons;
-                                                                               weapons.owner[weapons.numweapons]=closest;
-                                                                               weapons.type[weapons.numweapons]=knife;
-                                                                               weapons.damage[weapons.numweapons]=0;
-                                                                               weapons.numweapons++;
-                                                                               player[closest].num_weapons=1;
-                                                                               if(weapons.type[player[closest].weaponids[0]]==sword){
-                                                                                       weapons.mass[player[closest].weaponids[0]]=1.5;
-                                                                                       weapons.tipmass[player[closest].weaponids[0]]=1;
-                                                                                       weapons.length[player[closest].weaponids[0]]=.8;
-                                                                               }
-                                                                               if(weapons.type[player[closest].weaponids[0]]==knife){
-                                                                                       weapons.mass[player[closest].weaponids[0]]=1;
-                                                                                       weapons.tipmass[player[closest].weaponids[0]]=1.2;
-                                                                                       weapons.length[player[closest].weaponids[0]]=.25;
-                                                                               }
-                                                                       }
-                                                               }
-                                                               detailtogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_u)&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-
-                                                               player[closest].rotation+=multiplier*50;
-                                                               player[closest].targetrotation=player[closest].rotation;
-                                               }
-
-
-                                               if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-                                                               if(Input::isKeyDown(SDLK_LCTRL))closest=0;
-
-                                                               if(closest!=-1){
-                                                                       player[closest].whichskin++;
-                                                                       if(player[closest].whichskin>9)player[closest].whichskin=0;
-                                                                       if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
-
-                                                                       LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
-                                                                                       &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
-                                                               }
-
-                                                               if(player[closest].numclothes){
-                                                                       for(i=0;i<player[closest].numclothes;i++){
-                                                                               tintr=player[closest].clothestintr[i];
-                                                                               tintg=player[closest].clothestintg[i];
-                                                                               tintb=player[closest].clothestintb[i];
-                                                                               AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
-                                                                       }
-                                                                       player[closest].DoMipmaps();
-                                                               }
-
-                                                               detailtogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-                                                               if(closest!=-1){
-                                                                       if(player[closest].creature==wolftype){
-                                                                               headprop=player[closest].proportionhead.x/1.1;
-                                                                               bodyprop=player[closest].proportionbody.x/1.1;
-                                                                               armprop=player[closest].proportionarms.x/1.1;
-                                                                               legprop=player[closest].proportionlegs.x/1.1;
-                                                                       }
-
-                                                                       if(player[closest].creature==rabbittype){
-                                                                               headprop=player[closest].proportionhead.x/1.2;
-                                                                               bodyprop=player[closest].proportionbody.x/1.05;
-                                                                               armprop=player[closest].proportionarms.x/1.00;
-                                                                               legprop=player[closest].proportionlegs.x/1.1;
-                                                                       }
-
-
-                                                                       if(player[closest].creature==rabbittype){
-                                                                               player[closest].skeleton.id=closest;
-                                                                               player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
-                                                                               LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
-                                                                               player[closest].whichskin=0;
-                                                                               player[closest].creature=wolftype;
-
-                                                                               player[closest].proportionhead=1.1;
-                                                                               player[closest].proportionbody=1.1;
-                                                                               player[closest].proportionarms=1.1;
-                                                                               player[closest].proportionlegs=1.1;
-                                                                               player[closest].proportionlegs.y=1.1;
-                                                                               player[closest].scale=.23*5*player[0].scale;
-
-                                                                               player[closest].damagetolerance=300;
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               player[closest].skeleton.id=closest;
-                                                                               player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-                                                                               LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
-                                                                               player[closest].whichskin=0;
-                                                                               player[closest].creature=rabbittype;
-
-                                                                               player[closest].proportionhead=1.2;
-                                                                               player[closest].proportionbody=1.05;
-                                                                               player[closest].proportionarms=1.00;
-                                                                               player[closest].proportionlegs=1.1;
-                                                                               player[closest].proportionlegs.y=1.05;
-                                                                               player[closest].scale=.2*5*player[0].scale;
-
-                                                                               player[closest].damagetolerance=200;
-                                                                       }
-
-                                                                       if(player[closest].creature==wolftype){
-                                                                               player[closest].proportionhead=1.1*headprop;
-                                                                               player[closest].proportionbody=1.1*bodyprop;
-                                                                               player[closest].proportionarms=1.1*armprop;
-                                                                               player[closest].proportionlegs=1.1*legprop;
-                                                                       }
-
-                                                                       if(player[closest].creature==rabbittype){
-                                                                               player[closest].proportionhead=1.2*headprop;
-                                                                               player[closest].proportionbody=1.05*bodyprop;
-                                                                               player[closest].proportionarms=1.00*armprop;
-                                                                               player[closest].proportionlegs=1.1*legprop;
-                                                                               player[closest].proportionlegs.y=1.05*legprop;
-                                                                       }
-
-                                                               }
-                                                               detailtogglekeydown=1;
-                                               }
-
-                                               if(!Input::isKeyDown(SDLK_x)){
-                                                       detailtogglekeydown=0;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
-                                                       slomo=1-slomo;
-                                                       slomodelay=1000;
-                                                       slomotogglekeydown=1;
-                                               }
-
-
-                                               if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       XYZ flatfacing2,flatvelocity2;
-                                                       XYZ blah;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(distance<144&&!player[i].headless)
-                                                                               if(closestdist==-1||distance<closestdist){
-                                                                                       closestdist=distance;
-                                                                                       closest=i;
-                                                                                       blah = player[i].coords;
-                                                                               }
-                                                               }
-
-                                                               if(closest!=-1){
-                                                                       XYZ headspurtdirection;
-                                                                       int i = player[closest].skeleton.jointlabels[head];
-                                                                       for(k=0;k<player[closest].skeleton.num_joints; k++){
-                                                                               if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                                                                               if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                                                                               if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                                                                               if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
-                                                                               flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                                                                               headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
-                                                                               Normalise(&headspurtdirection);
-                                                                               Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
-                                                                               flatvelocity2+=headspurtdirection*8;
-                                                                               Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
-                                                                       }
-                                                                       Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
-
-                                                                       emit_sound_at(splattersound, blah);
-                                                                       emit_sound_at(breaksound2, blah, 100.);
-
-                                                                       if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
-                                                                       player[closest].RagDoll(0);
-                                                                       player[closest].dead=2;
-                                                                       player[closest].headless=1;
-                                                                       player[closest].DoBloodBig(3,165);
-
-                                                                       camerashake+=.3;
-                                                               }
-
-                                                               explodetogglekeydown=1;
-                                               }
-
-                                               if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       XYZ flatfacing2,flatvelocity2;
-                                                       XYZ blah;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(distance<144)
-                                                                               if(closestdist==-1||distance<closestdist){
-                                                                                       closestdist=distance;
-                                                                                       closest=i;
-                                                                                       blah=player[i].coords;
-                                                                               }
-                                                               }
-
-                                                               if(closest!=-1){
-                                                                       emit_sound_at(splattersound, blah);
-
-                                                                       emit_sound_at(breaksound2, blah);
-
-                                                                       for(i=0;i<player[closest].skeleton.num_joints; i++){
-                                                                               if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                                                                               if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                                                                               if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                                                                               if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
-                                                                               flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                                                                               Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
-                                                                               Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
-                                                                               Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
-                                                                       }
-
-                                                                       for(i=0;i<player[closest].skeleton.num_joints; i++){
-                                                                               if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                                                                               if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                                                                               if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                                                                               if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
-                                                                               flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                                                                               Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
-                                                                               Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
-                                                                       }
-
-                                                                       for(i=0;i<player[closest].skeleton.num_joints; i++){
-                                                                               if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                                                                               if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                                                                               if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                                                                               if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
-                                                                               flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                                                                               Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
-                                                                               Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
-                                                                       }
-
-                                                                       for(i=0;i<player[closest].skeleton.num_joints; i++){
-                                                                               if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                                                                               if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                                                                               if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                                                                               if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
-                                                                               flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
-                                                                               flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                                                                               Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
-                                                                               Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
-                                                                       }
-
-                                                                       XYZ temppos;
-                                                                       for(j=0;j<numplayers; j++){
-                                                                               if(j!=closest){
-                                                                                       if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
-                                                                                               player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
-                                                                                               if(player[j].skeleton.free==2)player[j].skeleton.free=1;
-                                                                                               player[j].skeleton.longdead=0;
-                                                                                               player[j].RagDoll(0);
-                                                                                               for(i=0;i<player[j].skeleton.num_joints; i++){
-                                                                                                       temppos=player[j].skeleton.joints[i].position+player[j].coords;
-                                                                                                       if(findDistancefast(&temppos,&player[closest].coords)<25){
-                                                                                                               flatvelocity2=temppos-player[closest].coords;
-                                                                                                               Normalise(&flatvelocity2);
-                                                                                                               player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                       }
-
-                                                                       player[closest].DoDamage(10000);
-                                                                       player[closest].RagDoll(0);
-                                                                       player[closest].dead=2;
-                                                                       player[closest].coords=20;
-                                                                       player[closest].skeleton.free=2;
-
-                                                                       camerashake+=.6;
-
-                                                               }
-
-                                                               explodetogglekeydown=1;
-                                               }
-
-                                               if(!Input::isKeyDown(SDLK_i)){
-                                                       explodetogglekeydown=0;
-                                               }
-
-                                               if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
-                                                       slomotogglekeydown=0;
-                                               }
-
-
-                                               if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
-                                                       player[0].onfire=1-player[0].onfire;
-                                                       if(player[0].onfire){
-                                                               player[0].CatchFire();
-                                                       }
-                                                       if(!player[0].onfire){
-                                                               emit_sound_at(fireendsound, player[0].coords);
-                                                               pause_sound(stream_firesound);
-                                                       }
-                                                       slomotogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(numplayers>1)
-                                                               for(i=1;i<numplayers;i++){
-                                                                       distance=findDistancefast(&player[i].coords,&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-                                                               if(closestdist>0&&closest>=0){
-                                                                       //player[closest]=player[numplayers-1];
-                                                                       //player[closest].skeleton=player[numplayers-1].skeleton;
-                                                                       numplayers--;
-                                                               }
-                                                               drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       if(max_objects>1)
-                                                               for(i=1;i<max_objects;i++){
-                                                                       distance=findDistancefast(&objects.position[i],&player[0].coords);
-                                                                       if(closestdist==-1||distance<closestdist){
-                                                                               closestdist=distance;
-                                                                               closest=i;
-                                                                       }
-                                                               }
-                                                               if(closestdist>0&&closest>=0){
-                                                                       objects.position[closest].y-=500;
-                                                               }
-                                                               drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
-                                                       //drawmode++;
-                                                       //if(drawmode>2)drawmode=0;
-                                                       if(objects.numobjects<max_objects-1){
-                                                               XYZ boxcoords;
-                                                               boxcoords.x=player[0].coords.x;
-                                                               boxcoords.z=player[0].coords.z;
-                                                               boxcoords.y=player[0].coords.y-3;
-                                                               if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
-                                                               if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
-                                                               //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
-                                                               float temprotat,temprotat2;
-                                                               temprotat=editorrotation;
-                                                               temprotat2=editorrotation2;
-                                                               if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
-                                                               if(temprotat2<0)temprotat2=Random()%360;
-
-                                                               objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
-                                                               if(editortype==treetrunktype)
-                                                                       objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
-                                                       }
-
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
-                                                       if(numplayers<maxplayers-1){
-                                                               player[numplayers].scale=.2*5*player[0].scale;
-                                                               player[numplayers].creature=rabbittype;
-                                                               player[numplayers].howactive=editoractive;
-                                                               player[numplayers].skeleton.id=numplayers;
-                                                               player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-
-                                                               //texsize=512*512*3/texdetail/texdetail;
-                                                               //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
-                                                               //player[numplayers].skeleton.skinText.resize(texsize);
-
-                                                               k=abs(Random()%2)+1;
-                                                               if(k==0){
-                                                                       LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                                                                       player[numplayers].whichskin=0;
-                                                               }
-                                                               else if(k==1){
-                                                                       LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                                                                       player[numplayers].whichskin=1;
-                                                               }
-                                                               else {
-                                                                       LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                                                                       player[numplayers].whichskin=2;
-                                                               }
-
-                                                               LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
-                                                               player[numplayers].power=1;
-                                                               player[numplayers].speedmult=1;
-                                                               player[numplayers].currentanimation=bounceidleanim;
-                                                               player[numplayers].targetanimation=bounceidleanim;
-                                                               player[numplayers].currentframe=0;
-                                                               player[numplayers].targetframe=1;
-                                                               player[numplayers].target=0;
-                                                               player[numplayers].bled=0;
-                                                               player[numplayers].speed=1+(float)(Random()%100)/1000;
-
-                                                               player[numplayers].targetrotation=player[0].targetrotation;
-                                                               player[numplayers].rotation=player[0].rotation;
-
-                                                               player[numplayers].velocity=0;
-                                                               player[numplayers].coords=player[0].coords;
-                                                               player[numplayers].oldcoords=player[numplayers].coords;
-                                                               player[numplayers].realoldcoords=player[numplayers].coords;
-
-                                                               player[numplayers].id=numplayers;
-                                                               player[numplayers].skeleton.id=numplayers;
-                                                               player[numplayers].updatedelay=0;
-                                                               player[numplayers].normalsupdatedelay=0;
-
-                                                               player[numplayers].aitype=passivetype;
-                                                               player[numplayers].aitarget=0;
-
-                                                               if(player[0].creature==wolftype){
-                                                                       headprop=player[0].proportionhead.x/1.1;
-                                                                       bodyprop=player[0].proportionbody.x/1.1;
-                                                                       armprop=player[0].proportionarms.x/1.1;
-                                                                       legprop=player[0].proportionlegs.x/1.1;
-                                                               }
-
-                                                               if(player[0].creature==rabbittype){
-                                                                       headprop=player[0].proportionhead.x/1.2;
-                                                                       bodyprop=player[0].proportionbody.x/1.05;
-                                                                       armprop=player[0].proportionarms.x/1.00;
-                                                                       legprop=player[0].proportionlegs.x/1.1;
-                                                               }
-
-                                                               if(player[numplayers].creature==wolftype){
-                                                                       player[numplayers].proportionhead=1.1*headprop;
-                                                                       player[numplayers].proportionbody=1.1*bodyprop;
-                                                                       player[numplayers].proportionarms=1.1*armprop;
-                                                                       player[numplayers].proportionlegs=1.1*legprop;
-                                                               }
-
-                                                               if(player[numplayers].creature==rabbittype){
-                                                                       player[numplayers].proportionhead=1.2*headprop;
-                                                                       player[numplayers].proportionbody=1.05*bodyprop;
-                                                                       player[numplayers].proportionarms=1.00*armprop;
-                                                                       player[numplayers].proportionlegs=1.1*legprop;
-                                                                       player[numplayers].proportionlegs.y=1.05*legprop;
-                                                               }
-
-                                                               player[numplayers].headless=0;
-                                                               player[numplayers].onfire=0;
-
-                                                               if(cellophane){
-                                                                       player[numplayers].proportionhead.z=0;
-                                                                       player[numplayers].proportionbody.z=0;
-                                                                       player[numplayers].proportionarms.z=0;
-                                                                       player[numplayers].proportionlegs.z=0;
-                                                               }
-
-                                                               player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
-
-                                                               player[numplayers].damagetolerance=200;
-
-                                                               player[numplayers].protectionhead=player[0].protectionhead;
-                                                               player[numplayers].protectionhigh=player[0].protectionhigh;
-                                                               player[numplayers].protectionlow=player[0].protectionlow;
-                                                               player[numplayers].armorhead=player[0].armorhead;
-                                                               player[numplayers].armorhigh=player[0].armorhigh;
-                                                               player[numplayers].armorlow=player[0].armorlow;
-                                                               player[numplayers].metalhead=player[0].metalhead;
-                                                               player[numplayers].metalhigh=player[0].metalhigh;
-                                                               player[numplayers].metallow=player[0].metallow;
-
-                                                               player[numplayers].immobile=player[0].immobile;
-
-                                                               player[numplayers].numclothes=player[0].numclothes;
-                                                               if(player[numplayers].numclothes)
-                                                                       for(i=0;i<player[numplayers].numclothes;i++){
-                                                                               strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
-                                                                               player[numplayers].clothestintr[i]=player[0].clothestintr[i];
-                                                                               player[numplayers].clothestintg[i]=player[0].clothestintg[i];
-                                                                               player[numplayers].clothestintb[i]=player[0].clothestintb[i];
-                                                                               tintr=player[numplayers].clothestintr[i];
-                                                                               tintg=player[numplayers].clothestintg[i];
-                                                                               tintb=player[numplayers].clothestintb[i];
-                                                                               AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                                                                       }
-                                                                       if(player[numplayers].numclothes){
-                                                                               player[numplayers].DoMipmaps();
-                                                                       }
-
-                                                                       player[numplayers].power=player[0].power;
-                                                                       player[numplayers].speedmult=player[0].speedmult;
-
-                                                                       player[numplayers].damage=0;
-                                                                       player[numplayers].permanentdamage=0;
-                                                                       player[numplayers].superpermanentdamage=0;
-                                                                       player[numplayers].deathbleeding=0;
-                                                                       player[numplayers].bleeding=0;
-                                                                       player[numplayers].numwaypoints=0;
-                                                                       player[numplayers].waypoint=0;
-                                                                       player[numplayers].jumppath=0;
-                                                                       player[numplayers].weaponstuck=-1;
-                                                                       player[numplayers].weaponactive=-1;
-                                                                       player[numplayers].num_weapons=0;
-                                                                       player[numplayers].bloodloss=0;
-                                                                       player[numplayers].dead=0;
-
-                                                                       player[numplayers].loaded=1;
-
-                                                                       numplayers++;
-                                                       }
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
-                                                       if(player[numplayers-1].numwaypoints<90){
-                                                               player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
-                                                               player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
-                                                               player[numplayers-1].numwaypoints++;
-                                                       }
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
-                                                       if(numpathpoints<30){
-                                                               bool connected,alreadyconnected;
-                                                               connected=0;
-                                                               if(numpathpoints>1)
-                                                                       for(i=0;i<numpathpoints;i++){
-                                                                               if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
-                                                                                       alreadyconnected=0;
-                                                                                       for(j=0;j<numpathpointconnect[pathpointselected];j++){
-                                                                                               if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
-                                                                                       }
-                                                                                       if(!alreadyconnected){
-                                                                                               numpathpointconnect[pathpointselected]++;
-                                                                                               connected=1;
-                                                                                               pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                                       if(!connected){
-                                                                               numpathpoints++;
-                                                                               pathpoint[numpathpoints-1]=player[0].coords;
-                                                                               numpathpointconnect[numpathpoints-1]=0;
-                                                                               if(numpathpoints>1&&pathpointselected!=-1){
-                                                                                       numpathpointconnect[pathpointselected]++;
-                                                                                       pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
-                                                                               }
-                                                                               pathpointselected=numpathpoints-1;
-                                                                       }
-                                                       }
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
-                                                       pathpointselected++;
-                                                       if(pathpointselected>=numpathpoints)pathpointselected=-1;
-                                                       drawmodetogglekeydown=1;
-                                               }
-                                               if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
-                                                       pathpointselected--;
-                                                       if(pathpointselected<=-2)
-                                                               pathpointselected=numpathpoints-1;
-                                                       drawmodetogglekeydown=1;
-                                               }
-                                               if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
-                                                       if(pathpointselected!=-1){
-                                                               numpathpoints--;
-                                                               pathpoint[pathpointselected]=pathpoint[numpathpoints];
-                                                               numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
-                                                               for(i=0;i<numpathpointconnect[pathpointselected];i++){
-                                                                       pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
-                                                               }
-                                                               for(i=0;i<numpathpoints;i++){
-                                                                       for(j=0;j<numpathpointconnect[i];j++){
-                                                                               if(pathpointconnect[i][j]==pathpointselected){
-                                                                                       pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
-                                                                                       numpathpointconnect[i]--;
-                                                                               }
-                                                                               if(pathpointconnect[i][j]==numpathpoints){
-                                                                                       pathpointconnect[i][j]=pathpointselected;
-                                                                               }
-                                                                       }
-                                                               }
-                                                               pathpointselected=numpathpoints-1;
-                                                       }
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
-                                                       editorenabled=1-editorenabled;
-                                                       if(editorenabled){
-                                                               player[0].damagetolerance=100000;
-                                                       } else {
-                                                               player[0].damagetolerance=200;
-                                                       }
-                                                       player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
-                                                       player[0].permanentdamage=0;
-                                                       player[0].superpermanentdamage=0;
-                                                       player[0].bloodloss=0;
-                                                       player[0].deathbleeding=0;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editortype--;
-                                                       if(editortype==treeleavestype||editortype==10)editortype--;
-                                                       if(editortype<0)editortype=firetype;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editortype++;
-                                                       if(editortype==treeleavestype||editortype==10)editortype++;
-                                                       if(editortype>firetype)editortype=0;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorrotation-=multiplier*100;
-                                                       if(editorrotation<-.01)editorrotation=-.01;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorrotation+=multiplier*100;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorsize+=multiplier;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorsize-=multiplier;
-                                                       if(editorsize<.1)editorsize=.1;
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-
-                                               if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
-                                                       mapradius-=multiplier*10;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
-                                                       mapradius+=multiplier*10;
-                                               }
-                                               if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorrotation2+=multiplier*100;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
-                                                       editorrotation2-=multiplier*100;
-                                                       if(editorrotation2<-.01)editorrotation2=-.01;
-                                               }
-                                               if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       for(i=0;i<objects.numobjects;i++){
-                                                               distance=findDistancefast(&objects.position[i],&player[0].coords);
-                                                               if(closestdist==-1||distance<closestdist){
-                                                                       closestdist=distance;
-                                                                       closest=i;
-                                                               }
-                                                       }
-                                                       if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
-                                                       drawmodetogglekeydown=1;
-                                               }
-
-
-                                               if(!Input::isKeyDown(SDLK_m)&&!Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_PERIOD)&&!Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_DELETE)&&!Input::isKeyDown(SDLK_p)){
-                                                       drawmodetogglekeydown=0;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
-                                                       //if(!player[0].skeleton.free)player[0].damage+=500;
-                                                       player[0].RagDoll(0);
-                                                       //player[0].spurt=1;
-                                                       //player[0].DoDamage(1000);
-
-                                                       emit_sound_at(whooshsound, player[0].coords, 128.);
-
-                                                       texturesizetogglekeydown=1;
-                                               }
-
-                                               if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
-
-                                                       int closest=-1;
-                                                       float closestdist=-1;
-                                                       float distance;
-                                                       for(i=0;i<objects.numobjects;i++){
-                                                               if(objects.type[i]==treeleavestype){
-                                                                       objects.scale[i]*=.9;
-                                                               }
-                                                       }
-                                                       texturesizetogglekeydown=1;
-                                               }
-
-                                               static XYZ relative;
-                                               static int randattack;
-                                               //Attack
-                                               static bool playerrealattackkeydown=0;
-
-                                               if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
-                                               if(!Input::isKeyDown(attackkey))oldattackkey=0;
-                                               if(oldattackkey)player[0].attackkeydown=0;
-                                               if(oldattackkey)playerrealattackkeydown=0;
-                                               if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
-                                               if((player[0].parriedrecently<=0||player[0].weaponactive==-1)&&(!oldattackkey||(realthreat&&player[0].lastattack!=swordslashanim&&player[0].lastattack!=knifeslashstartanim&&player[0].lastattack!=staffhitanim&&player[0].lastattack!=staffspinhitanim)))player[0].attackkeydown=Input::isKeyDown(attackkey);
-                                               if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
-                                                       for(k=0;k<numplayers;k++){
-                                                               if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
-                                                                       player[k].Reverse();
-                                                       }
-                                               }
-
-                                               if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
-
-                                               for(k=0;k<numplayers;k++){
-                                                       if(indialogue!=-1)player[k].attackkeydown=0;
-                                                       if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
-                                                               if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
-                                                               if(player[k].attackkeydown&&player[k].jumppower<=1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
-                                                                       player[k].jumppower-=2;
-                                                               }
-                                                               if(player[k].attackkeydown&&player[k].jumppower>1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
-                                                                       for(i=0;i<numplayers;i++){
-                                                                               if(i==k)i++;
-                                                                               if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
-                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
-                                                                                               player[k].targetanimation=dodgebackanim;
-                                                                                               player[k].target=0;
-                                                                                               player[k].targetframe=0;
-                                                                                               rotatetarget=player[i].coords-player[k].coords;
-                                                                                               Normalise(&rotatetarget);
-                                                                                               player[k].targetrotation=-asin(0-rotatetarget.x);
-                                                                                               player[k].targetrotation*=360/6.28;
-                                                                                               if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
-
-                                                                                               player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
-                                                                                       }
-                                                                       }
-                                                                       if(player[k].targetanimation!=dodgebackanim){
-                                                                               if(k==0)numflipped++;
-                                                                               player[k].targetanimation=backhandspringanim;
-                                                                               player[k].target=0;
-                                                                               player[k].targetframe=0;
-                                                                               player[k].targetrotation=-rotation+180;
-                                                                               if(player[k].leftkeydown)player[k].targetrotation-=45;
-                                                                               if(player[k].rightkeydown)player[k].targetrotation+=45;
-                                                                               player[k].rotation=player[k].targetrotation;
-                                                                               player[k].jumppower-=2;
-                                                                       }
-                                                               }
-                                                               if(player[k].attackkeydown&&!animation[player[k].targetanimation].attack&&!player[k].backkeydown&&(player[k].isIdle()||player[k].isRun()||player[k].targetanimation==walkanim||player[k].targetanimation==sneakanim||player[k].isCrouch())){
-                                                                       player[k].hasvictim=0;
-                                                                       if(numplayers>1)
-                                                                               for(i=0;i<numplayers;i++){
-                                                                                       if(i==k)i++;
-                                                                                       if(!player[k].hasvictim)
-                                                                                               if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
-                                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<4.5&&!player[i].skeleton.free&&player[i].howactive<typedead1&&player[i].targetanimation!=jumpreversedanim&&player[i].targetanimation!=rabbitkickreversedanim&&player[i].targetanimation!=rabbitkickanim&&player[k].targetanimation!=rabbitkickanim&&player[i].targetanimation!=getupfrombackanim&&(player[i].targetanimation!=staggerbackhighanim&&(player[i].targetanimation!=staggerbackhardanim||animation[staggerbackhardanim].label[player[i].targetframe]==6))&&player[i].targetanimation!=jumpdownanim&&player[i].targetanimation!=jumpupanim&&player[i].targetanimation!=getupfromfrontanim){
-                                                                                                               player[k].victim=&player[i];
-                                                                                                               player[k].hasvictim=1;
-                                                                                                               if(player[k].aitype==playercontrolled){
-                                                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].crouchkeydown&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1&&!reversaltrain)player[k].targetanimation=winduppunchanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[i].bloodloss>player[i].damagetolerance/2)player[k].targetanimation=knifefollowanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0)player[k].targetanimation=staffspinhitanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
-                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
-                                                                                                               }
-                                                                                                               else {
-                                                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
-                                                                                                                               if(player[k].weaponactive==-1)randattack=abs(Random()%5);
-                                                                                                                               else randattack=abs(Random()%5);
-                                                                                                                               if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
-                                                                                                                                       if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
-                                                                                                                                       else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
-                                                                                                                                       else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
-                                                                                                                                       else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
-                                                                                                                               }
-                                                                                                                               if(player[k].weaponactive!=-1){
-                                                                                                                                       if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
-                                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)/*&&animation[player[i].targetanimation].height!=lowheight*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
-                                                                                                                                       //else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)player[k].targetanimation=knifefollowanim;
-                                                                                                                                       else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
-                                                                                                                                       else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
-                                                                                                                                       else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack>=3)player[k].targetanimation=staffspinhitanim;
-                                                                                                                                       else if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==1&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
-                                                                                                                                       else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                               if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
-                                                                                                       }
-                                                                                                       if((tutoriallevel!=1||tutorialstage==22)&&player[i].howactive<typedead1&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&!player[i].skeleton.free&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&(((player[i].stunned>0&&player[k].madskills)||(player[i].surprised>0)||player[i].aitype==passivetype)||(player[k].weaponactive!=-1&&player[i].stunned>0))&&normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0&&(k==0)){
-                                                                                                               if(player[k].weaponactive==-1){
-                                                                                                                       player[i].targetanimation=sneakattackedanim;
-                                                                                                                       player[i].currentanimation=sneakattackedanim;
-                                                                                                                       player[k].currentanimation=sneakattackanim;
-                                                                                                                       player[k].targetanimation=sneakattackanim;
-                                                                                                                       player[k].oldcoords=player[k].coords;
-                                                                                                                       player[k].coords=player[i].coords;
-                                                                                                               }
-                                                                                                               if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
-                                                                                                                       player[i].targetanimation=knifesneakattackedanim;
-                                                                                                                       player[i].currentanimation=knifesneakattackedanim;
-                                                                                                                       player[k].currentanimation=knifesneakattackanim;
-                                                                                                                       player[k].targetanimation=knifesneakattackanim;
-                                                                                                                       player[i].oldcoords=player[i].coords;
-                                                                                                                       player[i].coords=player[k].coords;
-                                                                                                               }
-                                                                                                               if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
-                                                                                                                       player[i].targetanimation=swordsneakattackedanim;
-                                                                                                                       player[i].currentanimation=swordsneakattackedanim;
-                                                                                                                       player[k].currentanimation=swordsneakattackanim;
-                                                                                                                       player[k].targetanimation=swordsneakattackanim;
