]> git.jsancho.org Git - lugaru.git/commitdiff
Added braces to all statements with clang-tidy and ran clang-format again
authorCôme Chilliet <come@chilliet.eu>
Mon, 9 Jan 2017 23:52:57 +0000 (00:52 +0100)
committerCôme Chilliet <come@chilliet.eu>
Mon, 9 Jan 2017 23:52:57 +0000 (00:52 +0100)
31 files changed:
Source/Animation/Muscle.cpp
Source/Animation/Skeleton.cpp
Source/Audio/Sounds.cpp
Source/Audio/openal_wrapper.cpp
Source/Devtools/ConsoleCmds.cpp
Source/Environment/Skybox.cpp
Source/Environment/Terrain.cpp
Source/Game.cpp
Source/GameDraw.cpp
Source/GameInitDispose.cpp
Source/GameTick.cpp
Source/Graphic/Models.cpp
Source/Graphic/Sprite.cpp
Source/Graphic/Text.cpp
Source/Graphic/Texture.cpp
Source/Level/Awards.cpp
Source/Level/Campaign.cpp
Source/Level/Dialog.cpp
Source/MacCompatibility.cpp
Source/Math/Frustum.cpp
Source/Math/XYZ.cpp
Source/Menu/Menu.cpp
Source/Objects/Object.cpp
Source/Objects/Person.cpp
Source/Objects/Weapons.cpp
Source/Tutorial.cpp
Source/User/Account.cpp
Source/User/Settings.cpp
Source/Utils/Folders.cpp
Source/Utils/ImageIO.cpp
Source/main.cpp

index da43de4f02bb5258513ce1bb8f465eadd2d821f1..ab94d3c449caf7722bcebae2bbda8699ed751d81 100644 (file)
@@ -135,27 +135,34 @@ void Muscle::DoConstraint(bool spinny)
     }
 
     // clamp strength
-    if (strength < 0)
+    if (strength < 0) {
         strength = 0;
-    if (strength > 1)
+    }
+    if (strength > 1) {
         strength = 1;
+    }
 
     length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
     length -= (length - targetlength) * strength * multiplier * 10000;
-    if (strength == 0)
+    if (strength == 0) {
         length = relaxlength;
+    }
 
-    if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0))
+    if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0)) {
         length = relaxlength;
+    }
 
     // clamp length
-    if (length < minlength)
+    if (length < minlength) {
         length = minlength;
-    if (length > maxlength)
+    }
+    if (length > maxlength) {
         length = maxlength;
+    }
 
-    if (length == relaxlength)
+    if (length == relaxlength) {
         return;
+    }
 
     // relax muscle?
 
index b665625ad414262b1f64656fd5cca86b38bac46e..91fdbd548441df9e216cb446e30631b03f70485d 100644 (file)
@@ -166,20 +166,23 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                 temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
                 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(righthip), &jointPos(rightankle), &jointPos(rightknee), &r)) {
                     jointPos(rightknee) -= lowforward * .05;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(rightknee) -= lowforward * .05 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(rightknee) -= lowforward * .05;
+                    }
                     jointPos(rightankle) += lowforward * .025;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(rightankle) += lowforward * .025 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(rightankle) += lowforward * .25;
+                    }
                     jointPos(righthip) += lowforward * .025;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(righthip) += lowforward * .025 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(righthip) += lowforward * .025;
+                    }
                     temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
                 }
             }
@@ -189,37 +192,44 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                 temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
                 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(lefthip), &jointPos(leftankle), &jointPos(leftknee), &r)) {
                     jointPos(leftknee) -= lowforward * .05;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(leftknee) -= lowforward * .05 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(leftknee) -= lowforward * .05;
+                    }
                     jointPos(leftankle) += lowforward * .025;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(leftankle) += lowforward * .025 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(leftankle) += lowforward * .25;
+                    }
                     jointPos(lefthip) += lowforward * .025;
-                    if (spinny)
+                    if (spinny) {
                         jointVel(lefthip) += lowforward * .025 / multiplier / 4;
-                    else
+                    } else {
                         jointVel(lefthip) += lowforward * .025;
+                    }
                     temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
                 }
             }
 
             for (i = 0; i < joints.size(); i++) {
-                if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
+                if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320) {
                     joints[i].locked = 0;
-                if (spinny && findLengthfast(&joints[i].velocity) > 600)
+                }
+                if (spinny && findLengthfast(&joints[i].velocity) > 600) {
                     joints[i].locked = 0;
+                }
                 if (joints[i].delay > 0) {
                     bool freely = true;
                     for (unsigned j = 0; j < joints.size(); j++) {
-                        if (joints[j].locked)
+                        if (joints[j].locked) {
                             freely = false;
+                        }
                     }
-                    if (freely)
+                    if (freely) {
                         joints[i].delay -= multiplier * 3;
+                    }
                 }
             }
 