-                                                                                                                       player[i].oldcoords=player[i].coords;
-                                                                                                                       player[i].coords=player[k].coords;
-                                                                                                               }
-                                                                                                               if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
-                                                                                                                       player[k].victim=&player[i];
-                                                                                                                       player[k].hasvictim=1;
-                                                                                                                       player[i].targettilt2=0;
-                                                                                                                       player[i].targetframe=1;
-                                                                                                                       player[i].currentframe=0;
-                                                                                                                       player[i].target=0;
-                                                                                                                       player[i].velocity=0;
-                                                                                                                       player[k].targettilt2=player[i].targettilt2;
-                                                                                                                       player[k].currentframe=player[i].currentframe;
-                                                                                                                       player[k].targetframe=player[i].targetframe;
-                                                                                                                       player[k].target=player[i].target;
-                                                                                                                       player[k].velocity=0;
-                                                                                                                       player[k].targetrotation=player[i].rotation;
-                                                                                                                       player[k].rotation=player[i].rotation;
-                                                                                                                       player[i].targetrotation=player[i].rotation;
-                                                                                                               }
-                                                                                                       }
-                                                                                                       if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
-                                                                                                               oldattackkey=1;
-                                                                                                               player[k].targetframe=0;
-                                                                                                               player[k].target=0;
-                                                                                                               //player[k].velocity=0;
-
-                                                                                                               rotatetarget=player[i].coords-player[k].coords;
-                                                                                                               Normalise(&rotatetarget);
-                                                                                                               player[k].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                               player[k].targetrotation*=360/6.28;
-                                                                                                               if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
-
-                                                                                                               player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-
-                                                                                                               player[k].lastattack3=player[k].lastattack2;
-                                                                                                               player[k].lastattack2=player[k].lastattack;
-                                                                                                               player[k].lastattack=player[k].targetanimation;
-                                                                                                               //player[k].targettilt2=0;
-                                                                                                               //slomo=1;
-                                                                                                               //slomodelay=.2;
-                                                                                                       }
-                                                                                                       if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
-                                                                                                               rotatetarget=player[i].coords-player[k].coords;
-                                                                                                               Normalise(&rotatetarget);
-                                                                                                               player[k].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                               player[k].targetrotation*=360/6.28;
-                                                                                                               if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
-                                                                                                               player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-                                                                                                               oldattackkey=1;
-                                                                                                               player[k].victim=&player[i];
-                                                                                                               player[k].hasvictim=1;
-                                                                                                               player[i].targetanimation=knifefollowedanim;
-                                                                                                               player[i].currentanimation=knifefollowedanim;
-                                                                                                               player[i].targettilt2=0;
-                                                                                                               player[i].targettilt2=player[k].targettilt2;
-                                                                                                               player[i].targetframe=1;
-                                                                                                               player[i].currentframe=0;
-                                                                                                               player[i].target=0;
-                                                                                                               player[i].velocity=0;
-                                                                                                               player[k].currentanimation=knifefollowanim;
-                                                                                                               player[k].targetanimation=knifefollowanim;
-                                                                                                               player[k].targettilt2=player[i].targettilt2;
-                                                                                                               player[k].currentframe=player[i].currentframe;
-                                                                                                               player[k].targetframe=player[i].targetframe;
-                                                                                                               player[k].target=player[i].target;
-                                                                                                               player[k].velocity=0;
-                                                                                                               player[k].oldcoords=player[k].coords;
-                                                                                                               player[i].coords=player[k].coords;
-                                                                                                               player[i].targetrotation=player[k].targetrotation;
-                                                                                                               player[i].rotation=player[k].targetrotation;
-                                                                                                               player[k].rotation=player[k].targetrotation;
-                                                                                                               player[i].rotation=player[k].targetrotation;
-                                                                                                       }
-                                                                                               }
-                                                                               }
-                                                                               bool hasstaff=0;
-                                                                               if(player[k].weaponactive!=-1){
-                                                                                       if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
-                                                                               }
-                                                                               if(numplayers>1)
-                                                                                       for(i=0;i<numplayers;i++){
-                                                                                               if(i==k)i++;
-                                                                                               if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
-                                                                                                       if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
-                                                                                                               if(player[i].skeleton.free)
-                                                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)&&(player[i].dead||player[i].skeleton.longdead>1000||player[k].isRun()||(hasstaff)||(player[k].weaponactive!=-1&&player[i].skeleton.free&&(player[i].skeleton.longdead>2000||player[i].damage>player[i].damagetolerance/8||player[i].bloodloss>player[i].damagetolerance/2)&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)))){
-                                                                                                                               player[k].victim=&player[i];
-                                                                                                                               player[k].hasvictim=1;
-                                                                                                                               if(player[k].weaponactive!=-1&&tutoriallevel!=1){
-                                                                                                                                       if(player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5))player[k].targetanimation=crouchstabanim;
-                                                                                                                                       if(player[k].crouchkeydown&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)player[k].targetanimation=swordgroundstabanim;
-                                                                                                                                       if(/*(player[k].crouchkeydown||!player[i].dead)&&*/findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)player[k].targetanimation=staffgroundsmashanim;
-                                                                                                                               }
-                                                                                                                               if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].crouchkeydown&&player[k].targetanimation!=crouchstabanim&&(player[k].weaponactive==-1)&&player[i].dead&&player[i].skeleton.free&&player[i].skeleton.longdead>1000){
-                                                                                                                                       player[k].targetanimation=killanim;
-                                                                                                                                       for(j=0;j<terrain.numdecals;j++){
-                                                                                                                                               if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
-                                                                                                                                                       terrain.DeleteDecal(j);
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                                       for(l=0;l<objects.numobjects;l++){
-                                                                                                                                               if(objects.model[l].type==decalstype)
-                                                                                                                                                       for(j=0;j<objects.model[l].numdecals;j++){
-                                                                                                                                                               if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
-                                                                                                                                                                       objects.model[l].DeleteDecal(j);
-                                                                                                                                                               }
-                                                                                                                                                       }
-                                                                                                                                       }
-                                                                                                                               }
-                                                                                                                               if(!player[i].dead||musictype!=2)
-                                                                                                                                       if(findDistancefast(&player[k].coords,&player[i].coords)<3.5&&(player[k].isRun()||(player[k].isIdle()&&player[k].attackkeydown))&&(player[k].staggerdelay<=0&&(player[i].dead||(player[i].skeleton.longdead<300&&player[k].lastattack!=spinkickanim&&player[i].skeleton.free)))&&(!player[i].dead||musictype!=stream_music2)){
-                                                                                                                                               player[k].targetanimation=dropkickanim;
-                                                                                                                                               for(j=0;j<terrain.numdecals;j++){
-                                                                                                                                                       if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
-                                                                                                                                                               terrain.DeleteDecal(j);
-                                                                                                                                                       }
-                                                                                                                                               }
-                                                                                                                                               for(l=0;l<objects.numobjects;l++){
-                                                                                                                                                       if(objects.model[l].type==decalstype)
-                                                                                                                                                               for(j=0;j<objects.model[l].numdecals;j++){
-                                                                                                                                                                       if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
-                                                                                                                                                                               objects.model[l].DeleteDecal(j);
-                                                                                                                                                                       }
-                                                                                                                                                               }
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                       }
-                                                                                                                       if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free||player[k].targetanimation==killanim||player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim||player[k].targetanimation==dropkickanim)){
-                                                                                                                               oldattackkey=1;
-                                                                                                                               player[k].targetframe=0;
-                                                                                                                               player[k].target=0;
-                                                                                                                               //player[k].velocity=0;
-
-                                                                                                                               rotatetarget=player[i].coords-player[k].coords;
-                                                                                                                               if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
-                                                                                                                                       rotatetarget=(player[i].coords+(player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position+player[i].skeleton.joints[player[i].skeleton.jointlabels[neck]].position)/2*player[i].scale)-player[k].coords;
-                                                                                                                               }
-                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                               player[k].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                               player[k].targetrotation*=360/6.28;
-                                                                                                                               if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
-
-                                                                                                                               if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
-                                                                                                                                       player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
-                                                                                                                               }
-
-                                                                                                                               player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-                                                                                                                               if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
-
-                                                                                                                               player[k].lastattack3=player[k].lastattack2;
-                                                                                                                               player[k].lastattack2=player[k].lastattack;
-                                                                                                                               player[k].lastattack=player[k].targetanimation;
-
-                                                                                                                               if(player[k].targetanimation==swordgroundstabanim){
-                                                                                                                                       player[k].targetrotation+=30;
-                                                                                                                               }
-                                                                                                                               //player[k].targettilt2=0;
-                                                                                                                               //slomo=1;
-                                                                                                                               //slomodelay=.2;
-                                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       if(!player[k].hasvictim){
-                                                                                               for(i=0;i<numplayers;i++){
-                                                                                                       if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
-                                                                                                               player[k].victim=&player[i];
-                                                                                                               player[k].hasvictim=1;
-                                                                                                       }
-                                                                                                       if(player[k].hasvictim&&!player[i].skeleton.free)
-                                                                                                               if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
-                                                                                                                       player[k].victim=&player[i];
-                                                                                                               }
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[k].aitype==playercontrolled)
-                                                                                               if(player[k].attackkeydown&&(player[k].isRun())&&player[k].wasRun()&&((player[k].hasvictim&&findDistancefast(&player[k].coords,&player[k].victim->coords)<12*(player[k].scale*5)*(player[k].scale*5)&&findDistancefast(&player[k].coords,&player[k].victim->coords)>7*(player[k].scale*5)*(player[k].scale*5)&&!player[k].victim->skeleton.free&&player[k].victim->targetanimation!=getupfrombackanim&&player[k].victim->targetanimation!=getupfromfrontanim&&animation[player[k].victim->targetanimation].height!=lowheight&&player[k].aitype!=playercontrolled&&normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&player[k].rabbitkickenabled)||player[k].jumpkeydown)){
-                                                                                                       oldattackkey=1;
-                                                                                                       player[k].targetanimation=rabbitkickanim;
-                                                                                                       player[k].targetframe=0;
-                                                                                                       player[k].target=0;
-                                                                                               }
-                                                                                               if(animation[player[k].targetanimation].attack&&k==0){
-                                                                                                       numattacks++;
-                                                                                                       bool armedstaff=0;
-                                                                                                       if(player[k].weaponactive!=-1){
-                                                                                                               if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
-                                                                                                       }
-                                                                                                       bool armedsword=0;
-                                                                                                       if(player[k].weaponactive!=-1){
-                                                                                                               if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
-                                                                                                       }
-                                                                                                       bool armedknife=0;
-                                                                                                       if(player[k].weaponactive!=-1){
-                                                                                                               if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
-                                                                                                       }
-                                                                                                       if(armedstaff)numstaffattack++;
-                                                                                                       else if(armedsword)numswordattack++;
-                                                                                                       else if(armedknife)numknifeattack++;
-                                                                                                       else numunarmedattack++;
-                                                                                               }
-                                                               }
-                                                       }
-                                               }
-
-                                               //Collisions
-                                               static float collisionradius;
-                                               if(numplayers>1)
-                                                       for(k=0;k<numplayers;k++){
-                                                               for(i=k;i<numplayers;i++){
-                                                                       if(i==k)i++;
-                                                                       if(i<numplayers)
-                                                                               if((animation[player[i].targetanimation].attack!=reversed&&animation[player[i].targetanimation].attack!=reversal&&animation[player[k].targetanimation].attack!=reversed&&animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
-                                                                                       if((animation[player[i].currentanimation].attack!=reversed&&animation[player[i].currentanimation].attack!=reversal&&animation[player[k].currentanimation].attack!=reversed&&animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
-                                                                                               if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
-                                                                                                       if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
-                                                                                                               if(i!=k&&player[i].whichpatchx==player[k].whichpatchx&&player[i].whichpatchz==player[k].whichpatchz&&player[k].skeleton.oldfree==player[k].skeleton.free&&player[i].skeleton.oldfree==player[i].skeleton.free&&player[i].targetanimation!=climbanim&&player[i].targetanimation!=hanganim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim)
-                                                                                                                       if(player[i].coords.y>player[k].coords.y-3)
-                                                                                                                               if(player[i].coords.y<player[k].coords.y+3)
-                                                                                                                                       if(player[i].coords.x>player[k].coords.x-3)
-                                                                                                                                               if(player[i].coords.x<player[k].coords.x+3)
-                                                                                                                                                       if(player[i].coords.z>player[k].coords.z-3)
-                                                                                                                                                               if(player[i].coords.z<player[k].coords.z+3){
-                                                                                                                                                                       if(findDistancefast(&player[i].coords,&player[k].coords)<3*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
-                                                                                                                                                                               if(player[i].onfire||player[k].onfire){
-                                                                                                                                                                                       if(!player[i].onfire)player[i].CatchFire();
-                                                                                                                                                                                       if(!player[k].onfire)player[k].CatchFire();
-                                                                                                                                                                               }
-                                                                                                                                                                       }
-
-                                                                                                                                                                       tempcoords1=player[i].coords;
-                                                                                                                                                                       tempcoords2=player[k].coords;
-                                                                                                                                                                       if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
-                                                                                                                                                                       if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
-                                                                                                                                                                       collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
-                                                                                                                                                                       if(player[0].hasvictim)
-                                                                                                                                                                               if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
-                                                                                                                                                                       if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
-                                                                                                                                                                               if(k==0)
-                                                                                                                                                                                       if(player[k].targetanimation==jumpdownanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[i].skeleton.oldfree&&player[i].skeleton.free&&player[i].dead&&player[k].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
-                                                                                                                                                                                               player[k].coords.y=player[i].coords.y;
-                                                                                                                                                                                               player[i].velocity=player[k].velocity;
-                                                                                                                                                                                               player[i].skeleton.free=0;
-                                                                                                                                                                                               player[i].rotation=0;
-                                                                                                                                                                                               player[i].RagDoll(0);
-                                                                                                                                                                                               player[i].DoDamage(20);
-                                                                                                                                                                                               if(k==0)camerashake+=.3;
-                                                                                                                                                                                               player[i].skeleton.longdead=0;
-                                                                                                                                                                                               player[k].lastcollide=1;
-                                                                                                                                                                                       }
-                                                                                                                                                                                       if(i==0)
-                                                                                                                                                                                               if(player[i].targetanimation==jumpdownanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[k].skeleton.oldfree&&player[k].skeleton.free&&player[k].dead&&player[i].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
-                                                                                                                                                                                                       player[i].coords.y=player[k].coords.y;
-                                                                                                                                                                                                       player[k].velocity=player[i].velocity;
-                                                                                                                                                                                                       player[k].skeleton.free=0;
-                                                                                                                                                                                                       player[k].rotation=0;
-                                                                                                                                                                                                       player[k].RagDoll(0);
-                                                                                                                                                                                                       player[k].DoDamage(20);
-                                                                                                                                                                                                       if(i==0)camerashake+=.3;
-                                                                                                                                                                                                       player[k].skeleton.longdead=0;
-                                                                                                                                                                                                       player[i].lastcollide=1;
-                                                                                                                                                                                               }
-
-                                                                                                                                                                                               if((player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||(player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
-                                                                                                                                                                                                       rotatetarget=player[k].velocity-player[i].velocity;
-                                                                                                                                                                                                       if(((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim)||player[i].skeleton.free)&&((player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim)||player[k].skeleton.free))
-                                                                                                                                                                                                               if(((((findLengthfast(&rotatetarget)>150&&(i!=0&&k!=0))||(findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll/*currentanimation==rabbitkickanim*/&&(i==0||k==0)))&&normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&((i==0||k==0)||((player[i].skeleton.oldfree==1&&k!=0&&animation[player[k].currentanimation].attack==neutral)||(player[k].skeleton.oldfree==1&&i!=0&&animation[player[i].currentanimation].attack==neutral)||(player[i].isFlip()&&!player[i].skeleton.oldfree&&(i==0||k==0))||(player[k].isFlip()&&!player[k].skeleton.oldfree&&(i==0||k==0))||(i==0||k==0))))||((player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&(i==0||k==0)&&(!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree))){
-                                                                                                                                                                                                                       //If hit by body
-                                                                                                                                                                                                                       if((i!=0||player[i].skeleton.free)&&(k!=0||player[k].skeleton.free)||(animation[player[i].targetanimation].height==highheight&&animation[player[k].targetanimation].height==highheight)){
-                                                                                                                                                                                                                               if(tutoriallevel!=1){
-                                                                                                                                                                                                                                       emit_sound_at(heavyimpactsound, player[i].coords);
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               //player[i].velocity=player[k].velocity;
-                                                                                                                                                                                                                               //player[k].velocity=player[i].velocity;
-
-                                                                                                                                                                                                                               player[i].RagDoll(0);
-                                                                                                                                                                                                                               if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
-                                                                                                                                                                                                                                 award_bonus(0, aimbonus);
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               player[i].DoDamage(findLengthfast(&rotatetarget)/4);
-                                                                                                                                                                                                                               player[k].RagDoll(0);
-                                                                                                                                                                                                                               if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
-                                                                                                                                                                                                                                 award_bonus(0, aimbonus); // Huh, again?
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               player[k].DoDamage(findLengthfast(&rotatetarget)/4);
-
-                                                                                                                                                                                                                               //if(player[i].skeleton.oldfree){
-                                                                                                                                                                                                                               for(j=0;j<player[i].skeleton.num_joints;j++){
-                                                                                                                                                                                                                                       player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               //}
-                                                                                                                                                                                                                               //if(player[k].skeleton.oldfree){
-                                                                                                                                                                                                                               for(j=0;j<player[k].skeleton.num_joints;j++){
-                                                                                                                                                                                                                                       player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               //}
-
-                                                                                                                                                                                                                       }
-                                                                                                                                                                                                               }
-                                                                                                                                                                                                               if((animation[player[i].targetanimation].attack==neutral||animation[player[i].targetanimation].attack==normalattack)&&(animation[player[k].targetanimation].attack==neutral||animation[player[k].targetanimation].attack==normalattack)){
-                                                                                                                                                                                                                       //If bumped
-                                                                                                                                                                                                                       if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
-                                                                                                                                                                                                                               if(findDistancefast(&player[k].coords,&player[i].coords)<.5*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
-                                                                                                                                                                                                                                       rotatetarget=player[k].coords-player[i].coords;
-                                                                                                                                                                                                                                       Normalise(&rotatetarget);
-                                                                                                                                                                                                                                       player[k].coords=(player[k].coords+player[i].coords)/2;
-                                                                                                                                                                                                                                       player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
-                                                                                                                                                                                                                                       player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
-                                                                                                                                                                                                                                       if(player[k].howactive==typeactive||hostile)
-                                                                                                                                                                                                                                               if(player[k].isIdle()){
-                                                                                                                                                                                                                                                       if(player[k].howactive<typesleeping){
-                                                                                                                                                                                                                                                               player[k].targetanimation=player[k].getStop();
-                                                                                                                                                                                                                                                               player[k].targetframe=0;
-                                                                                                                                                                                                                                                               player[k].target=0;
-                                                                                                                                                                                                                                                       }
-                                                                                                                                                                                                                                                       else if(player[k].howactive==typesleeping)
-                                                                                                                                                                                                                                                       {
-                                                                                                                                                                                                                                                               player[k].targetanimation=getupfromfrontanim;
-                                                                                                                                                                                                                                                               player[k].targetframe=0;
-                                                                                                                                                                                                                                                               player[k].target=0;
-                                                                                                                                                                                                                                                       }
-                                                                                                                                                                                                                                                       if(!editorenabled)player[k].howactive=typeactive;
-                                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                                               if(player[i].howactive==typeactive||hostile)
-                                                                                                                                                                                                                                                       if(player[i].isIdle()){
-                                                                                                                                                                                                                                                               if(player[i].howactive<typesleeping){
-                                                                                                                                                                                                                                                                       player[i].targetanimation=player[i].getStop();
-                                                                                                                                                                                                                                                                       player[i].targetframe=0;
-                                                                                                                                                                                                                                                                       player[i].target=0;
-                                                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                                                               else
-                                                                                                                                                                                                                                                               {
-                                                                                                                                                                                                                                                                       player[i].targetanimation=getupfromfrontanim;
-                                                                                                                                                                                                                                                                       player[i].targetframe=0;
-                                                                                                                                                                                                                                                                       player[i].target=0;
-                                                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                                                               if(!editorenabled)player[i].howactive=typeactive;
-                                                                                                                                                                                                                                                       }
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                               if(hostile){
-                                                                                                                                                                                                                                       if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&!player[i].isCrouch()&&player[i].targetanimation!=rollanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[k].lastcollide<=0&&player[k].velocity.y<-10){
-                                                                                                                                                                                                                                               player[i].velocity=player[k].velocity;
-                                                                                                                                                                                                                                               player[k].velocity=player[k].velocity*-.5;
-                                                                                                                                                                                                                                               //player[i].velocity.y-=10;
-                                                                                                                                                                                                                                               player[k].velocity.y=player[i].velocity.y;
-                                                                                                                                                                                                                                               player[i].DoDamage(20);
-                                                                                                                                                                                                                                               player[i].RagDoll(0);
-                                                                                                                                                                                                                                               player[k].lastcollide=1;
-                                                                                                                                                                                                                                               award_bonus(k, AboveBonus);
-                                                                                                                                                                                                                                       }
-                                                                                                                                                                                                                                       if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
-                                                                                                                                                                                                                                               player[k].velocity=player[i].velocity;
-                                                                                                                                                                                                                                               player[i].velocity=player[i].velocity*-.3;
-                                                                                                                                                                                                                                               //player[k].velocity.y-=10;
-                                                                                                                                                                                                                                               player[i].velocity.y=player[k].velocity.y;
-                                                                                                                                                                                                                                               player[k].DoDamage(20);
-                                                                                                                                                                                                                                               player[k].RagDoll(0);
-                                                                                                                                                                                                                                               player[i].lastcollide=1;
-                                                                                                                                                                                                                                               award_bonus(i, AboveBonus);
-                                                                                                                                                                                                                                       }
-                                                                                                                                                                                                                               }
-                                                                                                                                                                                                                       }
-                                                                                                                                                                                                               }
-                                                                                                                                                                                               }
-                                                                                                                                                                                               player[i].CheckKick();
-                                                                                                                                                                                               player[k].CheckKick();
-                                                                                                                                                                       }
-                                                                                                                                                               }
-                                                               }
-                                                       }
-
-                                                       for(k=0;k<numplayers;k++){
-                                                               for(i=k;i<numplayers;i++){
-                                                                       if(i==k)i++;
-                                                                       if(i<numplayers&&i!=k&&player[k].skeleton.free==0&&player[i].skeleton.oldfree==0&&(player[i].targetanimation==jumpupanim||player[k].targetanimation==jumpupanim)&&(player[i].aitype==playercontrolled||player[k].aitype==playercontrolled)&&((player[i].aitype==attacktypecutoff&&player[i].stunned<=0)||(player[k].aitype==attacktypecutoff&&player[k].stunned<=0))){
-                                                                               if(findDistancefast(&player[i].coords,&player[k].coords)<10*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)&&findDistancefastflat(&player[i].coords,&player[k].coords)<2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
-                                                                                       if(player[i].targetanimation==jumpupanim&&player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim&&animation[player[k].targetanimation].height==middleheight&&normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&((player[k].aitype==playercontrolled&&player[k].attackkeydown)||player[k].aitype!=playercontrolled)){
-                                                                                               player[i].victim=&player[k];
-                                                                                               player[i].targetanimation=jumpreversedanim;
-                                                                                               player[i].currentanimation=jumpreversedanim;
-                                                                                               player[k].currentanimation=jumpreversalanim;
-                                                                                               player[k].targetanimation=jumpreversalanim;
-                                                                                               player[i].targettilt2=0;
-                                                                                               player[i].currentframe=0;
-                                                                                               player[i].targetframe=1;
-                                                                                               player[k].currentframe=0;
-                                                                                               player[k].targetframe=1;
-                                                                                               if(player[i].coords.y<player[k].coords.y+1){
-                                                                                                       player[i].targetanimation=rabbitkickreversedanim;
-                                                                                                       player[i].currentanimation=rabbitkickreversedanim;
-                                                                                                       player[k].currentanimation=rabbitkickreversalanim;
-                                                                                                       player[k].targetanimation=rabbitkickreversalanim;
-                                                                                                       player[k].currentframe=1;
-                                                                                                       player[k].targetframe=2;
-                                                                                                       player[i].currentframe=1;
-                                                                                                       player[i].targetframe=2;
-                                                                                               }
-                                                                                               player[k].targettilt2=0;
-                                                                                               player[i].target=0;
-                                                                                               player[i].velocity=0;
-                                                                                               player[k].velocity=0;
-                                                                                               player[k].oldcoords=player[k].coords;
-                                                                                               player[i].coords=player[k].coords;
-                                                                                               player[k].targetrotation=player[i].targetrotation;
-                                                                                               player[k].rotation=player[i].targetrotation;
-                                                                                               player[k].victim=&player[i];
-                                                                                               if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
-                                                                                       }
-                                                                                       if(player[k].targetanimation==jumpupanim&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&animation[player[i].targetanimation].height==middleheight&&normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&((player[i].aitype==playercontrolled&&player[i].attackkeydown)||player[i].aitype!=playercontrolled)){
-                                                                                               player[k].victim=&player[i];
-                                                                                               player[k].targetanimation=jumpreversedanim;
-                                                                                               player[k].currentanimation=jumpreversedanim;
-                                                                                               player[i].currentanimation=jumpreversalanim;
-                                                                                               player[i].targetanimation=jumpreversalanim;
-                                                                                               player[k].targettilt2=0;
-                                                                                               player[i].targettilt2=0;
-                                                                                               player[k].currentframe=0;
-                                                                                               player[k].targetframe=1;
-                                                                                               player[i].currentframe=0;
-                                                                                               player[i].targetframe=1;
-                                                                                               if(player[k].coords.y<player[i].coords.y+1){
-                                                                                                       player[k].targetanimation=rabbitkickreversedanim;
-                                                                                                       player[k].currentanimation=rabbitkickreversedanim;
-                                                                                                       player[i].currentanimation=rabbitkickreversalanim;
-                                                                                                       player[i].targetanimation=rabbitkickreversalanim;
-                                                                                                       player[k].currentframe=1;
-                                                                                                       player[k].targetframe=2;
-                                                                                                       player[i].currentframe=1;
-                                                                                                       player[i].targetframe=2;
-                                                                                               }
-                                                                                               player[k].target=0;
-                                                                                               player[k].velocity=0;
-                                                                                               player[i].velocity=0;
-                                                                                               player[i].oldcoords=player[i].coords;
-                                                                                               player[k].coords=player[i].coords;
-                                                                                               player[i].targetrotation=player[k].targetrotation;
-                                                                                               player[i].rotation=player[k].targetrotation;
-                                                                                               player[i].victim=&player[k];
-                                                                                               if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-
-                                                       for(k=0;k<numplayers;k++)
-                                                               if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
-
-
-                                                       //pile
-                                                       if(!Input::isKeyDown(SDLK_n)){
-                                                               texturesizetogglekeydown=0;
-                                                       }
-
-                                                       for(k=0;k<numplayers;k++){
-                                                               if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
-                                                                       if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
-                                                                               player[k].DoDamage(1000);
-                                                                       }
-                                                               }
-                                                       }
-
-                                                       static bool respawnkeydown;
-                                                       if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
-                                                               targetlevel=whichlevel;
-                                                               loading=1;
-                                                               leveltime=5;
-                                                       }
-                                                       if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
-                                                       if(Input::isKeyDown(jumpkey))respawnkeydown=1;
-
-
-
-
-                                                       if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
-                                                               targetlevel++;
-                                                               if(targetlevel>numchallengelevels-1)targetlevel=0;
-                                                               loading=1;
-                                                               leveltime=5;
-                                                               slomotogglekeydown=1;
-                                                       }
-                                                       static bool movekey;
-                                                       static bool connected;
-                                                       
-               for(int i=0;i<numplayers;i++){
-                                                               if(!player[i].skeleton.free){
-                                                                       oldtargetrotation=player[i].targetrotation;
-                                                                       if(i==0&&indialogue==-1){
-                                                                               if(!animation[player[0].targetanimation].attack&&player[0].targetanimation!=staggerbackhighanim&&player[0].targetanimation!=staggerbackhardanim&&player[0].targetanimation!=crouchremoveknifeanim&&player[0].targetanimation!=removeknifeanim&&player[0].targetanimation!=backhandspringanim&&player[0].targetanimation!=dodgebackanim&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
-                                                                                       if(!cameramode)player[0].targetrotation=-rotation+180;
-                                                                                       if(cameramode)player[0].targetrotation=0;
-                                                                               }
-
-                                                                               facing=0;
-                                                                               facing.z=-1;
-
-                                                                               flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
-                                                                               if(cameramode){facing=flatfacing;}
-                                                                               else{
-                                                                                       facing=DoRotation(facing,-rotation2,0,0);
-                                                                                       facing=DoRotation(facing,0,0-rotation,0);
-                                                                               }
-
-                                                                               player[0].lookrotation=-rotation;
-
-                                                                               player[i].targetheadrotation=rotation;
-                                                                               player[i].targetheadrotation2=rotation2;
-                                                                       }
-                                                                       if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
-                                                                               if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim&&player[i].targetanimation!=walljumprightkickanim&&player[i].targetanimation!=walljumpleftkickanim){
-                                                                                       player[i].targetrotation=-player[i].lookrotation+180;
-                                                                               }
-
-                                                                               facing=0;
-                                                                               facing.z=-1;
-
-                                                                               flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
-
-                                                                               facing=DoRotation(facing,-player[i].lookrotation2,0,0);
-                                                                               facing=DoRotation(facing,0,0-player[i].lookrotation,0);
-
-                                                                               player[i].targetheadrotation=player[i].lookrotation;
-                                                                               player[i].targetheadrotation2=player[i].lookrotation2;
-                                                                       }
-                                                                       if(indialogue!=-1){
-                                                                               rotatetarget=participantfacing[whichdialogue][indialogue][i];
-                                                                               Normalise(&rotatetarget);
-                                                                               player[i].targetheadrotation=-asin(0-rotatetarget.x);
-                                                                               player[i].targetheadrotation*=360/6.28;
-                                                                               if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
-
-                                                                               player[i].targetheadrotation*=-1;
-                                                                               player[i].targetheadrotation+=180;
-                                                                               player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
-                                                                       }
-
-                                                                       bool pause;
-
-                                                                       if(leveltime<.5)
-                                                                               numenvsounds=0;
-
-                                                                       player[i].avoidsomething=0;
-
-                                                                       for(j=0;j<objects.numobjects;j++){
-                                                                               if(objects.onfire[j]){
-                                                                                       if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
-                                                                                       {
-                                                                                               if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
-                                                                                                       player[i].collided=0;
-                                                                                                       player[i].avoidcollided=1;
-                                                                                                       if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
-                                                                                                               player[i].avoidwhere=objects.position[j];
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                       }
-
-                                                                       //Add avoidwhere to players
-
-                                                                       for(j=0;j<numplayers;j++){
-                                                                               if(player[j].onfire){
-                                                                                       if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
-                                                                                       {
-                                                                                               if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
-                                                                                                       player[i].collided=0;
-                                                                                                       player[i].avoidcollided=1;
-                                                                                                       if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
-                                                                                                               player[i].avoidwhere=objects.position[j];
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                       }
-
-                                                                       if(player[i].collided>.8)player[i].avoidcollided=0;
-                                                                       if(player[i].aitype!=playercontrolled&&indialogue==-1){
-                                                                               player[i].jumpclimb=0;
-                                                                               //AI
-                                                                               if(editorenabled)player[i].stunned=1;
-
-                                                                               player[i].pause=0;
-                                                                               //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
-                                                                               if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&player[0].coords.y>player[i].coords.y+2&&!player[0].onterrain)player[i].pause=1;
-
-                                                                               /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
-                                                                               player[i].forwardkeydown=0;
-                                                                               player[i].leftkeydown=0;
-                                                                               player[i].backkeydown=0;
-                                                                               player[i].rightkeydown=0;
-                                                                               player[i].crouchkeydown=0;
-                                                                               player[i].attackkeydown=0;
-                                                                               player[i].jumpkeydown=0;
-                                                                               player[i].throwkeydown=0;
-                                                                               }*/
-
-                                                                               if(player[i].aitype==pathfindtype){
-                                                                                       if(player[i].finalpathfindpoint==-1){
-                                                                                               float closestdistance;
-                                                                                               float tempdist;
-                                                                                               int closest;
-                                                                                               XYZ colpoint;
-                                                                                               closest=-1;
-                                                                                               closestdistance=-1;
-                                                                                               for(j=0;j<numpathpoints;j++){
-                                                                                                       if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
-                                                                                                               closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
-                                                                                                               closest=j;
-                                                                                                               player[i].finaltarget=pathpoint[j];
-                                                                                                       }
-                                                                                               }
-                                                                                               player[i].finalpathfindpoint=closest;
-                                                                                               for(j=0;j<numpathpoints;j++){
-                                                                                                       if(numpathpointconnect[j])
-                                                                                                               for(k=0;k<numpathpointconnect[j];k++){
-                                                                                                                       DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
-                                                                                                                       if(tempdist*tempdist<closestdistance){
-                                                                                                                               if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
-                                                                                                                                       closestdistance=tempdist*tempdist;
-                                                                                                                                       closest=j;
-                                                                                                                                       player[i].finaltarget=colpoint;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                               }
-                                                                                               player[i].finalpathfindpoint=closest;
-
-                                                                                       }
-                                                                                       if(player[i].targetpathfindpoint==-1){
-                                                                                               float closestdistance;
-                                                                                               float tempdist;
-                                                                                               int closest;
-                                                                                               XYZ colpoint;
-                                                                                               closest=-1;
-                                                                                               closestdistance=-1;
-                                                                                               if(player[i].lastpathfindpoint==-1){
-                                                                                                       for(j=0;j<numpathpoints;j++){
-                                                                                                               if(j!=player[i].lastpathfindpoint)
-                                                                                                                       if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
-                                                                                                                               closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
-                                                                                                                               closest=j;
-                                                                                                                       }
-                                                                                                       }
-                                                                                                       player[i].targetpathfindpoint=closest;
-                                                                                                       for(j=0;j<numpathpoints;j++){
-                                                                                                               if(j!=player[i].lastpathfindpoint)
-                                                                                                                       if(numpathpointconnect[j])
-                                                                                                                               for(k=0;k<numpathpointconnect[j];k++){
-                                                                                                                                       DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
-                                                                                                                                       if(tempdist*tempdist<closestdistance){
-                                                                                                                                               if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
-                                                                                                                                                       //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
-                                                                                                                                                       closestdistance=tempdist*tempdist;
-                                                                                                                                                       closest=j;
-                                                                                                                                                       //}
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                               }
-                                                                                                       }
-                                                                                                       player[i].targetpathfindpoint=closest;
-                                                                                               }
-                                                                                               else
-                                                                                               {
-                                                                                                       for(j=0;j<numpathpoints;j++){
-                                                                                                               if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
-                                                                                                               {
-                                                                                                                       connected=0;
-                                                                                                                       if(numpathpointconnect[j])
-                                                                                                                               for(k=0;k<numpathpointconnect[j];k++){
-                                                                                                                                       if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
-                                                                                                                               }
-                                                                                                                               if(!connected)
-                                                                                                                                       if(numpathpointconnect[player[i].lastpathfindpoint])
-                                                                                                                                               for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
-                                                                                                                                                       if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
-                                                                                                                                               }
-                                                                                                                                               if(connected){
-                                                                                                                                                       tempdist=findPathDist(j,player[i].finalpathfindpoint);
-                                                                                                                                                       if(closest==-1||tempdist<closestdistance){
-                                                                                                                                                               closestdistance=tempdist;
-                                                                                                                                                               closest=j;
-                                                                                                                                                       }
-                                                                                                                                               }
-                                                                                                               }
-                                                                                                       }
-                                                                                                       player[i].targetpathfindpoint=closest;
-                                                                                               }
-                                                                                       }
-                                                                                       player[i].losupdatedelay-=multiplier;
-
-                                                                                       rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
-                                                                                       Normalise(&rotatetarget);
-                                                                                       player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                       player[i].targetrotation*=360/6.28;
-                                                                                       if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                       player[i].lookrotation=player[i].targetrotation;
-                                                                                       //player[i].aiupdatedelay=.05;
-
-                                                                                       if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
-                                                                                               player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
-                                                                                               player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
-                                                                                               player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
-                                                                                               player[i].lastpathfindpoint=player[i].targetpathfindpoint;
-                                                                                               if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
-                                                                                               if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
-                                                                                               if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
-                                                                                               player[i].targetpathfindpoint=-1;
-                                                                                       }
-                                                                                       if(findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<findDistancefastflat(&player[i].coords,&player[i].finaltarget)||findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*(player[i].scale*5)*(player[i].scale*5)||player[i].lastpathfindpoint==player[i].finalpathfindpoint){
-                                                                                               player[i].aitype=passivetype;
-                                                                                       }
-
-                                                                                       player[i].forwardkeydown=1;
-                                                                                       player[i].leftkeydown=0;
-                                                                                       player[i].backkeydown=0;
-                                                                                       player[i].rightkeydown=0;
-                                                                                       player[i].crouchkeydown=0;
-                                                                                       player[i].attackkeydown=0;
-                                                                                       player[i].throwkeydown=0;
-
-                                                                                       if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-
-                                                                                       if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
-                                                                                       if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-
-                                                                                       if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
-                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled&&(player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
-                                                                                                       player[i].aitype=attacktypecutoff;
-                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
-                                                                                                       player[i].aitype=attacktypecutoff;
-
-                                                                                               if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
-                                                                                                       player[i].losupdatedelay=.2;
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
-                                                                                                                       if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                                                                                                               if(findDistancefast(&player[i].coords,&player[j].coords)<400)
-                                                                                                                                       if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
-                                                                                                                                               if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
-                                                                                                                                                       if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
-                                                                                                                                                               player[i].aitype=searchtype;
-                                                                                                                                                               player[i].lastchecktime=12;
-                                                                                                                                                               player[i].lastseen=player[j].coords;
-                                                                                                                                                               player[i].lastseentime=12;
-                                                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].aitype==attacktypecutoff&&musictype!=2){
-                                                                                               if(player[i].creature!=wolftype){
-                                                                                                       player[i].stunned=.6;
-                                                                                                       player[i].surprised=.6;
-                                                                                               }
-                                                                                       }
-                                                                               }
-
-                                                                               if(player[i].aitype!=passivetype&&leveltime>.5){
-                                                                                       player[i].howactive=typeactive;
-                                                                               }
-
-                                                                               if(player[i].aitype==passivetype){
-                                                                                       player[i].aiupdatedelay-=multiplier;
-                                                                                       player[i].losupdatedelay-=multiplier;
-                                                                                       player[i].lastseentime+=multiplier;
-                                                                                       player[i].pausetime-=multiplier;
-                                                                                       if(player[i].lastseentime>1)player[i].lastseentime=1;
-
-                                                                                       if(player[i].aiupdatedelay<0){
-                                                                                               if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
-                                                                                                       rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
-                                                                                                       Normalise(&rotatetarget);
-                                                                                                       player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                       player[i].targetrotation*=360/6.28;
-                                                                                                       if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                       player[i].lookrotation=player[i].targetrotation;
-                                                                                                       player[i].aiupdatedelay=.05;
-
-                                                                                                       if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
-                                                                                                               if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
-                                                                                                               player[i].waypoint++;
-                                                                                                               if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
-
-                                                                                                       }
-                                                                                               }
-
-                                                                                               if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
-                                                                                               else player[i].forwardkeydown=0;
-                                                                                               player[i].leftkeydown=0;
-                                                                                               player[i].backkeydown=0;
-                                                                                               player[i].rightkeydown=0;
-                                                                                               player[i].crouchkeydown=0;
-                                                                                               player[i].attackkeydown=0;
-                                                                                               player[i].throwkeydown=0;
-
-                                                                                               if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                                                                                                       if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                                                                                                       else{
-                                                                                                               XYZ leftpos,rightpos;
-                                                                                                               float leftdist,rightdist;
-                                                                                                               leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                                                                                                               rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                                                                                               leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                                                                                               rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                                                                                                               if(leftdist<rightdist)player[i].targetrotation+=90;
-                                                                                                               else player[i].targetrotation-=90;
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
-                                                                                       if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-
-
-                                                                                       if(!editorenabled){
-                                                                                               if(player[i].howactive<typesleeping)
-                                                                                                       if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
-                                                                                                               for(j=0;j<numenvsounds;j++){
-                                                                                                                       if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
-                                                                                                                               player[i].aitype=attacktypecutoff;
-                                                                                                                       }
-                                                                                                               }
-
-                                                                                                               if(player[i].howactive==typesleeping)
-                                                                                                                       if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
-                                                                                                                               for(j=0;j<numenvsounds;j++){
-                                                                                                                                       if(envsoundvol[j]>14)
-                                                                                                                                               if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
-                                                                                                                                                       player[i].aitype=attacktypecutoff;
-                                                                                                                                               }
-                                                                                                                               }
-
-                                                                                                                               if(player[i].aitype!=passivetype){
-                                                                                                                                       if(player[i].howactive==typesleeping){
-                                                                                                                                               player[i].targetanimation=getupfromfrontanim;
-                                                                                                                                               player[i].targetframe=0;
-                                                                                                                                               player[i].target=0;
-                                                                                                                                       }
-
-                                                                                                                                       player[i].howactive=typeactive;
-                                                                                                                               }
-                                                                                       }
-
-                                                                                       if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
-                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
-                                                                                                       player[i].aitype=attacktypecutoff;
-                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
-                                                                                                       player[i].aitype=attacktypecutoff;
-
-                                                                                               if(player[i].creature==wolftype){
-                                                                                                       XYZ windsmell;
-                                                                                                       float smelldistance;
-                                                                                                       smelldistance=50;
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(j==0||(player[j].dead&&player[j].bloodloss>0)){
-                                                                                                                       if(j==0&&player[j].num_weapons>0){
-                                                                                                                               if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
-                                                                                                                               if(player[j].num_weapons==2)
-                                                                                                                                       if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
-                                                                                                                       }
-                                                                                                                       if(j!=0){
-                                                                                                                               smelldistance=100;
-                                                                                                                       }
-                                                                                                                       windsmell=windvector;
-                                                                                                                       Normalise(&windsmell);
-                                                                                                                       windsmell=windsmell*2+player[j].coords;
-                                                                                                                       if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
-                                                                                                                               player[i].aitype=attacktypecutoff;
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-
-                                                                                               if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
-                                                                                                       player[i].losupdatedelay=.2;
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
-                                                                                                                       if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                                                                                                               if(findDistancefast(&player[i].coords,&player[j].coords)<400)
-                                                                                                                                       if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
-                                                                                                                                               if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
-                                                                                                                                                       player[i].lastseentime-=.2;
-                                                                                                                                                       if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
-                                                                                                                                                       else player[i].lastseentime-=.6;
-                                                                                                                                               }
-                                                                                                                                               if(player[i].lastseentime<=0){
-                                                                                                                                                       player[i].aitype=searchtype;
-                                                                                                                                                       player[i].lastchecktime=12;
-                                                                                                                                                       player[i].lastseen=player[j].coords;
-                                                                                                                                                       player[i].lastseentime=12;
-                                                                                                                                               }
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].aitype==attacktypecutoff&&musictype!=2){
-                                                                                               if(player[i].creature!=wolftype){
-                                                                                                       player[i].stunned=.6;
-                                                                                                       player[i].surprised=.6;
-                                                                                               }
-                                                                                               if(player[i].creature==wolftype){
-                                                                                                       player[i].stunned=.47;
-                                                                                                       player[i].surprised=.47;
-                                                                                               }
-                                                                                               numseen++;
-                                                                                       }
-                                                                               }
-
-                                                                               if(player[i].aitype==searchtype){
-                                                                                       player[i].aiupdatedelay-=multiplier;
-                                                                                       player[i].losupdatedelay-=multiplier;
-                                                                                       if(!player[i].pause)player[i].lastseentime-=multiplier;
-                                                                                       player[i].lastchecktime-=multiplier;
-
-                                                                                       if(player[i].isRun()&&!player[i].onground){
-                                                                                               if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
-                                                                                                       test2=player[i].coords+player[i].facing;
-                                                                                                       test2.y+=5;
-                                                                                                       test=player[i].coords+player[i].facing;
-                                                                                                       test.y-=10;
-                                                                                                       j=checkcollide(test2,test,player[i].laststanding);
-                                                                                                       if(j==-1)j=checkcollide(test2,test);
-                                                                                                       if(j==-1){
-                                                                                                               player[i].velocity=0;
-                                                                                                               player[i].targetanimation=player[i].getStop();
-                                                                                                               player[i].targetframe=0;
-                                                                                                               player[i].target=0;
-                                                                                                               player[i].targetrotation+=180;
-                                                                                                               player[i].stunned=.5;
-                                                                                                               //player[i].aitype=passivetype;
-                                                                                                               player[i].aitype=pathfindtype;
-                                                                                                               player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                                                                                                               player[i].finalpathfindpoint=-1;
-                                                                                                               player[i].targetpathfindpoint=-1;
-                                                                                                               player[i].lastpathfindpoint=-1;
-                                                                                                               player[i].lastpathfindpoint2=-1;
-                                                                                                               player[i].lastpathfindpoint3=-1;
-                                                                                                               player[i].lastpathfindpoint4=-1;
-                                                                                                       }
-                                                                                                       else player[i].laststanding=j;
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].aiupdatedelay<0){
-                                                                                               rotatetarget=player[i].lastseen-player[i].coords;
-                                                                                               Normalise(&rotatetarget);
-                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                               player[i].lookrotation=player[i].targetrotation;
-                                                                                               player[i].aiupdatedelay=.05;
-                                                                                               player[i].forwardkeydown=1;
-
-                                                                                               if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
-                                                                                                       player[i].forwardkeydown=0;
-                                                                                                       player[i].aiupdatedelay=1;
-                                                                                                       player[i].lastseen.x+=(float(Random()%100)-50)/25;
-                                                                                                       player[i].lastseen.z+=(float(Random()%100)-50)/25;
-                                                                                                       player[i].lastchecktime=3;
-                                                                                               }
-
-                                                                                               player[i].leftkeydown=0;
-                                                                                               player[i].backkeydown=0;
-                                                                                               player[i].rightkeydown=0;
-                                                                                               player[i].crouchkeydown=0;
-                                                                                               player[i].attackkeydown=0;
-                                                                                               player[i].throwkeydown=0;
-
-                                                                                               if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                                                                                                       if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                                                                                                       else{
-                                                                                                               XYZ leftpos,rightpos;
-                                                                                                               float leftdist,rightdist;
-                                                                                                               leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                                                                                                               rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                                                                                               leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                                                                                               rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                                                                                                               if(leftdist<rightdist)player[i].targetrotation+=90;
-                                                                                                               else player[i].targetrotation-=90;
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
-                                                                                       if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-
-                                                                                       if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
-                                                                                               for(j=0;j<numenvsounds;j++){
-                                                                                                       if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
-                                                                                                               player[i].aitype=attacktypecutoff;
-                                                                                                       }
-                                                                                               }
-
-                                                                                               if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
-                                                                                                       player[i].losupdatedelay=.2;
-                                                                                                       if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
-                                                                                                       {player[i].aitype=attacktypecutoff;
-                                                                                                       player[i].lastseentime=1;}
-                                                                                                       if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
-                                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)<400)
-                                                                                                                       if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
-                                                                                                                               if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position,0,player[0].rotation,0)*player[0].scale+player[0].coords))||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
-                                                                                                                                       player[i].aitype=attacktypecutoff;
-                                                                                                                                       player[i].lastseentime=1;
-                                                                                                                               }
-                                                                                               }
-                                                                                               if(player[i].lastseentime<0){
-                                                                                                       //player[i].aitype=passivetype;
-                                                                                                       numescaped++;
-                                                                                                       player[i].aitype=pathfindtype;
-                                                                                                       player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                                                                                                       player[i].finalpathfindpoint=-1;
-                                                                                                       player[i].targetpathfindpoint=-1;
-                                                                                                       player[i].lastpathfindpoint=-1;
-                                                                                                       player[i].lastpathfindpoint2=-1;
-                                                                                                       player[i].lastpathfindpoint3=-1;
-                                                                                                       player[i].lastpathfindpoint4=-1;
-                                                                                               }
-                                                                               }
-
-                                                                               if(player[i].aitype!=gethelptype){
-                                                                                       player[i].runninghowlong=0;
-                                                                               }
-
-                                                                               if(player[i].aitype==gethelptype){
-                                                                                       player[i].runninghowlong+=multiplier;
-                                                                                       player[i].aiupdatedelay-=multiplier;
-
-                                                                                       if(player[i].aiupdatedelay<0||player[i].ally==0){
-                                                                                               player[i].aiupdatedelay=.2;
-
-                                                                                               int closest;
-                                                                                               float closestdist;
-                                                                                               closest=-1;
-                                                                                               closestdist=-1;
-                                                                                               float distance;
-
-                                                                                               if(!player[i].ally){
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
-                                                                                                                       distance=findDistancefast(&player[i].coords,&player[j].coords);
-                                                                                                                       if(closestdist==-1||distance<closestdist){
-                                                                                                                               closestdist=distance;
-                                                                                                                               closest=j;
-                                                                                                                       }
-                                                                                                                       closest=j;
-                                                                                                               }
-                                                                                                       }
-                                                                                                       if(closest!=-1)player[i].ally=closest;
-                                                                                                       else player[i].ally=0;
-                                                                                                       player[i].lastseen=player[0].coords;
-                                                                                                       player[i].lastseentime=12;
-                                                                                               }
-
-
-                                                                                               player[i].lastchecktime=12;
-                                                                                               //player[i].lastseentime-=.5;
-
-                                                                                               facing=player[i].coords;
-                                                                                               flatfacing=player[player[i].ally].coords;
-                                                                                               facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
-                                                                                               flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
-                                                                                               if(-1!=checkcollide(facing,flatfacing))
-                                                                                                       player[i].lastseentime-=.1;
-
-                                                                                               if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
-                                                                                                       player[i].aitype=searchtype;
-                                                                                                       player[i].lastseentime=12;
-                                                                                               }
-
-                                                                                               if(player[i].ally>0){
-                                                                                                       rotatetarget=player[player[i].ally].coords-player[i].coords;
-                                                                                                       Normalise(&rotatetarget);
-                                                                                                       player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                       player[i].targetrotation*=360/6.28;
-                                                                                                       if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                       player[i].lookrotation=player[i].targetrotation;
-                                                                                                       player[i].aiupdatedelay=.05;
-                                                                                                       player[i].forwardkeydown=1;
-
-                                                                                                       if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
-                                                                                                               player[i].aitype=searchtype;
-                                                                                                               player[i].lastseentime=12;
-                                                                                                               player[player[i].ally].aitype=searchtype;
-                                                                                                               if(player[player[i].ally].lastseentime<player[i].lastseentime){
-                                                                                                                       player[player[i].ally].lastseen=player[i].lastseen;
-                                                                                                                       player[player[i].ally].lastseentime=player[i].lastseentime;
-                                                                                                                       player[player[i].ally].lastchecktime=player[i].lastchecktime;
-                                                                                                               }
-                                                                                                       }
-
-                                                                                                       if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                                                                                                               if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                                                                                                               else{
-                                                                                                                       XYZ leftpos,rightpos;
-                                                                                                                       float leftdist,rightdist;
-                                                                                                                       leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                                                                                                                       rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                                                                                                       leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                                                                                                       rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                                                                                                                       if(leftdist<rightdist)player[i].targetrotation+=90;
-                                                                                                                       else player[i].targetrotation-=90;
-                                                                                                               }
-                                                                                                       }
-                                                                                               }
-
-                                                                                               player[i].leftkeydown=0;
-                                                                                               player[i].backkeydown=0;
-                                                                                               player[i].rightkeydown=0;
-                                                                                               player[i].crouchkeydown=0;
-                                                                                               player[i].attackkeydown=0;
-                                                                                       }
-                                                                                       if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
-                                                                                       if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-                                                                               }
-
-                                                                               if(player[i].aitype==getweapontype){
-                                                                                       player[i].aiupdatedelay-=multiplier;
-                                                                                       player[i].lastchecktime-=multiplier;
-
-                                                                                       if(player[i].aiupdatedelay<0){
-                                                                                               player[i].aiupdatedelay=.2;
-
-                                                                                               int closest;
-                                                                                               float closestdist;
-                                                                                               closest=-1;
-                                                                                               closestdist=-1;
-                                                                                               float distance;
-
-                                                                                               if(player[i].ally<0){
-                                                                                                       for(j=0;j<weapons.numweapons;j++){
-                                                                                                               if(weapons.owner[j]==-1){
-                                                                                                                       distance=findDistancefast(&player[i].coords,&weapons.position[j]);
-                                                                                                                       if(closestdist==-1||distance<closestdist){
-                                                                                                                               closestdist=distance;
-                                                                                                                               closest=j;
-                                                                                                                       }
-                                                                                                                       closest=j;
-                                                                                                               }
-                                                                                                       }
-                                                                                                       if(closest!=-1)player[i].ally=closest;
-                                                                                                       else player[i].ally=-1;
-                                                                                               }
-
-                                                                                               player[i].lastseentime=12;
-
-                                                                                               if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
-                                                                                                       if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
-                                                                                                               player[i].aitype=attacktypecutoff;
-                                                                                                               player[i].lastseentime=1;
-                                                                                                       }
-                                                                                                       if(!player[0].dead)
-                                                                                                               if(player[i].ally>=0){
-                                                                                                                       if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
-                                                                                                                               player[i].aitype=attacktypecutoff;
-                                                                                                                               player[i].lastseentime=1;
-                                                                                                                       }
-                                                                                                                       rotatetarget=weapons.position[player[i].ally]-player[i].coords;
-                                                                                                                       Normalise(&rotatetarget);
-                                                                                                                       player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                       player[i].targetrotation*=360/6.28;
-                                                                                                                       if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                                       player[i].lookrotation=player[i].targetrotation;
-                                                                                                                       player[i].aiupdatedelay=.05;
-                                                                                                                       player[i].forwardkeydown=1;
-
-
-                                                                                                                       if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                                                                                                                               if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                                                                                                                               else{
-                                                                                                                                       XYZ leftpos,rightpos;
-                                                                                                                                       float leftdist,rightdist;
-                                                                                                                                       leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                                                                                                                                       rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                                                                                                                       leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                                                                                                                       rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                                                                                                                                       if(leftdist<rightdist)player[i].targetrotation+=90;
-                                                                                                                                       else player[i].targetrotation-=90;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-
-                                                                                                               player[i].leftkeydown=0;
-                                                                                                               player[i].backkeydown=0;
-                                                                                                               player[i].rightkeydown=0;
-                                                                                                               player[i].attackkeydown=0;
-                                                                                                               player[i].throwkeydown=1;
-                                                                                                               player[i].crouchkeydown=0;
-                                                                                                               if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
-                                                                                                               player[i].drawkeydown=0;
-                                                                                       }
-                                                                                       if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
-                                                                                       if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-                                                                               }
-
-                                                                               if(player[i].aitype==attacktypecutoff){
-                                                                                       player[i].aiupdatedelay-=multiplier;
-                                                                                       if(player[i].damage<player[i].damagetolerance*2/3)
-                                                                                               if((player[0].targetanimation==rabbitkickanim||player[0].targetanimation==knifethrowanim||(player[0].isFlip()&&normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&!player[0].skeleton.free&&(player[i].aiupdatedelay<.1)){
-                                                                                                       player[i].attackkeydown=0;
-                                                                                                       if(player[i].isIdle())player[i].crouchkeydown=1;
-                                                                                                       if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
-                                                                                                               if(weapons.type[player[0].weaponids[0]]==knife){
-                                                                                                                       if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
-                                                                                                                               if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
-                                                                                                                               else player[i].targetanimation=rollanim;
-                                                                                                                               player[i].target=0;
-                                                                                                                               player[i].targetframe=0;
-                                                                                                                               player[i].targetrotation+=90*(abs(Random()%2)*2-1);
-                                                                                                                               player[i].wentforweapon=0;
-                                                                                                                       }
-                                                                                                                       if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
-                                                                                                                               player[i].targetanimation=flipanim;
-                                                                                                                               player[i].target=0;
-                                                                                                                               player[i].targetframe=0;
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                                       player[i].forwardkeydown=0;
-                                                                                                       player[i].aiupdatedelay=.02;
-                                                                                               }
-                                                                                               if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
-                                                                                                       if(findDistancefast(&player[0].coords,&player[i].coords)<25)
-                                                                                                               if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
-                                                                                               }
-                                                                                               if(player[i].wentforweapon<3)
-                                                                                                       for(j=0;j<weapons.numweapons;j++){
-                                                                                                               if(player[i].creature!=wolftype)
-                                                                                                                       if(player[i].num_weapons==0&&weapons.owner[j]==-1&&weapons.velocity[i].x==0&&weapons.velocity[i].z==0&&weapons.velocity[i].y==0){
-                                                                                                                               if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
-                                                                                                                                       player[i].wentforweapon++;
-                                                                                                                                       player[i].lastchecktime=6;
-                                                                                                                                       player[i].aitype=getweapontype;
-                                                                                                                                       player[i].ally=-1;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                       }
-                                                                                                       if(player[i].damage<player[i].damagetolerance/2)
-                                                                                                               if(animation[player[i].targetanimation].height!=highheight)
-                                                                                                                       if(player[i].damage<player[i].damagetolerance*.5&&((player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)&&((player[i].aiupdatedelay<.15&&difficulty==2)||(player[i].aiupdatedelay<.08&&difficulty!=2)))){
-                                                                                                                               player[i].crouchkeydown=1;
-                                                                                                                       }
-                                                                                                                       if(player[i].isRun()&&!player[i].onground){
-                                                                                                                               if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
-                                                                                                                                       test2=player[i].coords+player[i].facing;
-                                                                                                                                       test2.y+=5;
-                                                                                                                                       test=player[i].coords+player[i].facing;
-                                                                                                                                       test.y-=10;
-                                                                                                                                       j=checkcollide(test2,test,player[i].laststanding);
-                                                                                                                                       if(j==-1)j=checkcollide(test2,test);
-                                                                                                                                       if(j==-1){
-                                                                                                                                               player[i].velocity=0;
-                                                                                                                                               player[i].targetanimation=player[i].getStop();
-                                                                                                                                               player[i].targetframe=0;
-                                                                                                                                               player[i].target=0;
-                                                                                                                                               player[i].targetrotation+=180;
-                                                                                                                                               player[i].stunned=.5;
-                                                                                                                                               //player[i].aitype=passivetype;
-                                                                                                                                               player[i].aitype=pathfindtype;
-                                                                                                                                               player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                                                                                                                                               player[i].finalpathfindpoint=-1;
-                                                                                                                                               player[i].targetpathfindpoint=-1;
-                                                                                                                                               player[i].lastpathfindpoint=-1;
-                                                                                                                                               player[i].lastpathfindpoint2=-1;
-                                                                                                                                               player[i].lastpathfindpoint3=-1;
-                                                                                                                                               player[i].lastpathfindpoint4=-1;
-                                                                                                                                       }
-                                                                                                                                       else player[i].laststanding=j;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                                       if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
-                                                                                                                               player[i].aitype=pathfindtype;
-                                                                                                                               player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                                                                                                                               player[i].finalpathfindpoint=-1;
-                                                                                                                               player[i].targetpathfindpoint=-1;
-                                                                                                                               player[i].lastpathfindpoint=-1;
-                                                                                                                               player[i].lastpathfindpoint2=-1;
-                                                                                                                               player[i].lastpathfindpoint3=-1;
-                                                                                                                               player[i].lastpathfindpoint4=-1;
-                                                                                                                       }
-                                                                                                                       if(player[i].aiupdatedelay<0&&!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
-                                                                                                                               if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
-                                                                                                                               else player[i].drawkeydown=0;
-                                                                                                                               player[i].rabbitkickenabled=Random()%2;
-                                                                                                                               rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
-                                                                                                                               if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
-                                                                                                                                       rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity*findDistance(&player[player[i].aitarget].coords,&player[i].coords)/findLength(&player[i].velocity)-player[i].coords;
-                                                                                                                               else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
-                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                                               player[i].lookrotation=player[i].targetrotation;
-                                                                                                                               player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
-
-                                                                                                                               oldkey=player[i].forwardkeydown;
-                                                                                                                               if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
-                                                                                                                               else if((findDistancefast(&player[i].coords,&player[0].coords)>16||findDistancefast(&player[i].coords,&player[0].coords)<9)&&player[0].weaponactive!=-1)player[i].forwardkeydown=1;
-                                                                                                                               else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
-                                                                                                                               else player[i].forwardkeydown=0;
-                                                                                                                               if(player[0].dead){
-                                                                                                                                       player[i].forwardkeydown=0;
-                                                                                                                                       if(Random()%10==0)player[i].forwardkeydown=1;
-                                                                                                                                       if(Random()%100==0){
-                                                                                                                                               player[i].aitype=pathfindtype;
-                                                                                                                                               player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                                                                                                                                               player[i].finalpathfindpoint=-1;
-                                                                                                                                               player[i].targetpathfindpoint=-1;
-                                                                                                                                               player[i].lastpathfindpoint=-1;
-                                                                                                                                               player[i].lastpathfindpoint2=-1;
-                                                                                                                                               player[i].lastpathfindpoint3=-1;
-                                                                                                                                               player[i].lastpathfindpoint4=-1;
-                                                                                                                                       }
-                                                                                                                               }
-                                                                                                                               player[i].leftkeydown=0;
-                                                                                                                               player[i].backkeydown=0;
-                                                                                                                               player[i].rightkeydown=0;
-                                                                                                                               player[i].crouchkeydown=0;
-                                                                                                                               player[i].throwkeydown=0;
-
-                                                                                                                               if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                                                                                                                               if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
-                                                                                                                               else player[i].attackkeydown=0;
-                                                                                                                               if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
-
-                                                                                                                               if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
-                                                                                                                                       target=-2;
-                                                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                                                               if(j!=i&&!player[j].skeleton.free&&player[j].hasvictim&&((tutoriallevel==1&&reversaltrain)||(Random()%2==0&&difficulty==2)||(Random()%4==0&&difficulty==1)||(Random()%8==0&&difficulty==0)||(player[j].lastattack2==player[j].targetanimation&&player[j].lastattack3==player[j].targetanimation&&(Random()%2==0||difficulty==2))||((player[i].isIdle()||player[i].isRun())&&player[j].weaponactive!=-1)||(player[j].targetanimation==swordslashanim&&player[i].weaponactive!=-1)||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)){
-                                                                                                                                                       if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==spinkickanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim||player[j].targetanimation==winduppunchanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||player[j].targetanimation==knifeslashstartanim||((player[j].targetanimation==swordslashanim)&&(findDistancefast(&player[j].coords,&player[i].coords)<2||(player[i].weaponactive!=-1))))){
-                                                                                                                                                               if(target>=0)target=-1;
-                                                                                                                                                               else target=j;
-                                                                                                                                                       }
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                                       if(target>=0)player[target].Reverse();
-                                                                                                                               }
-
-                                                                                                                               if(player[i].collided<1)player[i].jumpkeydown=0;
-                                                                                                                               if((player[i].collided>.8&&player[i].jumppower>=5)||(findDistancefast(&player[i].coords,&player[0].coords)>400&&player[i].onterrain&&player[i].creature==rabbittype))player[i].jumpkeydown=1;
-                                                                                                                               if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
-                                                                                                                                       player[0].jumpkeydown=0;
-                                                                                                                               if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
-                                                                                                                               if(player[i].jumpkeydown)player[i].attackkeydown=0;
-                                                                                                                               //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
-
-                                                                                                                               if(tutoriallevel==1){
-                                                                                                                                       if(!canattack)player[i].attackkeydown=0;
-                                                                                                                               }
-
-
-                                                                                                                               facing=player[i].coords;
-                                                                                                                               flatfacing=player[0].coords;
-                                                                                                                               facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
-                                                                                                                               flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
-                                                                                                                               if(player[i].occluded>=2)
-                                                                                                                                       if(-1!=checkcollide(facing,flatfacing)){
-                                                                                                                                               if(!player[i].pause)player[i].lastseentime-=.2;
-                                                                                                                                               if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
-                                                                                                                                                       player[i].aitype=searchtype;
-                                                                                                                                                       player[i].lastchecktime=12;
-                                                                                                                                                       player[i].lastseen=player[0].coords;
-                                                                                                                                                       player[i].lastseentime=12;
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                                       else player[i].lastseentime=1;
-                                                                                                                       }
-                                                                               }
-                                                                               if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
-                                                                                       if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
-                                                                                               test=player[0].coords;
-                                                                                               test.y-=40;
-                                                                                               if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
-                                                                                       }
-                                                                               }
-                                                                               // NOTE: Ask about logic of this call : NOTE
-                                                                               if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
-                                                                                       player[i].stunned>0 ||
-                                                                                       (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
-                                                                               {
-                                                                                       if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
-                                                                                       player[i].targetrotation=player[i].rotation;
-                                                                                       player[i].forwardkeydown=0;
-                                                                                       player[i].leftkeydown=0;
-                                                                                       player[i].backkeydown=0;
-                                                                                       player[i].rightkeydown=0;
-                                                                                       player[i].jumpkeydown=0;
-                                                                                       player[i].attackkeydown=0;
-                                                                                       player[i].crouchkeydown=0;
-                                                                                       player[i].throwkeydown=0;
-                                                                               }
-
-
-                                                                               facing=0;
-                                                                               facing.z=-1;
-
-                                                                               flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
-                                                                               facing=flatfacing;
-
-                                                                               if(player[i].aitype==attacktypecutoff){
-                                                                                       rotatetarget=player[0].coords-player[i].coords;
-                                                                                       Normalise(&rotatetarget);
-                                                                                       player[i].targetheadrotation=-asin(0-rotatetarget.x);
-                                                                                       player[i].targetheadrotation*=360/6.28;
-                                                                                       if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
-
-                                                                                       player[i].targetheadrotation*=-1;
-                                                                                       player[i].targetheadrotation+=180;
-                                                                                       //player[i].targetheadrotation2=0;
-                                                                                       player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
-                                                                               }
-                                                                               else if(player[i].howactive>=typesleeping){
-                                                                                       player[i].targetheadrotation=player[i].targetrotation;
-                                                                                       player[i].targetheadrotation2=0;
-                                                                               }
-                                                                               else {
-                                                                                       if(player[i].interestdelay<=0){
-                                                                                               player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
-                                                                                               player[i].headtarget=player[i].coords;
-                                                                                               player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
-                                                                                               player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
-                                                                                               player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
-                                                                                               player[i].headtarget+=player[i].facing*1.5;
-                                                                                       }
-                                                                                       rotatetarget=player[i].headtarget-player[i].coords;
-                                                                                       Normalise(&rotatetarget);
-                                                                                       player[i].targetheadrotation=-asin(0-rotatetarget.x);
-                                                                                       player[i].targetheadrotation*=360/6.28;
-                                                                                       if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
-
-                                                                                       player[i].targetheadrotation*=-1;
-                                                                                       player[i].targetheadrotation+=180;
-                                                                                       player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
-                                                                               }
-                                                                               //if(whichlevel==2)player[i].jumpkeydown=0;
-                                                                       }
-                                                                       if(animation[player[i].targetanimation].attack==reversed){
-                                                                               //player[i].targetrotation=player[i].rotation;
-                                                                               player[i].forwardkeydown=0;
-                                                                               player[i].leftkeydown=0;
-                                                                               player[i].backkeydown=0;
-                                                                               player[i].rightkeydown=0;
-                                                                               player[i].jumpkeydown=0;
-                                                                               player[i].attackkeydown=0;
-                                                                               //player[i].crouchkeydown=0;
-                                                                               player[i].throwkeydown=0;
-                                                                       }
-
-                                                                       if(indialogue!=-1){
-                                                                               player[i].forwardkeydown=0;
-                                                                               player[i].leftkeydown=0;
-                                                                               player[i].backkeydown=0;
-                                                                               player[i].rightkeydown=0;
-                                                                               player[i].jumpkeydown=0;
-                                                                               player[i].crouchkeydown=0;
-                                                                               player[i].drawkeydown=0;
-                                                                               player[i].throwkeydown=0;
-                                                                       }
-
-                                                                       if(player[i].collided<-.3)player[i].collided=-.3;
-                                                                       if(player[i].collided>1)player[i].collided=1;
-                                                                       player[i].collided-=multiplier*4;
-                                                                       player[i].whichdirectiondelay-=multiplier;
-                                                                       if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
-                                                                               player[i].avoidcollided=-.3;
-                                                                               player[i].whichdirection=abs(Random()%2);
-                                                                               player[i].whichdirectiondelay=.4;
-                                                                       }
-                                                                       if(player[i].avoidcollided>1)player[i].avoidcollided=1;
-                                                                       player[i].avoidcollided-=multiplier/4;
-                                                                       if(!player[i].skeleton.free)player[i].stunned-=multiplier;
-                                                                       if(!player[i].skeleton.free)player[i].surprised-=multiplier;
-                                                                       if(player[i].surprised<=0&&player[i].aitype==attacktypecutoff&&i!=0&&!player[i].dead&&!player[i].skeleton.free&&animation[player[i].targetanimation].attack==neutral)numresponded=1;
-
-                                                                       if(!player[i].throwkeydown){
-                                                                               player[i].throwtogglekeydown=0;
-                                                                       }
-                                                                       if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
-                                                                               if(player[i].weaponactive==-1&&player[i].num_weapons<2&&(player[i].isIdle()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim||player[i].isFlip()||player[i].isFlip()||player[i].aitype!=playercontrolled)){
-                                                                                       for(j=0;j<weapons.numweapons;j++){
-                                                                                               if(((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1&&player[i].weaponactive==-1)
-                                                                                                       if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
-                                                                                                               if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
-                                                                                                                       if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
-                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                               player[i].targetanimation=crouchremoveknifeanim;
-                                                                                                                               player[i].target=0;
-                                                                                                                               player[i].targetframe=0;
-                                                                                                                               rotatetarget=weapons.position[j]-player[i].coords;
-                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                                               player[i].hasvictim=0;
-                                                                                                                       }
-                                                                                                                       if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
-                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                               player[i].hasvictim=0;
-
-                                                                                                                               //for(i=0;i<weapons.numweapons;i++){
-                                                                                                                               if((((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1)||(player[i].victim&&weapons.owner[j]==player[i].victim->id))
-                                                                                                                                       if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
-                                                                                                                                               if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
-                                                                                                                                                       if(weapons.type[j]!=staff)
-                                                                                                                                                         emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
-                                                                                                                                                       player[i].weaponactive=0;
-                                                                                                                                                       weapons.owner[j]=player[i].id;
-                                                                                                                                                       if(player[i].num_weapons>0){
-                                                                                                                                                               player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
-                                                                                                                                                       }
-                                                                                                                                                       player[i].num_weapons++;
-                                                                                                                                                       player[i].weaponids[0]=j;
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                                       //}
-                                                                                                                       }
-                                                                                                               }
-                                                                                                               else if ((player[i].isIdle()||player[i].isFlip()||player[i].aitype!=playercontrolled)&&findDistancefast(&player[i].coords,&weapons.position[j])<5&&player[i].coords.y<weapons.position[j].y){
-                                                                                                                       if(!player[i].isFlip()){
-                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                               player[i].targetanimation=removeknifeanim;
-                                                                                                                               player[i].target=0;
-                                                                                                                               player[i].targetframe=0;
-                                                                                                                               rotatetarget=weapons.position[j]-player[i].coords;
-                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                                       }
-                                                                                                                       if(player[i].isFlip()){
-                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                               player[i].hasvictim=0;
-
-                                                                                                                               for(k=0;k<weapons.numweapons;k++){
-                                                                                                                                       if(player[i].weaponactive==-1)
-                                                                                                                                               if((((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[k]==-1)||(player[i].victim&&weapons.owner[k]==player[i].victim->id))
-                                                                                                                                                       if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
-                                                                                                                                                               if(weapons.type[k]!=staff)
-                                                                                                                                                                 emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
-                                                                                                                                                               player[i].weaponactive=0;
-                                                                                                                                                               weapons.owner[k]=player[i].id;
-                                                                                                                                                               if(player[i].num_weapons>0){
-                                                                                                                                                                       player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
-                                                                                                                                                               }
-                                                                                                                                                               player[i].num_weapons++;
-                                                                                                                                                               player[i].weaponids[0]=k;
-                                                                                                                                                       }
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                       }
-                                                                                       if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
-                                                                                               if(numplayers>1)
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(player[i].weaponactive==-1)
-                                                                                                                       if(j!=i)
-                                                                                                                               if(player[j].num_weapons&&player[j].skeleton.free&&findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&(((player[j].skeleton.forward.y<0&&player[j].weaponstuckwhere==0)||(player[j].skeleton.forward.y>0&&player[j].weaponstuckwhere==1))||player[j].weaponstuck==-1||player[j].num_weapons>1)){
-                                                                                                                                       if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
-                                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                                               player[i].victim=&player[j];
-                                                                                                                                               player[i].hasvictim=1;
-                                                                                                                                               player[i].targetanimation=crouchremoveknifeanim;
-                                                                                                                                               player[i].target=0;
-                                                                                                                                               player[i].targetframe=0;
-                                                                                                                                               rotatetarget=player[j].coords-player[i].coords;
-                                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-                                                                                                                                       }
-                                                                                                                                       if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
-                                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                                               player[i].victim=&player[j];
-                                                                                                                                               player[i].hasvictim=1;
-                                                                                                                                               int k = player[j].weaponids[0];
-                                                                                                                                               if(player[i].hasvictim){
-                                                                                                                                                       bool fleshstuck;
-                                                                                                                                                       fleshstuck=0;
-                                                                                                                                                       if(player[i].victim->weaponstuck!=-1){
-                                                                                                                                                               if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
-                                                                                                                                                                       fleshstuck=1;
-                                                                                                                                                               }
-                                                                                                                                                       }
-                                                                                                                                                       if(!fleshstuck){
-                                                                                                                                                               if(weapons.type[k]!=staff)
-                                                                                                                                                                 emit_sound_at(knifedrawsound, player[i].coords, 128.);
-                                                                                                                                                       }
-                                                                                                                                                       if(fleshstuck)
-                                                                                                                                                         emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
-
-                                                                                                                                                       player[i].weaponactive=0;
-                                                                                                                                                       if(weapons.owner[k]!=-1){
-                                                                                                                                                               if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
-                                                                                                                                                               else player[i].victim->num_weapons=1;
-
-                                                                                                                                                               player[i].victim->skeleton.longdead=0;
-                                                                                                                                                               player[i].victim->skeleton.free=1;
-                                                                                                                                                               player[i].victim->skeleton.broken=0;
-
-                                                                                                                                                               for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
-                                                                                                                                                                       player[i].victim->skeleton.joints[l].velchange=0;
-                                                                                                                                                                       player[i].victim->skeleton.joints[l].locked=0;
-                                                                                                                                                               }
-
-                                                                                                                                                               XYZ relative;
-                                                                                                                                                               relative=0;
-                                                                                                                                                               relative.y=10;
-                                                                                                                                                               Normalise(&relative);
-                                                                                                                                                               XYZ footvel,footpoint;
-                                                                                                                                                               footvel=0;
-                                                                                                                                                               footpoint=weapons.position[k];
-                                                                                                                                                               if(player[i].victim->weaponstuck!=-1){
-                                                                                                                                                                       if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
-                                                                                                                                                                               if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
-                                                                                                                                                                               weapons.bloody[k]=2;
-                                                                                                                                                                               weapons.blooddrip[k]=5;
-                                                                                                                                                                               player[i].victim->weaponstuck=-1;
-                                                                                                                                                                               player[i].victim->bloodloss+=2000;
-                                                                                                                                                                               player[i].victim->DoDamage(2000);
-                                                                                                                                                                       }
-                                                                                                                                                               }
-                                                                                                                                                               if(player[i].victim->num_weapons>0){
-                                                                                                                                                                       if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
-                                                                                                                                                                       if(player[i].victim->weaponids[0]==k)
-                                                                                                                                                                               player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
-                                                                                                                                                               }
-
-                                                                                                                                                               player[i].victim->weaponactive=-1;
-
-                                                                                                                                                               player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
-                                                                                                                                                               player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
-                                                                                                                                                               player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
-                                                                                                                                                               player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
-                                                                                                                                                       }
-                                                                                                                                                       weapons.owner[k]=i;
-                                                                                                                                                       if(player[i].num_weapons>0){
-                                                                                                                                                               player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
-                                                                                                                                                       }
-                                                                                                                                                       player[i].num_weapons++;
-                                                                                                                                                       player[i].weaponids[0]=k;
-                                                                                                                                               }
-                                                                                                                                       }
-                                                                                                                               }
-                                                                                                       }
-                                                                                       }
-                                                                               }
-                                                                               if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                                                                                       if(weapons.type[player[i].weaponids[0]]==knife){
-                                                                                               if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
-                                                                                                       if(numplayers>1)
-                                                                                                               for(j=0;j<numplayers;j++){
-                                                                                                                       if(i!=j)
-                                                                                                                               if(tutoriallevel!=1||tutorialstage==49)
-                                                                                                                                       if(hostile)
-                                                                                                                                               if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&findDistancefast(&player[i].coords,&player[j].coords)<100&&findDistancefast(&player[i].coords,&player[j].coords)>1.5&&!player[j].skeleton.free&&-1==checkcollide(DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
-                                                                                                                                                       if(!player[i].isFlip()){
-                                                                                                                                                               player[i].throwtogglekeydown=1;
-                                                                                                                                                               player[i].victim=&player[j];
-                                                                                                                                                               player[i].targetanimation=knifethrowanim;
-                                                                                                                                                               player[i].target=0;
-                                                                                                                                                               player[i].targetframe=0;
-                                                                                                                                                               rotatetarget=player[j].coords-player[i].coords;
-                                                                                                                                                               Normalise(&rotatetarget);
-                                                                                                                                                               player[i].targetrotation=-asin(0-rotatetarget.x);
-                                                                                                                                                               player[i].targetrotation*=360/6.28;
-                                                                                                                                                               if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-
-                                                                                                                                                               player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
-                                                                                                                                                       }
-                                                                                                                                                       if(player[i].isFlip()){
-                                                                                                                                                               if(player[i].weaponactive!=-1){
-                                                                                                                                                                       player[i].throwtogglekeydown=1;
-                                                                                                                                                                       player[i].victim=&player[j];
-                                                                                                                                                                       XYZ aim;
-                                                                                                                                                                       weapons.owner[player[i].weaponids[0]]=-1;
-                                                                                                                                                                       aim=player[i].victim->coords+DoRotation(player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[righthand]].position,0,player[i].rotation,0)*player[i].scale);
-                                                                                                                                                                       Normalise(&aim);
-
-                                                                                                                                                                       aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
-
-                                                                                                                                                                       weapons.velocity[player[i].weaponids[0]]=aim*50;
-                                                                                                                                                                       weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
-                                                                                                                                                                       weapons.missed[player[i].weaponids[0]]=0;
-                                                                                                                                                                       weapons.freetime[player[i].weaponids[0]]=0;
-                                                                                                                                                                       weapons.firstfree[player[i].weaponids[0]]=1;
-                                                                                                                                                                       weapons.physics[player[i].weaponids[0]]=0;
-                                                                                                                                                                       player[i].num_weapons--;
-                                                                                                                                                                       if(player[i].num_weapons){
-                                                                                                                                                                               player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
-                                                                                                                                                                       }
-                                                                                                                                                                       player[i].weaponactive=-1;
-                                                                                                                                                               }
-                                                                                                                                                       }
-                                                                                                                                               }
-                                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                               if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                                                                                       if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
-                                                                                       {
-                                                                                               player[i].throwtogglekeydown=1;
-                                                                                               weapons.owner[player[i].weaponids[0]]=-1;
-                                                                                               weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
-                                                                                               if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
-                                                                                               weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
-                                                                                               weapons.missed[player[i].weaponids[0]]=1;
-                                                                                               weapons.freetime[player[i].weaponids[0]]=0;
-                                                                                               weapons.firstfree[player[i].weaponids[0]]=1;
-                                                                                               weapons.physics[player[i].weaponids[0]]=1;
-                                                                                               player[i].num_weapons--;
-                                                                                               if(player[i].num_weapons){
-                                                                                                       player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
-                                                                                                       if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
-                                                                                               }
-
-                                                                                               player[i].weaponactive=-1;
-                                                                                               for(j=0;j<numplayers;j++){
-                                                                                                       player[j].wentforweapon=0;
-                                                                                               }
-                                                                                       }
-                                                                               }
-
-                                                                       }
-
-                                                                       if(i==0||!player[0].dead||player[i].weaponactive!=-1)
-                                                                               if((player[i].drawkeydown&&!player[i].drawtogglekeydown)||(player[i].num_weapons==2&&player[i].weaponactive==-1&&player[i].isIdle())||(player[0].dead&&player[i].weaponactive!=-1&&i!=0)){
-                                                                                       //Setenvironment(1-environment);
-                                                                                       bool isgood;
-                                                                                       isgood=1;
-                                                                                       if(player[i].weaponactive!=-1){
-                                                                                               if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
-                                                                                       }
-                                                                                       if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
-                                                                                               if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                                                                                       player[i].targetanimation=drawrightanim;
-                                                                                                       player[i].targetframe=0;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].drawtogglekeydown=1;
-                                                                                               }
-                                                                                               if((player[i].isIdle()||(player[i].aitype!=playercontrolled&&player[0].weaponactive!=-1&&player[i].isRun()))&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==sword){
-                                                                                                       player[i].targetanimation=drawleftanim;
-                                                                                                       player[i].targetframe=0;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].drawtogglekeydown=1;
-                                                                                               }
-                                                                                               if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
-                                                                                                       player[i].targetanimation=crouchdrawrightanim;
-                                                                                                       player[i].targetframe=0;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].drawtogglekeydown=1;
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                               if(player[i].isCrouch()&&weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&bloodtoggle&&player[i].onterrain&&player[i].num_weapons&&player[i].weaponactive!=-1&&player[i].attackkeydown){
-                                                                                       if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
-                                                                                               if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
-                                                                                               if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
-                                                                                               player[i].targetframe=0;
-                                                                                               player[i].target=0;
-                                                                                               player[i].hasvictim=0;
-                                                                                               //player[i].attacktogglekeydown=1;
-                                                                                       }
-                                                                               }
-
-                                                                               if(!player[i].drawkeydown){
-                                                                                       player[i].drawtogglekeydown=0;
-                                                                               }
-
-                                                                               if(i==0){
-                                                                                       absflatfacing=0;
-                                                                                       absflatfacing.z=-1;
-
-                                                                                       absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
-                                                                               }
-                                                                               else absflatfacing=flatfacing;
-
-                                                                               if(indialogue!=-1){
-                                                                                       player[i].forwardkeydown=0;
-                                                                                       player[i].leftkeydown=0;
-                                                                                       player[i].backkeydown=0;
-                                                                                       player[i].rightkeydown=0;
-                                                                                       player[i].jumpkeydown=0;
-                                                                                       player[i].crouchkeydown=0;
-                                                                                       player[i].drawkeydown=0;
-                                                                                       player[i].throwkeydown=0;
-                                                                               }
-                                                                               movekey=0;
-                                                                               //Do controls
-                                                                               if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
-                                                                                       if(!player[i].forwardkeydown){
-                                                                                               player[i].forwardstogglekeydown=0;
-                                                                                       }
-                                                                                       if(player[i].crouchkeydown){
-                                                                                               //Crouch
-                                                                                               target=-2;
-                                                                                               if(i==0){
-                                                                                                       player[i].superruntoggle=1;
-                                                                                                       if(numplayers>1)
-                                                                                                               for(j=0;j<numplayers;j++){
-                                                                                                                       if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
-                                                                                                                               if(findDistancefast(&player[j].coords,&player[i].coords)<16){
-                                                                                                                                       player[i].superruntoggle=0;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                               }
-
-                                                                                               if(numplayers>1)
-                                                                                                       for(j=0;j<numplayers;j++){
-                                                                                                               if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
-                                                                                                                       if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||((player[j].targetanimation==swordslashanim||player[j].targetanimation==knifeslashstartanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)&&findDistancefast(&player[j].coords,&player[i].coords)<2))){
-                                                                                                                               if(target>=0)target=-1;
-                                                                                                                               else target=j;
-                                                                                                                       }
-                                                                                                               }
-                                                                                                       }
-                                                                                                       if(target>=0)player[target].Reverse();
-                                                                                                       player[i].lowreversaldelay=.5;
-
-                                                                                                       if(player[i].isIdle()){
-                                                                                                               player[i].targetanimation=player[i].getCrouch();
-                                                                                                               player[i].target=0;
-                                                                                                               player[i].targetframe=0;
-                                                                                                               player[i].transspeed=10;
-                                                                                                       }
-                                                                                                       if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
-                                                                                                               player[i].targetanimation=rollanim;
-                                                                                                               player[i].target=0;
-                                                                                                               player[i].targetframe=0;
-                                                                                                               player[i].transspeed=20;
-                                                                                                       }
-                                                                                       }
-                                                                                       if(!player[i].crouchkeydown){
-                                                                                               //Uncrouch
-                                                                                               if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
-                                                                                               target=-2;
-                                                                                               if(player[i].isCrouch()){
-                                                                                                       if(numplayers>1)
-                                                                                                               for(j=0;j<numplayers;j++){
-                                                                                                                       if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
-                                                                                                                               if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
-                                                                                                                                       if(target>=0)target=-1;
-                                                                                                                                       else target=j;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                               if(target>=0)player[target].Reverse();
-                                                                                                               player[i].highreversaldelay=.5;
-
-                                                                                                               if(player[i].isCrouch()){
-                                                                                                                       if(!player[i].wasCrouch()){
-                                                                                                                               player[i].currentanimation=player[i].getCrouch();
-                                                                                                                               player[i].currentframe=0;
-                                                                                                                       }
-                                                                                                                       player[i].target=0;
-                                                                                                                       player[i].targetanimation=player[i].getIdle();
-                                                                                                                       player[i].targetframe=0;
-                                                                                                                       player[i].transspeed=10;
-                                                                                                               }
-                                                                                               }
-                                                                                               if(player[i].targetanimation==sneakanim){
-                                                                                                       player[i].targetanimation=player[i].getIdle();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                                       player[i].transspeed=10;
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].forwardkeydown){
-                                                                                               if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
-                                                                                                       if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
-                                                                                                       else player[i].targetanimation=player[i].getRun();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].isCrouch()){
-                                                                                                       player[i].targetanimation=sneakanim;
-                                                                                                       if(player[i].wasCrouch())player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
-                                                                                                       player[i].targetanimation=climbanim;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=1;
-                                                                                                       player[i].jumpclimb=1;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                                                                                       player[i].velocity+=absflatfacing*5*multiplier;
-                                                                                               }
-                                                                                               player[i].forwardstogglekeydown=1;
-                                                                                               movekey=1;
-                                                                                       }
-                                                                                       if (player[i].rightkeydown){
-                                                                                               if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
-                                                                                                       player[i].targetanimation=player[i].getRun();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].isCrouch()){
-                                                                                                       player[i].targetanimation=sneakanim;
-                                                                                                       if(player[i].wasCrouch()) player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                                                                                       player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
-                                                                                               }
-                                                                                               player[i].targetrotation-=90;
-                                                                                               if(player[i].forwardkeydown)player[i].targetrotation+=45;
-                                                                                               if(player[i].backkeydown)player[i].targetrotation-=45;
-                                                                                               movekey=1;
-                                                                                       }
-                                                                                       if ( player[i].leftkeydown){
-                                                                                               if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
-                                                                                                       player[i].targetanimation=player[i].getRun();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].isCrouch()){
-                                                                                                       player[i].targetanimation=sneakanim;
-                                                                                                       if(player[i].wasCrouch())player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                                                                                       player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
-                                                                                               }
-                                                                                               player[i].targetrotation+=90;
-                                                                                               if(player[i].forwardkeydown)player[i].targetrotation-=45;
-                                                                                               if(player[i].backkeydown)player[i].targetrotation+=45;
-                                                                                               movekey=1;
-                                                                                       }
-                                                                                       if(player[i].backkeydown){
-                                                                                               if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
-                                                                                                       player[i].targetanimation=player[i].getRun();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].isCrouch()){
-                                                                                                       player[i].targetanimation=sneakanim;
-                                                                                                       if(player[i].wasCrouch())player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                                                                                       player[i].velocity-=absflatfacing*5*multiplier;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==hanganim){
-                                                                                                       player[i].currentanimation=jumpdownanim;
-                                                                                                       player[i].targetanimation=jumpdownanim;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].currentframe=0;
-                                                                                                       player[i].targetframe=1;
-                                                                                                       player[i].velocity=0;
-                                                                                                       player[i].velocity.y+=gravity;
-                                                                                                       player[i].coords.y-=1.4;
-                                                                                                       player[i].grabdelay=1;
-                                                                                               }
-                                                                                               if ( !player[i].leftkeydown&&!player[i].rightkeydown)
-                                                                                                       player[i].targetrotation+=180;
-                                                                                               movekey=1;
-                                                                                       }
-                                                                                       if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
-                                                                                               if((((player[i].isLanding()&&player[i].targetframe>=3)||player[i].isRun()||player[i].targetanimation==walkanim||player[i].isCrouch()||player[i].targetanimation==sneakanim)&&player[i].jumppower>1)&&((player[i].targetanimation!=rabbitrunninganim&&player[i].targetanimation!=wolfrunninganim)||i!=0)){
-                                                                                                       player[i].jumpstart=0;
-                                                                                                       player[i].targetanimation=jumpupanim;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                                       player[i].rotation=player[i].targetrotation;
-                                                                                                       player[i].transspeed=20;
-                                                                                                       player[i].FootLand(0,1);
-                                                                                                       player[i].FootLand(1,1);
-
-                                                                                                       facing=0;
-                                                                                                       facing.z=-1;
-                                                                                                       flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
-
-                                                                                                       if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
-                                                                                                       if(!movekey)player[i].velocity=0;
-
-                                                                                                       //Dodge sweep?
-                                                                                                       target=-2;
-                                                                                                       if(numplayers>1)
-                                                                                                               for(j=0;j<numplayers;j++){
-                                                                                                                       if(j!=i&&!player[j].skeleton.free&&player[j].victim){
-                                                                                                                               if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
-                                                                                                                                       if(target>=0)target=-1;
-                                                                                                                                       else target=j;
-                                                                                                                               }
-                                                                                                                       }
-                                                                                                               }
-                                                                                                               if(target>=0)player[i].velocity.y=1;
-                                                                                                               else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
-                                                                                                                       player[i].velocity.y=7;
-                                                                                                                       player[i].crouchtogglekeydown=1;
-                                                                                                               }
-                                                                                                               else player[i].velocity.y=5;
-
-                                                                                                               if(mousejump&&i==0&&debugmode){
-                                                                                                                       if(!player[i].isLanding())player[i].tempdeltav=deltav;
-                                                                                                                       if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
-                                                                                                               }
-
-                                                                                                               player[i].coords.y+=.2;
-                                                                                                               player[i].jumppower-=1;
-
-                                                                                                               if (!i)
-                                                                                                                 emit_sound_at(whooshsound, player[i].coords, 128.);
-
-                                                                                                               emit_sound_at(jumpsound, player[i].coords, 128.);
-                                                                                               }
-                                                                                               if((player[i].isIdle())&&player[i].jumppower>1){
-                                                                                                       player[i].targetanimation=player[i].getLanding();
-                                                                                                       player[i].landhard=0;
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=2;
-                                                                                                       player[i].jumpstart=1;
-                                                                                                       player[i].tempdeltav=deltav;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
-                                                                                                       if(player[i].jumppower>multiplier*6){
-                                                                                                               player[i].velocity.y+=multiplier*6;
-                                                                                                               player[i].jumppower-=multiplier*6;
-                                                                                                       }
-                                                                                                       if(player[i].jumppower<=multiplier*6){
-                                                                                                               player[i].velocity.y+=player[i].jumppower;
-                                                                                                               player[i].jumppower=0;
-                                                                                                       }
-                                                                                               }
-                                                                                               if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
-                                                                                       }
-
-                                                                                       if(!movekey){
-                                                                                               if(player[i].isRun()||player[i].targetanimation==walkanim){
-                                                                                                       player[i].targetanimation=player[i].getStop();
-                                                                                                       player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                               if(player[i].targetanimation==sneakanim){
-                                                                                                       player[i].targetanimation=player[i].getCrouch();
-                                                                                                       if(player[i].currentanimation==sneakanim)player[i].target=0;
-                                                                                                       player[i].targetframe=0;
-                                                                                               }
-                                                                                       }
-                                                                                       if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
-                                                                                               player[i].targetanimation=player[i].getStop();
-                                                                                               player[i].target=0;
-                                                                                               player[i].targetframe=0;
-                                                                                       }
-                                                                                       if(player[i].isRun()&&(player[i].aitype==passivetype)){
-                                                                                               player[i].targetanimation=player[i].getStop();
-                                                                                               player[i].target=0;
-                                                                                               player[i].targetframe=0;
-                                                                                       }
-                                                                               }
-                                                               }
-                                                               if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
-                                                       }
-
-                                                       //Rotation
-                                                       for(k=0;k<numplayers;k++){
-                                                               if(abs(player[k].rotation-player[k].targetrotation)>180){
-                                                                       if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
-                                                                       else player[k].rotation+=360;
-                                                               }
-
-                                                               if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
-                                                                       player[k].targetanimation=player[k].getStop();
-                                                                       player[k].targetframe=0;
-                                                                       player[k].target=0;
-                                                               }
-
-                                                               if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
-                                                                       player[k].targettilt=0;
-                                                               }
-                                                               if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
-                                                                       player[k].targettilt=0;
-                                                                       if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
-                                                                       player[k].jumppower+=multiplier*7;
-                                                                       if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
-                                                                       //*(1-(player[k].damage/player[k].damagetolerance))
-                                                                       if(player[k].jumppower>5)player[k].jumppower=5;
-                                                               }
-
-                                                               if(player[k].isRun()){
-                                                                       player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
-                                                               }
-
-                                                               if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
-                                                               else if(player[k].tilt>player[k].targettilt){
-                                                                       player[k].tilt-=multiplier*150;
-                                                               }
-                                                               else if(player[k].tilt<player[k].targettilt){
-                                                                       player[k].tilt+=multiplier*150;
-                                                               }
-
-                                                               player[k].grabdelay-=multiplier;
-                                                       }
-
-                                                       for(k=0;k<numplayers;k++){
-                                                               player[k].DoAnimations();
-                                                               player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
-                                                               player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
-                                                       }
-
-                                                       objects.DoStuff();
-                                                       
-                                                       for(j=numenvsounds-1;j>=0;j--){
-                                                               envsoundlife[j]-=multiplier;
-                                                               if(envsoundlife[j]<0){
-                                                                       numenvsounds--;
-                                                                       envsoundlife[j]=envsoundlife[numenvsounds];
-                                                                       envsound[j]=envsound[numenvsounds];
-                                                               }
-                                                       }
-                                                       if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
-                                                       else OPENAL_SetFrequency(OPENAL_ALL, 22050);
-
-                                                       if(tutoriallevel==1){
-                                                               XYZ temp;
-                                                               XYZ temp2;
-                                                               XYZ temp3;
-                                                               XYZ oldtemp;
-                                                               XYZ oldtemp2;
-                                                               temp.x=1011;
-                                                               temp.y=84;
-                                                               temp.z=491;
-                                                               temp2.x=1025;
-                                                               temp2.y=75;
-                                                               temp2.z=447;
-                                                               temp3.x=1038;
-                                                               temp3.y=76;
-                                                               temp3.z=453;
-                                                               oldtemp=temp;
-                                                               oldtemp2=temp2;
-                                                               if(tutorialstage>=51)
-                                                                       if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
-                                                                               OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
-                                                                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-
-                                                                               emit_stream_np(stream_music3);
-
-                                                                               gameon=0;
-                                                                               mainmenu=5;
-
-                                                                               fireSound();
-
-                                                                               flash();
-                                                                       }
-                                                                       if(tutorialstage<51)
-                                                                               if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
-                                                                                       emit_sound_at(fireendsound, player[0].coords);
-
-                                                                                       player[0].coords=(oldtemp+oldtemp2)/2;
-
-                                                                                       flash();
-                                                                               }
-                                                                               if(tutorialstage>=14&&tutorialstage<50)
-                                                                                       if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
-                                                                                               emit_sound_at(fireendsound, player[1].coords);
-
-                                                                                               for(int i=0;i<player[1].skeleton.num_joints;i++){
-                                                                                                       if(Random()%2==0){
-                                                                                                               if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                                                                                               if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                                                                                               if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                                                                                               if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                                                                                               Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                                                                                                       }
-                                                                                               }
-
-                                                                                               player[1].coords=(oldtemp+oldtemp2)/2;
-                                                                                               for(int i=0;i<player[1].skeleton.num_joints;i++){
-                                                                                                       player[1].skeleton.joints[i].velocity=0;
-                                                                                                       if(Random()%2==0){
-                                                                                                               if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                                                                                               if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                                                                                               if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                                                                                               if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                                                                                               Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                       }
-
-
-                                                       //3d sound
-                                                       static float gLoc[3];
-                                                       gLoc[0]=viewer.x;
-                                                       gLoc[1]=viewer.y;
-                                                       gLoc[2]=viewer.z;
-                                                       static float vel[3];
-                                                       vel[0]=(viewer.x-oldviewer.x)/multiplier;
-                                                       vel[1]=(viewer.y-oldviewer.y)/multiplier;
-                                                       vel[2]=(viewer.z-oldviewer.z)/multiplier;
-
-                                                       //Set orientation with forward and up vectors
-                                                       static XYZ upvector;
-                                                       upvector=0;
-                                                       upvector.z=-1;
-
-                                                       upvector=DoRotation(upvector,-rotation2+90,0,0);
-                                                       upvector=DoRotation(upvector,0,0-rotation,0);
-
-                                                       facing=0;
-                                                       facing.z=-1;
-
-                                                       facing=DoRotation(facing,-rotation2,0,0);
-                                                       facing=DoRotation(facing,0,0-rotation,0);
-
-
-                                                       static float ori[6];
-                                                       ori[0] = -facing.x;
-                                                       ori[1] = facing.y;
-                                                       ori[2] = -facing.z;
-                                                       ori[3] = -upvector.x;
-                                                       ori[4] = upvector.y;
-                                                       ori[5] = -upvector.z;
-
-                                                       OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
-                                                       OPENAL_Update();
+            //dialogues
+                       if(indialogue!=-1)
+                talkdelay=1;
+                       talkdelay-=multiplier;
 
-                                                       oldviewer=viewer;
+                       if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
+                for(int i=0;i<numdialogues;i++){
+                    int realdialoguetype;
+                    bool special;
+                    if(dialoguetype[i]>49){
+                        realdialoguetype=dialoguetype[i]-50;
+                        special=1;
+                    }
+                    else if(dialoguetype[i]>39){
+                        realdialoguetype=dialoguetype[i]-40;
+                        special=1;
+                    }
+                    else if(dialoguetype[i]>29){
+                        realdialoguetype=dialoguetype[i]-30;
+                        special=1;
+                    }
+                    else if(dialoguetype[i]>19){
+                        realdialoguetype=dialoguetype[i]-20;
+                        special=1;
+                    }
+                    else if(dialoguetype[i]>9){
+                        realdialoguetype=dialoguetype[i]-10;
+                        special=1;
+                    }
+                    else {
+                        realdialoguetype=dialoguetype[i];
+                        special=0;
+                    }
+                    if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
+                            realdialoguetype<numplayers&&
+                            realdialoguetype>0&&
+                            (dialoguegonethrough[i]==0||!special)&&
+                            (special||Input::isKeyPressed(attackkey))){
+                        if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
+                                player[realdialoguetype].howactive>=typedead1||
+                                dialoguetype[i]>40&&dialoguetype[i]<50){
+                            whichdialogue=i;
+                            for(int j=0;j<numdialogueboxes[whichdialogue];j++){
+                                player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                                player[participantfocus[whichdialogue][j]].velocity=0;
+                                player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
+                                player[participantfocus[whichdialogue][j]].targetframe=0;
+                            }
+                            directing=0;
+                            indialogue=0;
+                            dialoguetime=0;
+                            dialoguegonethrough[i]++;
+                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
+                                playdialogueboxsound();
+                            }
+                        }
+                    }
+                }
+
+            windvar+=multiplier;
+            smoketex+=multiplier;
+            tutorialstagetime+=multiplier;
+
+            //hotspots
+            static float hotspotvisual[40];
+            if(numhotspots){
+                XYZ hotspotsprite;
+                if(editorenabled)
+                    for(int i=0;i<numhotspots;i++)
+                        hotspotvisual[i]-=multiplier/320;
+
+                for(int i=0;i<numhotspots;i++){
+                    //if(hotspottype[i]<=10)
+                    while(hotspotvisual[i]<0){
+                        hotspotsprite=0;
+                        hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
+                        hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
+                        hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
+                        hotspotsprite+=hotspot[i];
+                        Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
+                        hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
+                    }
+                }
+
+                for(int i=0;i<numhotspots;i++){
+                    if(hotspottype[i]<=10&&hotspottype[i]>0){
+                        hotspot[i]=player[hotspottype[i]].coords;
+                    }
+                }
+            }
+
+            //Tutorial
+            if(tutoriallevel){
+                doTutorial();
+            }
+
+            //bonuses
+            if(tutoriallevel!=1){
+                if(bonustime==0&&
+                        bonus!=solidhit&&
+                        bonus!=spinecrusher&&
+                        bonus!=tracheotomy&&
+                        bonus!=backstab&&
+                        bonusvalue>10){
+                    emit_sound_np(consolesuccesssound);
+                }
+            } else if(bonustime==0){
+                emit_sound_np(fireendsound);
+            }
+            if(bonustime==0){
+                if(bonus!=solidhit&&
+                        bonus!=twoxcombo&&
+                        bonus!=threexcombo&&
+                        bonus!=fourxcombo&&
+                        bonus!=megacombo)
+                    bonusnum[bonus]++;
+                else
+                    bonusnum[bonus]+=0.15;
+                if(tutoriallevel)
+                    bonusvalue=0;
+                bonusvalue/=bonusnum[bonus];
+                bonustotal+=bonusvalue;
+            }
+            bonustime+=multiplier;
+
+            //snow effects
+            if(environment==snowyenvironment){
+                precipdelay-=multiplier;
+                while(precipdelay<0){
+                    precipdelay+=.04;
+                    if(!detail)
+                        precipdelay+=.04;
+                    XYZ footvel,footpoint;
+
+                    footvel=0;
+                    footpoint=viewer+viewerfacing*6;
+                    footpoint.y+=((float)abs(Random()%1200))/100-6;
+                    footpoint.x+=((float)abs(Random()%1200))/100-6;
+                    footpoint.z+=((float)abs(Random()%1200))/100-6;
+                    Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
+                }
+            }
+
+
+            doAerialAcrobatics();
+
+
+            static XYZ oldviewer;
+
+            //control keys
+            if(indialogue==-1){
+                player[0].forwardkeydown=Input::isKeyDown(forwardkey);
+                player[0].leftkeydown=Input::isKeyDown(leftkey);
+                player[0].backkeydown=Input::isKeyDown(backkey);
+                player[0].rightkeydown=Input::isKeyDown(rightkey);
+                player[0].jumpkeydown=Input::isKeyDown(jumpkey);
+                player[0].crouchkeydown=Input::isKeyDown(crouchkey);
+                player[0].drawkeydown=Input::isKeyDown(drawkey);
+                player[0].throwkeydown=Input::isKeyDown(throwkey);
+            }
+            else
+            {
+                player[0].forwardkeydown=0;
+                player[0].leftkeydown=0;
+                player[0].backkeydown=0;
+                player[0].rightkeydown=0;
+                player[0].jumpkeydown=0;
+                player[0].crouchkeydown=0;
+                player[0].drawkeydown=0;
+                player[0].throwkeydown=0;
+            }
+
+            if(!player[0].jumpkeydown)
+                player[0].jumpclimb=0;
+
+
+            if(indialogue!=-1){
+                cameramode=1;
+                if(directing){
+                    facing=0;
+                    facing.z=-1;
+
+                    facing=DoRotation(facing,-rotation2,0,0);
+                    facing=DoRotation(facing,0,0-rotation,0);
+
+                    flatfacing=0;
+                    flatfacing.z=-1;
+
+                    flatfacing=DoRotation(flatfacing,0,-rotation,0);
+
+                    if(Input::isKeyDown(forwardkey))
+                        viewer+=facing*multiplier*4;
+                    if(Input::isKeyDown(backkey))
+                        viewer-=facing*multiplier*4;
+                    if(Input::isKeyDown(leftkey))
+                        viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
+                    if(Input::isKeyDown(rightkey))
+                        viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
+                    if(Input::isKeyDown(jumpkey))
+                        viewer.y+=multiplier*4;
+                    if(Input::isKeyDown(crouchkey))
+                        viewer.y-=multiplier*4;
+                    if(     Input::isKeyPressed(SDLK_1)||
+                            Input::isKeyPressed(SDLK_2)||
+                            Input::isKeyPressed(SDLK_3)||
+                            Input::isKeyPressed(SDLK_4)||
+                            Input::isKeyPressed(SDLK_5)||
+                            Input::isKeyPressed(SDLK_6)||
+                            Input::isKeyPressed(SDLK_7)||
+                            Input::isKeyPressed(SDLK_8)||
+                            Input::isKeyPressed(SDLK_9)||
+                            Input::isKeyPressed(SDLK_0)||
+                            Input::isKeyPressed(SDLK_MINUS)){
+                        int whichend;
+                        if(Input::isKeyPressed(SDLK_1))whichend=1;
+                        if(Input::isKeyPressed(SDLK_2))whichend=2;
+                        if(Input::isKeyPressed(SDLK_3))whichend=3;
+                        if(Input::isKeyPressed(SDLK_4))whichend=4;
+                        if(Input::isKeyPressed(SDLK_5))whichend=5;
+                        if(Input::isKeyPressed(SDLK_6))whichend=6;
+                        if(Input::isKeyPressed(SDLK_7))whichend=7;
+                        if(Input::isKeyPressed(SDLK_8))whichend=8;
+                        if(Input::isKeyPressed(SDLK_9))whichend=9;
+                        if(Input::isKeyPressed(SDLK_0))whichend=0;
+                        if(Input::isKeyPressed(SDLK_MINUS))
+                            whichend=-1;
+                        if(whichend!=-1){
+                            participantfocus[whichdialogue][indialogue]=whichend;
+                            participantlocation[whichdialogue][whichend]=player[whichend].coords;
+                            participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+                        }
+                        if(whichend==-1){
+                            participantfocus[whichdialogue][indialogue]=-1;
+                        }
+                        if(player[participantfocus[whichdialogue][indialogue]].dead){
+                            indialogue=-1;
+                            directing=0;
+                            cameramode=0;
+                        }
+                        dialoguecamera[whichdialogue][indialogue]=viewer;
+                        dialoguecamerarotation[whichdialogue][indialogue]=rotation;
+                        dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
+                        indialogue++;
+                        if(indialogue<numdialogueboxes[whichdialogue]){
+                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
+                                playdialogueboxsound();
+                            }
+                        }
+
+                        for(int j=0;j<numplayers;j++){
+                            participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
+                        }
+                    }
+                    //TODO: should these be KeyDown or KeyPressed?
+                    if(     Input::isKeyDown(SDLK_KP1)||
+                            Input::isKeyDown(SDLK_KP2)||
+                            Input::isKeyDown(SDLK_KP3)||
+                            Input::isKeyDown(SDLK_KP4)||
+                            Input::isKeyDown(SDLK_KP5)||
+                            Input::isKeyDown(SDLK_KP6)||
+                            Input::isKeyDown(SDLK_KP7)||
+                            Input::isKeyDown(SDLK_KP8)||
+                            Input::isKeyDown(SDLK_KP9)||
+                            Input::isKeyDown(SDLK_KP0)){
+                        int whichend;
+                        if(Input::isKeyDown(SDLK_KP1))whichend=1;
+                        if(Input::isKeyDown(SDLK_KP2))whichend=2;
+                        if(Input::isKeyDown(SDLK_KP3))whichend=3;
+                        if(Input::isKeyDown(SDLK_KP4))whichend=4;
+                        if(Input::isKeyDown(SDLK_KP5))whichend=5;
+                        if(Input::isKeyDown(SDLK_KP6))whichend=6;
+                        if(Input::isKeyDown(SDLK_KP7))whichend=7;
+                        if(Input::isKeyDown(SDLK_KP8))whichend=8;
+                        if(Input::isKeyDown(SDLK_KP9))whichend=9;
+                        if(Input::isKeyDown(SDLK_KP0))whichend=0;
+                        participantfacing[whichdialogue][indialogue][whichend]=facing;
+                    }
+                    if(indialogue>=numdialogueboxes[whichdialogue]){
+                        indialogue=-1;
+                        directing=0;
+                        cameramode=0;
+                    }
+                }
+                if(!directing){
+                    pause_sound(whooshsound);
+                    viewer=dialoguecamera[whichdialogue][indialogue];
+                    viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
+                    rotation=dialoguecamerarotation[whichdialogue][indialogue];
+                    rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
+                    if(dialoguetime>0.5)
+                        if(     Input::isKeyPressed(SDLK_1)||
+                                Input::isKeyPressed(SDLK_2)||
+                                Input::isKeyPressed(SDLK_3)||
+                                Input::isKeyPressed(SDLK_4)||
+                                Input::isKeyPressed(SDLK_5)||
+                                Input::isKeyPressed(SDLK_6)||
+                                Input::isKeyPressed(SDLK_7)||
+                                Input::isKeyPressed(SDLK_8)||
+                                Input::isKeyPressed(SDLK_9)||
+                                Input::isKeyPressed(SDLK_0)||
+                                Input::isKeyPressed(SDLK_MINUS)||
+                                Input::isKeyPressed(attackkey)){
+                            indialogue++;
+                            if(indialogue<numdialogueboxes[whichdialogue]){
+                                if(dialogueboxsound[whichdialogue][indialogue]!=0){
+                                    playdialogueboxsound();
+                                    if(dialogueboxsound[whichdialogue][indialogue]==-5){
+                                        hotspot[numhotspots]=player[0].coords;
+                                        hotspotsize[numhotspots]=10;
+                                        hotspottype[numhotspots]=-1;
+
+                                        numhotspots++;
+                                    }
+                                    if(dialogueboxsound[whichdialogue][indialogue]==-6){
+                                        hostile=1;
+                                    }
+
+                                    if(player[participantfocus[whichdialogue][indialogue]].dead){
+                                        indialogue=-1;
+                                        directing=0;
+                                        cameramode=0;
+                                    }
+                                }
+                            }
+                        }
+                    if(indialogue>=numdialogueboxes[whichdialogue]){
+                        indialogue=-1;
+                        directing=0;
+                        cameramode=0;
+                        if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
+                            hostile=1;
+                        }
+                        if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
+                            windialogue=1;
+                        }
+                        if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
+                            hostile=1;
+                            for(int i=1;i<numplayers;i++){
+                                player[i].aitype = attacktypecutoff;
+                            }
+                        }
+                    }
+                }
+            }
+
+            static float keyrefreshdelay=0,bigrefreshdelay=0;
+
+            if(!player[0].jumpkeydown){
+                player[0].jumptogglekeydown=0;
+            }
+            if(player[0].jumpkeydown&&
+                    player[0].targetanimation!=jumpupanim&&
+                    player[0].targetanimation!=jumpdownanim&&
+                    !player[0].isFlip())
+                player[0].jumptogglekeydown=1;
+
+
+            dialoguetime+=multiplier;
+            hawkrotation+=multiplier*25;
+            realhawkcoords=0;
+            realhawkcoords.x=25;
+            realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
+            hawkcalldelay-=multiplier/2;
+
+            if(hawkcalldelay<=0){
+                emit_sound_at(hawksound, realhawkcoords);
+
+                hawkcalldelay=16+abs(Random()%8);
+            }
+            static float temptexdetail;
+
+
+            doDebugKeys();
+
+            doAttacks();
+
+            doPlayerCollisions();
+
+            doJumpReversals();
+
+            for(int k=0;k<numplayers;k++)
+                if(k!=0&&player[k].immobile)
+                    player[k].coords=player[k].realoldcoords;
+
+            for(int k=0;k<numplayers;k++){
+                if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
+                    if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
+                        player[k].DoDamage(1000);
+                    }
+                }
+            }
+
+            //respawn
+            static bool respawnkeydown;
+            if(!editorenabled&&
+                    (whichlevel!=-2&&
+                     (Input::isKeyDown(SDLK_z)&&
+                      Input::isKeyDown(SDLK_LMETA)&&
+                      debugmode)||
+                     (Input::isKeyDown(jumpkey)&&
+                      !respawnkeydown&&
+                      !oldattackkey&&
+                      player[0].dead))){
+                targetlevel=whichlevel;
+                loading=1;
+                leveltime=5;
+            }
+            if(!Input::isKeyDown(jumpkey))
+                respawnkeydown=0;
+            if(Input::isKeyDown(jumpkey))
+                respawnkeydown=1;
+
+
+
+
+            static bool movekey;
+
+            //?
+            for(int i=0;i<numplayers;i++){
+                static float oldtargetrotation;
+                if(!player[i].skeleton.free){
+                    oldtargetrotation=player[i].targetrotation;
+                    if(i==0&&indialogue==-1){
+                        //TODO: refactor repetitive code
+                        if(!animation[player[0].targetanimation].attack&&
+                                player[0].targetanimation!=staggerbackhighanim&&
+                                player[0].targetanimation!=staggerbackhardanim&&
+                                player[0].targetanimation!=crouchremoveknifeanim&&
+                                player[0].targetanimation!=removeknifeanim&&
+                                player[0].targetanimation!=backhandspringanim&&
+                                player[0].targetanimation!=dodgebackanim&&
+                                player[0].targetanimation!=walljumprightkickanim&&
+                                player[0].targetanimation!=walljumpleftkickanim){
+                            if(cameramode)
+                                player[0].targetrotation=0;
+                            else
+                                player[0].targetrotation=-rotation+180;
+                        }
+
+                        facing=0;
+                        facing.z=-1;
+
+                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        if(cameramode){
+                            facing=flatfacing;
+                        }else{
+                            facing=DoRotation(facing,-rotation2,0,0);
+                            facing=DoRotation(facing,0,0-rotation,0);
+                        }
+
+                        player[0].lookrotation=-rotation;
+
+                        player[i].targetheadrotation=rotation;
+                        player[i].targetheadrotation2=rotation2;
+                    }
+                    if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
+                        if(!animation[player[i].targetanimation].attack&&
+                                player[i].targetanimation!=staggerbackhighanim&&
+                                player[i].targetanimation!=staggerbackhardanim&&
+                                player[i].targetanimation!=crouchremoveknifeanim&&
+                                player[i].targetanimation!=removeknifeanim&&
+                                player[i].targetanimation!=backhandspringanim&&
+                                player[i].targetanimation!=dodgebackanim&&
+                                player[i].targetanimation!=walljumprightkickanim&&
+                                player[i].targetanimation!=walljumpleftkickanim){
+                            player[i].targetrotation=-player[i].lookrotation+180;
+                        }
+
+                        facing=0;
+                        facing.z=-1;
+
+                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+
+                        facing=DoRotation(facing,-player[i].lookrotation2,0,0);
+                        facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+
+                        player[i].targetheadrotation=player[i].lookrotation;
+                        player[i].targetheadrotation2=player[i].lookrotation2;
+                    }
+                    if(indialogue!=-1){
+                        player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
+                        player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+                    }
+
+                    bool pause;
+
+                    if(leveltime<.5)
+                        numenvsounds=0;
+
+                    player[i].avoidsomething=0;
+
+                    //avoid flaming things
+                    for(int j=0;j<objects.numobjects;j++)
+                        if(objects.onfire[j])
+                            if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
+                                if(     findDistancefast(&player[i].coords,&objects.position[j])<
+                                        findDistancefast(&player[i].coords,&player[0].coords)){
+                                    player[i].collided=0;
+                                    player[i].avoidcollided=1;
+                                    if(player[i].avoidsomething==0||
+                                            findDistancefast(&player[i].coords,&objects.position[j])<
+                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+                                        player[i].avoidwhere=objects.position[j];
+                                        player[i].avoidsomething=1;
+                                    }
+                                }
+
+                    //avoid flaming players
+                    for(int j=0;j<numplayers;j++)
+                        if(player[j].onfire)
+                            if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
+                                if(     findDistancefast(&player[i].coords,&player[j].coords)<
+                                        findDistancefast(&player[i].coords,&player[0].coords)){
+                                    player[i].collided=0;
+                                    player[i].avoidcollided=1;
+                                    if(player[i].avoidsomething==0||
+                                            findDistancefast(&player[i].coords,&player[j].coords)<
+                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+                                        player[i].avoidwhere=player[j].coords;
+                                        player[i].avoidsomething=1;
+                                    }
+                                }
+
+                    if(player[i].collided>.8)
+                        player[i].avoidcollided=0;
+
+                    doAI(i);
+
+                    if(animation[player[i].targetanimation].attack==reversed){
+                        //player[i].targetrotation=player[i].rotation;
+                        player[i].forwardkeydown=0;
+                        player[i].leftkeydown=0;
+                        player[i].backkeydown=0;
+                        player[i].rightkeydown=0;
+                        player[i].jumpkeydown=0;
+                        player[i].attackkeydown=0;
+                        //player[i].crouchkeydown=0;
+                        player[i].throwkeydown=0;
+                    }
+
+                    if(indialogue!=-1){
+                        player[i].forwardkeydown=0;
+                        player[i].leftkeydown=0;
+                        player[i].backkeydown=0;
+                        player[i].rightkeydown=0;
+                        player[i].jumpkeydown=0;
+                        player[i].crouchkeydown=0;
+                        player[i].drawkeydown=0;
+                        player[i].throwkeydown=0;
+                    }
+
+                    if(player[i].collided<-.3)
+                        player[i].collided=-.3;
+                    if(player[i].collided>1)
+                        player[i].collided=1;
+                    player[i].collided-=multiplier*4;
+                    player[i].whichdirectiondelay-=multiplier;
+                    if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
+                        player[i].avoidcollided=-.3;
+                        player[i].whichdirection=abs(Random()%2);
+                        player[i].whichdirectiondelay=.4;
+                    }
+                    if(player[i].avoidcollided>1)
+                        player[i].avoidcollided=1;
+                    player[i].avoidcollided-=multiplier/4;
+                    if(!player[i].skeleton.free){
+                        player[i].stunned-=multiplier;
+                        player[i].surprised-=multiplier;
+                    }
+                    if(i!=0&&player[i].surprised<=0&&
+                            player[i].aitype==attacktypecutoff&&
+                            !player[i].dead&&
+                            !player[i].skeleton.free&&
+                            animation[player[i].targetanimation].attack==neutral)
+                        numresponded=1;
+
+                    if(!player[i].throwkeydown)
+                        player[i].throwtogglekeydown=0;
+
+                    //pick up weapon
+                    if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
+                        if(player[i].weaponactive==-1&&
+                                player[i].num_weapons<2&&
+                                (player[i].isIdle()||
+                                 player[i].isCrouch()||
+                                 player[i].targetanimation==sneakanim||
+                                 player[i].targetanimation==rollanim||
+                                 player[i].targetanimation==backhandspringanim||
+                                 player[i].isFlip()||
+                                 player[i].isFlip()||
+                                 player[i].aitype!=playercontrolled)){
+                            for(int j=0;j<weapons.numweapons;j++){
+                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                                            player[i].aitype==playercontrolled)&&
+                                        weapons.owner[j]==-1&&
+                                        player[i].weaponactive==-1)
+                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
+                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
+                                            if(player[i].isCrouch()||
+                                                    player[i].targetanimation==sneakanim||
+                                                    player[i].isRun()||
+                                                    player[i].isIdle()||
+                                                    player[i].aitype!=playercontrolled){
+                                                player[i].throwtogglekeydown=1;
+                                                setAnimation(i,crouchremoveknifeanim);
+                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                                player[i].hasvictim=0;
+                                            }
+                                            if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
+                                                player[i].throwtogglekeydown=1;
+                                                player[i].hasvictim=0;
+
+                                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+                                                                player[i].aitype==playercontrolled)&&
+                                                            weapons.owner[j]==-1||
+                                                        player[i].victim&&
+                                                        weapons.owner[j]==player[i].victim->id)
+                                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
+                                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
+                                                            if(weapons.type[j]!=staff)
+                                                                emit_sound_at(knifedrawsound, player[i].coords, 128.);
+
+                                                            player[i].weaponactive=0;
+                                                            weapons.owner[j]=player[i].id;
+                                                            if(player[i].num_weapons>0)
+                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+                                                            player[i].num_weapons++;
+                                                            player[i].weaponids[0]=j;
+                                                        }
+                                            }
+                                        }else if((player[i].isIdle()||
+                                                    player[i].isFlip()||
+                                                    player[i].aitype!=playercontrolled)&&
+                                                findDistancefast(&player[i].coords,&weapons.position[j])<5&&
+                                                player[i].coords.y<weapons.position[j].y){
+                                            if(!player[i].isFlip()){
+                                                player[i].throwtogglekeydown=1;
+                                                setAnimation(i,removeknifeanim);
+                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+                                            }
+                                            if(player[i].isFlip()){
+                                                player[i].throwtogglekeydown=1;
+                                                player[i].hasvictim=0;
+
+                                                for(int k=0;k<weapons.numweapons;k++){
+                                                    if(player[i].weaponactive==-1)
+                                                        if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
+                                                                        player[i].aitype==playercontrolled)&&
+                                                                    weapons.owner[k]==-1||
+                                                                player[i].victim&&
+                                                                 weapons.owner[k]==player[i].victim->id)
+                                                            if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
+                                                                    player[i].weaponactive==-1){
+                                                                if(weapons.type[k]!=staff)
+                                                                    emit_sound_at(knifedrawsound, player[i].coords, 128.);
+
+                                                                player[i].weaponactive=0;
+                                                                weapons.owner[k]=player[i].id;
+                                                                if(player[i].num_weapons>0)
+                                                                    player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+                                                                player[i].num_weapons++;
+                                                                player[i].weaponids[0]=k;
+                                                            }
+                                                }
+                                            }
+                                        }
+                                    }
+                            }
+                            if(player[i].isCrouch()||
+                                    player[i].targetanimation==sneakanim||
+                                    player[i].isRun()||
+                                    player[i].isIdle()||player[i].targetanimation==rollanim||
+                                    player[i].targetanimation==backhandspringanim){
+                                if(numplayers>1)
+                                    for(int j=0;j<numplayers;j++){
+                                        if(player[i].weaponactive==-1)
+                                            if(j!=i)
+                                                if(player[j].num_weapons&&
+                                                        player[j].skeleton.free&&
+                                                        findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
+                                                        (((player[j].skeleton.forward.y<0&&
+                                                           player[j].weaponstuckwhere==0)||
+                                                          (player[j].skeleton.forward.y>0&&
+                                                           player[j].weaponstuckwhere==1))||
+                                                         player[j].weaponstuck==-1||
+                                                         player[j].num_weapons>1)){
+                                                    if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
+                                                        player[i].throwtogglekeydown=1;
+                                                        player[i].victim=&player[j];
+                                                        player[i].hasvictim=1;
+                                                        setAnimation(i,crouchremoveknifeanim);
+                                                        player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                    }
+                                                    if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
+                                                        player[i].throwtogglekeydown=1;
+                                                        player[i].victim=&player[j];
+                                                        player[i].hasvictim=1;
+                                                        int k = player[j].weaponids[0];
+                                                        if(player[i].hasvictim){
+                                                            bool fleshstuck;
+                                                            fleshstuck=0;
+                                                            if(player[i].victim->weaponstuck!=-1){
+                                                                if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
+                                                                    fleshstuck=1;
+                                                                }
+                                                            }
+                                                            if(!fleshstuck){
+                                                                if(weapons.type[k]!=staff)
+                                                                  emit_sound_at(knifedrawsound, player[i].coords, 128.);
+                                                            }
+                                                            if(fleshstuck)
+                                                              emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
+
+                                                            player[i].weaponactive=0;
+                                                            if(weapons.owner[k]!=-1){
+                                                                if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
+                                                                else player[i].victim->num_weapons=1;
+
+                                                                player[i].victim->skeleton.longdead=0;
+                                                                player[i].victim->skeleton.free=1;
+                                                                player[i].victim->skeleton.broken=0;
+
+                                                                for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
+                                                                    player[i].victim->skeleton.joints[l].velchange=0;
+                                                                    player[i].victim->skeleton.joints[l].locked=0;
+                                                                }
+
+                                                                XYZ relative;
+                                                                relative=0;
+                                                                relative.y=10;
+                                                                Normalise(&relative);
+                                                                XYZ footvel,footpoint;
+                                                                footvel=0;
+                                                                footpoint=weapons.position[k];
+                                                                if(player[i].victim->weaponstuck!=-1){
+                                                                    if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
+                                                                        if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
+                                                                        weapons.bloody[k]=2;
+                                                                        weapons.blooddrip[k]=5;
+                                                                        player[i].victim->weaponstuck=-1;
+                                                                        player[i].victim->bloodloss+=2000;
+                                                                        player[i].victim->DoDamage(2000);
+                                                                    }
+                                                                }
+                                                                if(player[i].victim->num_weapons>0){
+                                                                    if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
+                                                                    if(player[i].victim->weaponids[0]==k)
+                                                                        player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
+                                                                }
+
+                                                                player[i].victim->weaponactive=-1;
+
+                                                                playerJoint(player[i].victim,abdomen).velocity+=relative*6;
+                                                                playerJoint(player[i].victim,neck).velocity+=relative*6;
+                                                                playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
+                                                                playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
+                                                            }
+                                                            weapons.owner[k]=i;
+                                                            if(player[i].num_weapons>0){
+                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+                                                            }
+                                                            player[i].num_weapons++;
+                                                            player[i].weaponids[0]=k;
+                                                        }
+                                                    }
+                                                }
+                                    }
+                            }
+                        }
+                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
+                            if(weapons.type[player[i].weaponids[0]]==knife){
+                                if(player[i].isIdle()||
+                                        player[i].isRun()||
+                                        player[i].isCrouch()||
+                                        player[i].targetanimation==sneakanim||
+                                        player[i].isFlip())
+                                    if(numplayers>1)
+                                        for(int j=0;j<numplayers;j++){
+                                            if(i!=j)
+                                                if(tutoriallevel!=1||tutorialstage==49)
+                                                    if(hostile)
+                                                        if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
+                                                                findDistancefast(&player[i].coords,&player[j].coords)<100&&
+                                                                findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
+                                                                !player[j].skeleton.free&&
+                                                                -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
+                                                            if(!player[i].isFlip()){
+                                                                player[i].throwtogglekeydown=1;
+                                                                player[i].victim=&player[j];
+                                                                setAnimation(i,knifethrowanim);
+                                                                player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                                                                player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
+                                                            }
+                                                            if(player[i].isFlip()){
+                                                                if(player[i].weaponactive!=-1){
+                                                                    player[i].throwtogglekeydown=1;
+                                                                    player[i].victim=&player[j];
+                                                                    XYZ aim;
+                                                                    weapons.owner[player[i].weaponids[0]]=-1;
+                                                                    aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
+                                                                    Normalise(&aim);
+
+                                                                    aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
+
+                                                                    weapons.velocity[player[i].weaponids[0]]=aim*50;
+                                                                    weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
+                                                                    weapons.missed[player[i].weaponids[0]]=0;
+                                                                    weapons.freetime[player[i].weaponids[0]]=0;
+                                                                    weapons.firstfree[player[i].weaponids[0]]=1;
+                                                                    weapons.physics[player[i].weaponids[0]]=0;
+                                                                    player[i].num_weapons--;
+                                                                    if(player[i].num_weapons){
+                                                                        player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
+                                                                    }
+                                                                    player[i].weaponactive=-1;
+                                                                }
+                                                            }
+                                                        }
+                                        }
+                            }
+                        }
+                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
+                            if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
+                                player[i].throwtogglekeydown=1;
+                                weapons.owner[player[i].weaponids[0]]=-1;
+                                weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
+                                if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
+                                weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
+                                weapons.missed[player[i].weaponids[0]]=1;
+                                weapons.freetime[player[i].weaponids[0]]=0;
+                                weapons.firstfree[player[i].weaponids[0]]=1;
+                                weapons.physics[player[i].weaponids[0]]=1;
+                                player[i].num_weapons--;
+                                if(player[i].num_weapons){
+                                    player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
+                                    if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
+                                }
+
+                                player[i].weaponactive=-1;
+                                for(int j=0;j<numplayers;j++){
+                                    player[j].wentforweapon=0;
+                                }
+                            }
+                        }
+
+                    }
+
+                    //draw weapon
+                    if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+                        if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
+                                player[i].num_weapons==2&&
+                                player[i].weaponactive==-1&&
+                                player[i].isIdle()||
+                                player[0].dead&&
+                                player[i].weaponactive!=-1&&
+                                i!=0){
+                            bool isgood=1;
+                            if(player[i].weaponactive!=-1)
+                                if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
+                                    isgood=0;
+                            if(isgood&&player[i].creature!=wolftype){
+                                if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+                                    setAnimation(i,drawrightanim);
+                                    player[i].drawtogglekeydown=1;
+                                }
+                                if((player[i].isIdle()||
+                                            (player[i].aitype!=playercontrolled&&
+                                             player[0].weaponactive!=-1&&
+                                             player[i].isRun()))&&
+                                        player[i].num_weapons&&
+                                        weapons.type[player[i].weaponids[0]]==sword){
+                                    setAnimation(i,drawleftanim);
+                                    player[i].drawtogglekeydown=1;
+                                }
+                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+                                    setAnimation(i,crouchdrawrightanim);
+                                    player[i].drawtogglekeydown=1;
+                                }
+                            }
+                        }
+                    //clean weapon
+                    if(player[i].isCrouch()&&
+                            weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
+                            bloodtoggle&&
+                            player[i].onterrain&&
+                            player[i].num_weapons&&
+                            player[i].weaponactive!=-1&&
+                            player[i].attackkeydown){
+                        if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
+                                player[i].onterrain&&
+                                bloodtoggle&&musictype!=stream_music2){
+                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
+                                setAnimation(i,crouchstabanim);
+                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
+                                setAnimation(i,swordgroundstabanim);
+                            player[i].hasvictim=0;
+                            //player[i].attacktogglekeydown=1;
+                        }
+                    }
+
+                    if(!player[i].drawkeydown)
+                        player[i].drawtogglekeydown=0;
+
+                    XYZ absflatfacing;
+                    if(i==0){
+                        absflatfacing=0;
+                        absflatfacing.z=-1;
+
+                        absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
+                    }
+                    else absflatfacing=flatfacing;
+
+                    if(indialogue!=-1){
+                        player[i].forwardkeydown=0;
+                        player[i].leftkeydown=0;
+                        player[i].backkeydown=0;
+                        player[i].rightkeydown=0;
+                        player[i].jumpkeydown=0;
+                        player[i].crouchkeydown=0;
+                        player[i].drawkeydown=0;
+                        player[i].throwkeydown=0;
+                    }
+                    movekey=0;
+                    //Do controls
+                    if(!animation[player[i].targetanimation].attack&&
+                            player[i].targetanimation!=staggerbackhighanim&&
+                            player[i].targetanimation!=staggerbackhardanim&&
+                            player[i].targetanimation!=backhandspringanim&&
+                            player[i].targetanimation!=dodgebackanim){
+                        if(!player[i].forwardkeydown)
+                            player[i].forwardstogglekeydown=0;
+                        if(player[i].crouchkeydown){
+                            //Crouch
+                            target=-2;
+                            if(i==0){
+                                player[i].superruntoggle=1;
+                                if(numplayers>1)
+                                    for(int j=0;j<numplayers;j++)
+                                        if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
+                                            if(findDistancefast(&player[j].coords,&player[i].coords)<16)
+                                                player[i].superruntoggle=0;
+                            }
+
+                            if(numplayers>1)
+                                for(int j=0;j<numplayers;j++){
+                                    if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
+                                        if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                                player[j].victim==&player[i]&&
+                                                (player[j].targetanimation==sweepanim||
+                                                 player[j].targetanimation==upunchanim||
+                                                 player[j].targetanimation==wolfslapanim||
+                                                 ((player[j].targetanimation==swordslashanim||
+                                                   player[j].targetanimation==knifeslashstartanim||
+                                                   player[j].targetanimation==staffhitanim||
+                                                   player[j].targetanimation==staffspinhitanim)&&
+                                                  findDistancefast(&player[j].coords,&player[i].coords)<2))){
+                                            if(target>=0)
+                                                target=-1;
+                                            else
+                                                target=j;
+                                        }
+                                    }
+                                }
+                            if(target>=0)
+                                player[target].Reverse();
+                            player[i].lowreversaldelay=.5;
+
+                            if(player[i].isIdle()){
+                                setAnimation(i,player[i].getCrouch());
+                                player[i].transspeed=10;
+                            }
+                            if(player[i].isRun()||
+                                    (player[i].isStop()&&
+                                     (player[i].leftkeydown||
+                                      player[i].rightkeydown||
+                                      player[i].forwardkeydown||
+                                      player[i].backkeydown))){
+                                setAnimation(i,rollanim);
+                                player[i].transspeed=20;
+                            }
+                        }
+                        if(!player[i].crouchkeydown){
+                            //Uncrouch
+                            if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
+                            target=-2;
+                            if(player[i].isCrouch()){
+                                if(numplayers>1)
+                                    for(int j=0;j<numplayers;j++){
+                                        if(j!=i&&
+                                                !player[j].skeleton.free&&
+                                                player[j].victim&&
+                                                player[i].highreversaldelay<=0){
+                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                                    player[j].victim==&player[i]&&
+                                                    (player[j].targetanimation==spinkickanim)&&
+                                                    player[i].isCrouch()){
+                                                if(target>=0)
+                                                    target=-1;
+                                                else
+                                                    target=j;
+                                            }
+                                        }
+                                    }
+                                if(target>=0)
+                                    player[target].Reverse();
+                                player[i].highreversaldelay=.5;
+
+                                if(player[i].isCrouch()){
+                                    if(!player[i].wasCrouch()){
+                                        player[i].currentanimation=player[i].getCrouch();
+                                        player[i].currentframe=0;
+                                    }
+                                    setAnimation(i,player[i].getIdle());
+                                    player[i].transspeed=10;
+                                }
+                            }
+                            if(player[i].targetanimation==sneakanim){
+                                setAnimation(i,player[i].getIdle());
+                                player[i].transspeed=10;
+                            }
+                        }
+                        if(player[i].forwardkeydown){
+                            if(player[i].isIdle()||
+                                    (player[i].isStop()&&
+                                     player[i].targetrotation==player[i].rotation)||
+                                    (player[i].isLanding()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown)||
+                                    (player[i].isLandhard()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown&&
+                                     player[i].crouchkeydown)){
+                                if(player[i].aitype==passivetype)
+                                    setAnimation(i,walkanim);
+                                else
+                                    setAnimation(i,player[i].getRun());
+                            }
+                            if(player[i].isCrouch()){
+                                player[i].targetanimation=sneakanim;
+                                if(player[i].wasCrouch())
+                                    player[i].target=0;
+                                player[i].targetframe=0;
+                            }
+                            if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
+                                setAnimation(i,climbanim);
+                                player[i].targetframe=1;
+                                player[i].jumpclimb=1;
+                            }
+                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                                player[i].velocity+=absflatfacing*5*multiplier;
+                            }
+                            player[i].forwardstogglekeydown=1;
+                            movekey=1;
+                        }
+                        if (player[i].rightkeydown){
+                            if(player[i].isIdle()||
+                                    (player[i].isStop()&&
+                                     player[i].targetrotation==player[i].rotation)||
+                                    (player[i].isLanding()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown)||
+                                    (player[i].isLandhard()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown&&
+                                     player[i].crouchkeydown)){
+                                setAnimation(i,player[i].getRun());
+                            }
+                            if(player[i].isCrouch()){
+                                player[i].targetanimation=sneakanim;
+                                if(player[i].wasCrouch())
+                                    player[i].target=0;
+                                player[i].targetframe=0;
+                            }
+                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                                player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+                            }
+                            player[i].targetrotation-=90;
+                            if(player[i].forwardkeydown)player[i].targetrotation+=45;
+                            if(player[i].backkeydown)player[i].targetrotation-=45;
+                            movekey=1;
+                        }
+                        if ( player[i].leftkeydown){
+                            if(player[i].isIdle()||
+                                    (player[i].isStop()&&
+                                     player[i].targetrotation==player[i].rotation)||
+                                    (player[i].isLanding()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown)||
+                                    (player[i].isLandhard()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown&&
+                                     player[i].crouchkeydown)){
+                                setAnimation(i,player[i].getRun());
+                            }
+                            if(player[i].isCrouch()){
+                                player[i].targetanimation=sneakanim;
+                                if(player[i].wasCrouch())
+                                    player[i].target=0;
+                                player[i].targetframe=0;
+                            }
+                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                                player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+                            }
+                            player[i].targetrotation+=90;
+                            if(player[i].forwardkeydown)player[i].targetrotation-=45;
+                            if(player[i].backkeydown)player[i].targetrotation+=45;
+                            movekey=1;
+                        }
+                        if(player[i].backkeydown){
+                            if(player[i].isIdle()||
+                                    (player[i].isStop()&&
+                                     player[i].targetrotation==player[i].rotation)||
+                                    (player[i].isLanding()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown)||
+                                    (player[i].isLandhard()&&
+                                     player[i].targetframe>0&&
+                                     !player[i].jumpkeydown&&
+                                     player[i].crouchkeydown)){
+                                setAnimation(i,player[i].getRun());
+                            }
+                            if(player[i].isCrouch()){
+                                player[i].targetanimation=sneakanim;
+                                if(player[i].wasCrouch())
+                                    player[i].target=0;
+                                player[i].targetframe=0;
+                            }
+                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
+                                player[i].velocity-=absflatfacing*5*multiplier;
+                            }
+                            if(player[i].targetanimation==hanganim){
+                                player[i].currentanimation=jumpdownanim;
+                                player[i].targetanimation=jumpdownanim;
+                                player[i].target=0;
+                                player[i].currentframe=0;
+                                player[i].targetframe=1;
+                                player[i].velocity=0;
+                                player[i].velocity.y+=gravity;
+                                player[i].coords.y-=1.4;
+                                player[i].grabdelay=1;
+                            }
+                            if ( !player[i].leftkeydown&&!player[i].rightkeydown)
+                                player[i].targetrotation+=180;
+                            movekey=1;
+                        }
+                        if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
+                            if((((player[i].isLanding()&&player[i].targetframe>=3)||
+                                            player[i].isRun()||
+                                            player[i].targetanimation==walkanim||
+                                            player[i].isCrouch()||
+                                            player[i].targetanimation==sneakanim)&&
+                                        player[i].jumppower>1)&&
+                                    ((player[i].targetanimation!=rabbitrunninganim&&
+                                      player[i].targetanimation!=wolfrunninganim)||i!=0)){
+                                player[i].jumpstart=0;
+                                setAnimation(i,jumpupanim);
+                                player[i].rotation=player[i].targetrotation;
+                                player[i].transspeed=20;
+                                player[i].FootLand(0,1);
+                                player[i].FootLand(1,1);
+
+                                facing=0;
+                                facing.z=-1;
+                                flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
+
+                                if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
+                                if(!movekey)player[i].velocity=0;
+
+                                //Dodge sweep?
+                                target=-2;
+                                if(numplayers>1)
+                                    for(int j=0;j<numplayers;j++){
+                                        if(j!=i&&!player[j].skeleton.free&&player[j].victim){
+                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+                                                    player[j].victim==&player[i]&&
+                                                    (player[j].targetanimation==sweepanim)){
+                                                if(target>=0)target=-1;
+                                                else target=j;
+                                            }
+                                        }
+                                    }
+                                    if(target>=0)player[i].velocity.y=1;
+                                    else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
+                                        player[i].velocity.y=7;
+                                        player[i].crouchtogglekeydown=1;
+                                    }
+                                    else player[i].velocity.y=5;
+
+                                    if(mousejump&&i==0&&debugmode){
+                                        if(!player[i].isLanding())player[i].tempdeltav=deltav;
+                                        if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
+                                    }
+
+                                    player[i].coords.y+=.2;
+                                    player[i].jumppower-=1;
+
+                                    if (!i)
+                                      emit_sound_at(whooshsound, player[i].coords, 128.);
+
+                                    emit_sound_at(jumpsound, player[i].coords, 128.);
+                            }
+                            if((player[i].isIdle())&&player[i].jumppower>1){
+                                setAnimation(i,player[i].getLanding());
+                                player[i].targetframe=2;
+                                player[i].landhard=0;
+                                player[i].jumpstart=1;
+                                player[i].tempdeltav=deltav;
+                            }
+                            if(player[i].targetanimation==jumpupanim&&
+                                    (((!floatjump&&
+                                       !editorenabled)||
+                                      !debugmode)||
+                                     player[i].aitype!=playercontrolled)){
+                                if(player[i].jumppower>multiplier*6){
+                                    player[i].velocity.y+=multiplier*6;
+                                    player[i].jumppower-=multiplier*6;
+                                }
+                                if(player[i].jumppower<=multiplier*6){
+                                    player[i].velocity.y+=player[i].jumppower;
+                                    player[i].jumppower=0;
+                                }
+                            }
+                            if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
+                        }
+
+                        if(!movekey){
+                            if(player[i].isRun()||player[i].targetanimation==walkanim)
+                                setAnimation(i,player[i].getStop());
+                            if(player[i].targetanimation==sneakanim){
+                                player[i].targetanimation=player[i].getCrouch();
+                                if(player[i].currentanimation==sneakanim)
+                                    player[i].target=0;
+                                player[i].targetframe=0;
+                            }
+                        }
+                        if(player[i].targetanimation==walkanim&&
+                                (player[i].aitype==attacktypecutoff||
+                                 player[i].aitype==searchtype||
+                                 (player[i].aitype==passivetype&&
+                                  player[i].numwaypoints<=1)))
+                            setAnimation(i,player[i].getStop());
+                        if(player[i].isRun()&&(player[i].aitype==passivetype))
+                            setAnimation(i,player[i].getStop());
+                    }
+                }
+                if(player[i].targetanimation==rollanim)
+                    player[i].targetrotation=oldtargetrotation;
+            }
+
+            //Rotation
+            for(int k=0;k<numplayers;k++){
+                if(fabs(player[k].rotation-player[k].targetrotation)>180){
+                    if(player[k].rotation>player[k].targetrotation)
+                        player[k].rotation-=360;
+                    else
+                        player[k].rotation+=360;
+                }
+
+                //stop to turn in right direction
+                if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
+                    setAnimation(k,player[k].getStop());
+
+                if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
+                    player[k].targettilt=0;
+
+                if(player[k].targetanimation!=jumpupanim&&
+                        player[k].targetanimation!=backhandspringanim&&
+                        player[k].targetanimation!=jumpdownanim&&
+                        !player[k].isFlip()){
+                    player[k].targettilt=0;
+                    if(player[k].jumppower<0&&!player[k].jumpkeydown)
+                        player[k].jumppower=0;
+                    player[k].jumppower+=multiplier*7;
+                    if(player[k].isCrouch())
+                        player[k].jumppower+=multiplier*7;
+                    if(player[k].jumppower>5)
+                        player[k].jumppower=5;
+                }
+
+                if(player[k].isRun())
+                    player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+
+                player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
+                player[k].grabdelay-=multiplier;
+            }
+
+            //do animations
+            for(int k=0;k<numplayers;k++){
+                player[k].DoAnimations();
+                player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
+                player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
+            }
+
+            //do stuff
+            objects.DoStuff();
+            
+            for(int j=numenvsounds-1;j>=0;j--){
+                envsoundlife[j]-=multiplier;
+                if(envsoundlife[j]<0){
+                    numenvsounds--;
+                    envsoundlife[j]=envsoundlife[numenvsounds];
+                    envsound[j]=envsound[numenvsounds];
+                }
+            }
+            if(slomo)
+                OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
+            else
+                OPENAL_SetFrequency(OPENAL_ALL, 22050);
+
+            if(tutoriallevel==1){
+                XYZ temp;
+                XYZ temp2;
+                XYZ temp3;
+                XYZ oldtemp;
+                XYZ oldtemp2;
+                temp.x=1011;
+                temp.y=84;
+                temp.z=491;
+                temp2.x=1025;
+                temp2.y=75;
+                temp2.z=447;
+                temp3.x=1038;
+                temp3.y=76;
+                temp3.z=453;
+                oldtemp=temp;
+                oldtemp2=temp2;
+                if(tutorialstage>=51)
+                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+                        OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
+                        OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+
+                        emit_stream_np(stream_music3);
+
+                        gameon=0;
+                        mainmenu=5;
+
+                        fireSound();
+
+                        flash();
+                    }
+                if(tutorialstage<51)
+                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+                        emit_sound_at(fireendsound, player[0].coords);
+
+                        player[0].coords=(oldtemp+oldtemp2)/2;
+
+                        flash();
+                    }
+                if(tutorialstage>=14&&tutorialstage<50)
+                    if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
+                        emit_sound_at(fireendsound, player[1].coords);
+
+                        for(int i=0;i<player[1].skeleton.num_joints;i++){
+                            if(Random()%2==0){
+                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
+                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
+                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                            }
+                        }
+
+                        player[1].coords=(oldtemp+oldtemp2)/2;
+                        for(int i=0;i<player[1].skeleton.num_joints;i++){
+                            player[1].skeleton.joints[i].velocity=0;
+                            if(Random()%2==0){
+                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
+                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
+                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
+                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
+                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                            }
+                        }
+                    }
+            }
+
+
+            //3d sound
+            static float gLoc[3];
+            gLoc[0]=viewer.x;
+            gLoc[1]=viewer.y;
+            gLoc[2]=viewer.z;
+            static float vel[3];
+            vel[0]=(viewer.x-oldviewer.x)/multiplier;
+            vel[1]=(viewer.y-oldviewer.y)/multiplier;
+            vel[2]=(viewer.z-oldviewer.z)/multiplier;
+
+            //Set orientation with forward and up vectors
+            static XYZ upvector;
+            upvector=0;
+            upvector.z=-1;
+
+            upvector=DoRotation(upvector,-rotation2+90,0,0);
+            upvector=DoRotation(upvector,0,0-rotation,0);
+
+            facing=0;
+            facing.z=-1;
+
+            facing=DoRotation(facing,-rotation2,0,0);
+            facing=DoRotation(facing,0,0-rotation,0);
+
+
+            static float ori[6];
+            ori[0] = -facing.x;
+            ori[1] = facing.y;
+            ori[2] = -facing.z;
+            ori[3] = -upvector.x;
+            ori[4] = upvector.y;
+            ori[5] = -upvector.z;
+
+            OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
+            OPENAL_Update();
+
+            oldviewer=viewer;
                }
        }
 
-       if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
+       if(Input::isKeyPressed(SDLK_F1))
                Screenshot();
-               freezetogglekeydown=1;
-       }
 }
 
+
+
 void   Game::TickOnce(){
        if(mainmenu)
                rotation+=multiplier*5;
        else
                if(directing||indialogue==-1) {
                        rotation+=deltah*.7;
-                       if(!invertmouse)rotation2+=deltav*.7;
-                       if(invertmouse)rotation2-=deltav*.7;
-                       if(rotation2>90)rotation2=90;
-                       if(rotation2<-70)rotation2=-70;
+                       if(!invertmouse)
+                rotation2+=deltav*.7;
+                       if(invertmouse)
+                rotation2-=deltav*.7;
+                       if(rotation2>90)
+                rotation2=90;
+                       if(rotation2<-70)
+                rotation2=-70;
                }
 }
 
@@ -7337,7 +7675,6 @@ void      Game::TickOnceAfter(){
        static XYZ col;
        static float brotate;
        static XYZ facing;
-       static int i,j;
        static float changedelay;
        static bool alldead;
        static float unseendelay;
@@ -7345,31 +7682,40 @@ void    Game::TickOnceAfter(){
 
        if(!mainmenu){
 
-               if(environment==snowyenvironment)music1=stream_music1snow;
-               if(environment==grassyenvironment)music1=stream_music1grass;
-               if(environment==desertenvironment)music1=stream_music1desert;
+               if(environment==snowyenvironment)
+            music1=stream_music1snow;
+               if(environment==grassyenvironment)
+            music1=stream_music1grass;
+               if(environment==desertenvironment)
+            music1=stream_music1desert;
 
                realthreat=0;
 
                musictype=music1;
-               for(i=0;i<numplayers;i++){
-                       if((player[i].aitype==attacktypecutoff||player[i].aitype==getweapontype||player[i].aitype==gethelptype||player[i].aitype==searchtype)&&!player[i].dead/*&&player[i].surprised<=0*/&&(player[i].targetanimation!=sneakattackedanim&&player[i].targetanimation!=knifesneakattackedanim&&player[i].targetanimation!=swordsneakattackedanim)){
+               for(int i=0;i<numplayers;i++){
+                       if((player[i].aitype==attacktypecutoff||
+                        player[i].aitype==getweapontype||
+                        player[i].aitype==gethelptype||
+                        player[i].aitype==searchtype)&&
+                    !player[i].dead/*&&player[i].surprised<=0*/&&
+                    (player[i].targetanimation!=sneakattackedanim&&
+                     player[i].targetanimation!=knifesneakattackedanim&&
+                     player[i].targetanimation!=swordsneakattackedanim)){
                                musictype=stream_music2;
                                realthreat=1;
                        }
                }
-               if(player[0].dead)musictype=stream_music3;
+               if(player[0].dead)
+            musictype=stream_music3;
 
 
-               if(musictype==stream_music2){
+               if(musictype==stream_music2)
                        unseendelay=1;
-               }
 
                if(oldmusictype==stream_music2&&musictype!=stream_music2){
                        unseendelay-=multiplier;
-                       if(unseendelay>0){
+                       if(unseendelay>0)
                                musictype=stream_music2;
-                       }
                }
 
 
@@ -7381,27 +7727,33 @@ void    Game::TickOnceAfter(){
                        musicvolume[3]=0;
                }
 
-               if(musictoggle){
-                       if(musictype!=oldmusictype&&musictype==stream_music2){
+               if(musictoggle)
+                       if(musictype!=oldmusictype&&musictype==stream_music2)
                                emit_sound_np(alarmsound);
-
-                       }
-               }
                musicselected=musictype;
 
-               if(musicselected==music1)musicvolume[0]+=multiplier*450;
-               else musicvolume[0]-=multiplier*450;
-               if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
-               else musicvolume[1]-=multiplier*450;
-               if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
-               else musicvolume[2]-=multiplier*450;
+               if(musicselected==music1)
+            musicvolume[0]+=multiplier*450;
+               else
+            musicvolume[0]-=multiplier*450;
+               if(musicselected==stream_music2)
+            musicvolume[1]+=multiplier*450;
+               else
+            musicvolume[1]-=multiplier*450;
+               if(musicselected==stream_music3)
+            musicvolume[2]+=multiplier*450;
+               else
+            musicvolume[2]-=multiplier*450;
 
-               for(i=0;i<3;i++){
-                       if(musicvolume[i]<0)musicvolume[i]=0;
-                       if(musicvolume[i]>512)musicvolume[i]=512;
+               for(int i=0;i<3;i++){
+                       if(musicvolume[i]<0)
+                musicvolume[i]=0;
+                       if(musicvolume[i]>512)
+                musicvolume[i]=512;
                }
 
-               if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
+               if(musicvolume[2]>128&&!loading&&!mainmenu)
+            musicvolume[2]=128;
 
                if(musictoggle){
                        if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
@@ -7410,66 +7762,58 @@ void    Game::TickOnceAfter(){
                          emit_stream_np(stream_music2, musicvolume[1]);
                        if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
                          emit_stream_np(stream_music3, musicvolume[2]);
-                       if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
+                       if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
                                pause_sound(music1);
-                       }
-                       if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
+                       if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
                                pause_sound(stream_music2);
-                       }
-                       if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
+                       if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
                                pause_sound(stream_music3);
-                       }
 
-                       if(musicvolume[0]!=oldmusicvolume[0]){
+                       if(musicvolume[0]!=oldmusicvolume[0])
                                OPENAL_SetVolume(channels[music1], musicvolume[0]);
-                       }
-                       if(musicvolume[1]!=oldmusicvolume[1]){
+                       if(musicvolume[1]!=oldmusicvolume[1])
                                OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
-                       }
-                       if(musicvolume[2]!=oldmusicvolume[2]){
+                       if(musicvolume[2]!=oldmusicvolume[2])
                                OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
-                       }
 
-                       for(i=0;i<3;i++){
+                       for(int i=0;i<3;i++)
                                oldmusicvolume[i]=musicvolume[i];
-                       }
                } else {
                        pause_sound(music1);
                        pause_sound(stream_music2);
                        pause_sound(stream_music3);
 
-                       for(i=0;i<4;i++){
+                       for(int i=0;i<4;i++){
                                oldmusicvolume[i]=0;
                                musicvolume[i]=0;
                        }
                }
 
                killhotspot=2;
-               for(i=0;i<numhotspots;i++){
+               for(int i=0;i<numhotspots;i++){
                        if(hotspottype[i]>10&&hotspottype[i]<20){
-                               if(player[hotspottype[i]-10].dead==0){
+                               if(player[hotspottype[i]-10].dead==0)
                                        killhotspot=0;
-                               }
                                else if(killhotspot==2)
                                        killhotspot=1;
                        }
                }
-               if(killhotspot==2)killhotspot=0;
+               if(killhotspot==2)
+            killhotspot=0;
 
 
                winhotspot=0;
-               for(i=0;i<numhotspots;i++){
-                       if(hotspottype[i]==-1){
+               for(int i=0;i<numhotspots;i++)
+                       if(hotspottype[i]==-1)
                                if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
                                        winhotspot=1;
-                       }
-               }
 
                int numalarmed=0;
-               for(i=1;i<numplayers;i++){
-                       if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
-               }
-               if(numalarmed>maxalarmed)maxalarmed=numalarmed;
+               for(int i=1;i<numplayers;i++)
+                       if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
+                numalarmed++;
+               if(numalarmed>maxalarmed)
+            maxalarmed=numalarmed;
 
                if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
                        if(player[0].dead&&changedelay<=0){
@@ -7477,9 +7821,9 @@ void      Game::TickOnceAfter(){
                                targetlevel=whichlevel;
                        }
                        alldead=1;
-                       for(i=1;i<numplayers;i++){
-                               if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
-                       }
+                       for(int i=1;i<numplayers;i++)
+                               if(!player[i].dead&&player[i].howactive<typedead1)
+                    alldead=0;
 
 
                        if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
@@ -7505,9 +7849,7 @@ void      Game::TickOnceAfter(){
                                if(campaign){
                                        accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
                                        scoreadded=1;
-                               }
-                               else
-                               {
+                               }else{
                                        accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
                                }
                                won=1;
@@ -7525,18 +7867,21 @@ void    Game::TickOnceAfter(){
                        }
 
                        if(!editorenabled&&gameon&&!mainmenu){
-                               if(changedelay!=-999)changedelay-=multiplier/7;
-                               if(player[0].dead)targetlevel=whichlevel;
+                               if(changedelay!=-999)
+                    changedelay-=multiplier/7;
+                               if(player[0].dead)
+                    targetlevel=whichlevel;
                                if(loading==2&&!campaign){
                                        flash();
 
                                        fireSound(firestartsound);
 
-                                       if(!player[0].dead&&targetlevel!=whichlevel){
+                                       if(!player[0].dead&&targetlevel!=whichlevel)
                                                startbonustotal=bonustotal;
-                                       }
-                                       if(player[0].dead) Loadlevel(whichlevel);
-                                       else Loadlevel(targetlevel);
+                                       if(player[0].dead)
+                        Loadlevel(whichlevel);
+                                       else
+                        Loadlevel(targetlevel);
 
                                        fireSound();
 
@@ -7554,28 +7899,39 @@ void    Game::TickOnceAfter(){
 
                                        loading=3;
                                }
-                               if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
-                               if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
-                       {
-                                               if(whichlevel!=-2&&!loading&&!player[0].dead){
-                                                       winfreeze=1;
-                                                       changedelay=-999;
-                                               }
-                                               if(player[0].dead)loading=1;
-                                       }
+                               if(changedelay<=-999&&
+                        whichlevel!=-2&&
+                        !loading&&
+                        (player[0].dead||
+                         (alldead&&maptype==mapkilleveryone)||
+                         (winhotspot)||
+                         (killhotspot))&&
+                        !winfreeze)
+                    loading=1;
+                               if((player[0].dead||
+                            (alldead&&maptype==mapkilleveryone)||
+                            (winhotspot)||
+                            (windialogue)||
+                            (killhotspot))&&
+                        changedelay<=0){
+                    if(whichlevel!=-2&&!loading&&!player[0].dead){
+                        winfreeze=1;
+                        changedelay=-999;
+                    }
+                    if(player[0].dead)
+                        loading=1;
                                }
                        }
 
                        if(campaign)
-                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
-                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
+                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
+                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
                                                endgame=1;
-                                       }
-                               }
                                else if(mainmenu==0&&winfreeze){
                                        if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
                                                stealthloading=1;
-                                       else stealthloading=0;
+                                       else
+                        stealthloading=0;
 
                                        if(!stealthloading){
                                                float gLoc[3]={0,0,0};
@@ -7590,21 +7946,21 @@ void    Game::TickOnceAfter(){
                                        ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
                                        ipstream.ignore(256,':');
                                        ipstream >> campaignnumlevels;
-                                       for(i=0;i<campaignnumlevels;i++){
+                                       for(int i=0;i<campaignnumlevels;i++){
                                                ipstream.ignore(256,':');
                                                ipstream.ignore(256,':');
                                                ipstream.ignore(256,' ');
                                                ipstream >> campaignmapname[i];
                                                ipstream.ignore(256,':');
                                                ipstream >> campaigndescription[i];
-                                               for(j=0;j<256;j++){
+                                               for(int j=0;j<256;j++){
                                                        if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
                                                }
                                                ipstream.ignore(256,':');
                                                ipstream >> campaignchoosenext[i];
                                                ipstream.ignore(256,':');
                                                ipstream >> campaignnumnext[i];
-                                               for(j=0;j<campaignnumnext[i];j++){
+                                               for(int j=0;j<campaignnumnext[i];j++){
                                                        ipstream.ignore(256,':');
                                                        ipstream >> campaignnextlevel[i][j];
                                                        campaignnextlevel[i][j]-=1;
@@ -7616,20 +7972,20 @@ void    Game::TickOnceAfter(){
                                        }
                                        ipstream.close();
 
-                                       for(i=0;i<campaignnumlevels;i++){
+                                       for(int i=0;i<campaignnumlevels;i++){
                                                levelvisible[i]=0;
                                                levelhighlight[i]=0;
                                        }
 
 
-                                       for(i=0;i<campaignnumlevels;i++){
+                                       for(int i=0;i<campaignnumlevels;i++){
                                                levelvisible[i]=0;
                                                levelhighlight[i]=0;
                                        }
 
                                        levelorder[0]=0;
                                        levelvisible[0]=1;
-                                       for(i=0;i<accountactive->getCampaignChoicesMade();i++){
+                                       for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
                                                levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
                                                levelvisible[levelorder[i+1]]=1;
                                        }
@@ -7642,7 +7998,7 @@ void      Game::TickOnceAfter(){
                                        else
                                        {
                                                campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
-                                               for(i=0;i<campaignchoicenum;i++){
+                                               for(int i=0;i<campaignchoicenum;i++){
                                                        campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
                                                        levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
                                                        levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
@@ -7665,11 +8021,12 @@ void    Game::TickOnceAfter(){
                                        stealthloading=0;
                                }
 
-                               if(loading==3)loading=0;
+            if(loading==3)
+                loading=0;
 
-                       }
+        }
 
-                       oldmusictype=musictype;
+        oldmusictype=musictype;
        }
 
        facing=0;
@@ -7685,7 +8042,7 @@ void      Game::TickOnceAfter(){
                else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
                target.y+=.1;
                if(player[0].skeleton.free){
-                       for(i=0;i<player[0].skeleton.num_joints;i++){
+                       for(int i=0;i<player[0].skeleton.num_joints;i++){
                                if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
                                        target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
                        }
@@ -7712,27 +8069,25 @@ void    Game::TickOnceAfter(){
                        coltarget=cameraloc;
                        objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
                        if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                               for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                       i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+                               for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+                                       int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
                                        if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
                                }
-                               if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                                       for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                               i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                                               colviewer=viewer;
-                                               if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
-                                                       viewer=colviewer;
-                                               }
-                                       }
-                                       cameradist=findDistance(&viewer,&target);
-                                       if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
-                                               viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
-                                       }
-                                       if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
-                                               cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
-                                       }
+            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
+                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+                    colviewer=viewer;
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                        viewer=colviewer;
+                    }
+                }
+            cameradist=findDistance(&viewer,&target);
+            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
+            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
+                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
+            }
                }
                if(player[0].skeleton.free!=2&&autocam){
                        cameraspeed=20;
@@ -7756,27 +8111,25 @@ void    Game::TickOnceAfter(){
                        coltarget=cameraloc;
                        objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
                        if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                               for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                       i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+                               for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+                                       int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
                                        if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
                                }
-                               if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                                       for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                               i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                                               colviewer=viewer;
-                                               if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
-                                                       viewer=colviewer;
-                                               }
-                                       }
-                                       cameradist=findDistance(&viewer,&target);
-                                       if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
-                                               viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
-                                       }
-                                       if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
-                                               cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
-                                       }
+            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
+                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+                    colviewer=viewer;
+                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
+                        viewer=colviewer;
+                    }
+                }
+            cameradist=findDistance(&viewer,&target);
+            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
+            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
+                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
+            }
                }
                if(camerashake>.8)camerashake=.8;
                //if(woozy>10)woozy=10;
@@ -7797,3 +8150,4 @@ void      Game::TickOnceAfter(){
                }
        }
 }
+
index 3cf1b1ce99657b9d466589834047025056e680e0..811ab0151889f9693c9bf1f67969862b8ce6105e 100644 (file)
@@ -25,13 +25,33 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 extern bool keyboardfrozen;
 
+bool keyDown[SDLK_LAST+6];
+bool keyPressed[SDLK_LAST+6];
+
+void Input::Tick(){
+    SDL_PumpEvents();
+       Uint8 *keyState = SDL_GetKeyState(NULL);
+    for(int i=0;i<SDLK_LAST;i++){
+        keyPressed[i] = !keyDown[i]&&keyState[i];
+        keyDown[i] = keyState[i];
+    }
+    Uint8 mb = SDL_GetMouseState(NULL,NULL);
+    for(int i=1;i<6;i++){
+        keyPressed[SDLK_LAST+i] = !keyDown[SDLK_LAST+i]&&(mb&SDL_BUTTON(i));
+        keyDown[SDLK_LAST+i] = (mb&SDL_BUTTON(i));
+    }
+}
+
 bool Input::isKeyDown(int k) {
-       if(keyboardfrozen)return 0; // vraiment utile? à vérifier
-       Uint8 *keystate = SDL_GetKeyState(NULL);
-       if(k<SDLK_LAST)
-               return keystate[k];
-       else
-               return SDL_GetMouseState(NULL,NULL)&SDL_BUTTON(k-SDLK_LAST);
+       if(keyboardfrozen||k>=SDLK_LAST+6) // vraiment utile? à vérifier
+        return false;
+    return keyDown[k];
+}
+
+bool Input::isKeyPressed(int k) {
+       if(keyboardfrozen||k>=SDLK_LAST+6)
+        return false;
+    return keyPressed[k];
 }
 
 const char* Input::keyToChar(unsigned short i) {
@@ -47,8 +67,7 @@ const char* Input::keyToChar(unsigned short i) {
                return "unknown";
 }
 
-unsigned short         Input::CharToKey(const char* which)
-{
+unsigned short         Input::CharToKey(const char* which) {
        for(unsigned short i=0;i<SDLK_LAST;i++) {
                if(!strcasecmp(which,SDL_GetKeyName(SDLKey(i))))
                        return i;
@@ -62,7 +81,6 @@ unsigned short        Input::CharToKey(const char* which)
        return SDLK_LAST;
 }
 
-Boolean Input::Button()
-{
-    return SDL_GetMouseState(NULL,NULL)&SDL_BUTTON(SDL_BUTTON_LEFT);
+Boolean Input::MouseClicked(){
+    return isKeyPressed(SDLK_LAST+SDL_BUTTON_LEFT);
 }
index f78437c39bbdc10d9e3784f40ea3047c87759bb2..5aa4a7b1697e571cd5917af880c97945272ab82a 100644 (file)
@@ -34,11 +34,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 /**> FUNCTION PROTOTYPES <**/
 class Input {
        public:
+               static void Tick();
                static bool isKeyDown(int k);
+               static bool isKeyPressed(int k);
                static const char* keyToChar(unsigned short which);
                static void setKeyFor(Game* g);
                static unsigned short   CharToKey(const char* which);
-               static Boolean Button();
+               static Boolean MouseClicked();
 };
 
 #endif
index d9b060bb42be568edefe94d3da20abc72df29d55..483d1e0067f6d186106884b555abf48b23429ef0 100644 (file)
@@ -34,6 +34,15 @@ public:
        GLfloat ambient[3];
        int attach;
        XYZ location;
+    inline void setColors(GLfloat cr, GLfloat cg, GLfloat cb,
+            GLfloat ar, GLfloat ag, GLfloat ab){
+        color[0]=cr;
+        color[1]=cg;
+        color[2]=cb;
+        ambient[0]=ar;
+        ambient[1]=ag;
+        ambient[2]=ab;
+    }
 };
 
 void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb);
index eed0a27490c1ae82db107f3092e88a463fe31785..7f09302c080790a2cc48e61c90536da9ccc1f1bc 100644 (file)
@@ -179,7 +179,6 @@ struct Person
                float turnspeed;
                
                int aitype;
-               int aitarget;
                float aiupdatedelay;
                float losupdatedelay;
                int ally;
index 71b7581bd77ce6683c386e20a582a8100ba79e77..dce0e0ec24951e58038e312765ea6b6bba9676fc 100644 (file)
@@ -141,11 +141,11 @@ bool LoadSettings(Game &game) {
        printf("Loading config\n");
        while(!ipstream.eof()) {
                ipstream.getline( setting, sizeof(setting) );
-               printf("setting : %s\n",setting);
                
                // skip blank lines
                // assume lines starting with spaces are all blank
                if ( strlen(setting) == 0 || setting[0] == ' ' || setting[0] == '\t') continue;
+               printf("setting : %s\n",setting);
 
                if ( ipstream.eof() || ipstream.fail() ) {
                        fprintf(stderr, "Error reading config file: Got setting name '%s', but value can't be read\n", setting);