@@ -256,18 +266,21 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                     terrainnormal = terrain.getNormal(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
                     ReflectVector(&joints[i].velocity, &terrainnormal);
                     bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
-                    if (!joints[i].locked)
+                    if (!joints[i].locked) {
                         damage += findLengthfast(&bounceness) / 4000;
-                    if (findLengthfast(&joints[i].velocity) < findLengthfast(&bounceness))
+                    }
+                    if (findLengthfast(&joints[i].velocity) < findLengthfast(&bounceness)) {
                         bounceness = 0;
+                    }
                     frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
                     joints[i].velocity -= bounceness;
-                    if (1 - friction * frictionness > 0)
+                    if (1 - friction * frictionness > 0) {
                         joints[i].velocity *= 1 - friction * frictionness;
-                    else
+                    } else {
                         joints[i].velocity = 0;
+                    }
 
-                    if (!Tutorial::active || id == 0)
+                    if (!Tutorial::active || id == 0) {
                         if (findLengthfast(&bounceness) > 8000 && breaking) {
                             // FIXME: this crashes because k is not initialized!
                             // to reproduce, type 'wolfie' in console and play a while
@@ -281,6 +294,7 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
 
                             addEnvSound(*coords, 64);
                         }
+                    }
 
                     if (findLengthfast(&bounceness) > 2500) {
                         Normalise(&bounceness);
@@ -294,15 +308,18 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                         joints[i].velocity = joints[i].oldvelocity;
                     }
 
-                    if (joints[i].locked == 0)
-                        if (findLengthfast(&joints[i].velocity) < 1)
+                    if (joints[i].locked == 0) {
+                        if (findLengthfast(&joints[i].velocity) < 1) {
                             joints[i].locked = 1;
+                        }
+                    }
 
                     if (environment == snowyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
-                        if (detail == 2)
+                        if (detail == 2) {
                             terrain.MakeDecal(bodyprintdecal, joints[i].position * (*scale) + *coords, .4, .4, 0);
+                        }
                     } else if (environment == desertenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
@@ -311,12 +328,14 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                     else if (environment == grassyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
-                    } else if (findLengthfast(&bounceness) > 500)
+                    } else if (findLengthfast(&bounceness) > 500) {
                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .2);
+                    }
 
                     joints[i].position.y = (terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel - coords->y) / (*scale);
-                    if (longdead > 100)
+                    if (longdead > 100) {
                         broken = 1;
+                    }
                 }
                 for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
                     unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
@@ -345,14 +364,15 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                                 }
 
                                 terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
-                                if (terrainnormal.y > .8)
+                                if (terrainnormal.y > .8) {
                                     freefall = 0;
+                                }
                                 bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
                                 if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
                                     bounceness = 0;
                                     joints[i].velocity = joints[i].oldvelocity;
                                 }
-                                if (!Tutorial::active || id == 0)
+                                if (!Tutorial::active || id == 0) {
                                     if (findLengthfast(&bounceness) > 4000 && breaking) {
                                         Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
                                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
@@ -363,36 +383,42 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
 
                                         addEnvSound(*coords, 64);
                                     }
+                                }
                                 if (Object::objects[k]->type == treetrunktype) {
                                     Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4;
                                     Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4;
                                     Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4;
                                     Object::objects[k + 1]->roty += joints[i].velocity.z * multiplier * .4;
                                 }
-                                if (!joints[i].locked)
+                                if (!joints[i].locked) {
                                     damage += findLengthfast(&bounceness) / 2500;
+                                }
                                 ReflectVector(&joints[i].velocity, &terrainnormal);
                                 frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
                                 joints[i].velocity -= bounceness;
-                                if (1 - friction * frictionness > 0)
+                                if (1 - friction * frictionness > 0) {
                                     joints[i].velocity *= 1 - friction * frictionness;
-                                else
+                                } else {
                                     joints[i].velocity = 0;
+                                }
                                 if (findLengthfast(&bounceness) > 2500) {
                                     Normalise(&bounceness);
                                     bounceness = bounceness * 50;
                                 }
                                 joints[i].velocity += bounceness * elasticity;
 
-                                if (!joints[i].locked)
+                                if (!joints[i].locked) {
                                     if (findLengthfast(&joints[i].velocity) < 1) {
                                         joints[i].locked = 1;
                                     }
-                                if (findLengthfast(&bounceness) > 500)
+                                }
+                                if (findLengthfast(&bounceness) > 500) {
                                     Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2);
+                                }
                                 joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005;
-                                if (longdead > 100)
+                                if (longdead > 100) {
                                     broken = 1;
+                                }
                             }
                         }
                     }
@@ -413,8 +439,9 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
                     if (whichhit != -1) {
                         joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
                         for (unsigned j = 0; j < muscles.size(); j++) {
-                            if ((muscles[j].parent1->label == whichjointstartarray[i] && muscles[j].parent2->label == whichjointendarray[i]) || (muscles[j].parent2->label == whichjointstartarray[i] && muscles[j].parent1->label == whichjointendarray[i]))
+                            if ((muscles[j].parent1->label == whichjointstartarray[i] && muscles[j].parent2->label == whichjointendarray[i]) || (muscles[j].parent2->label == whichjointstartarray[i] && muscles[j].parent1->label == whichjointendarray[i])) {
                                 muscles[j].DoConstraint(spinny);
+                            }
                         }
                     }
                 }
@@ -440,8 +467,9 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
             }
             joints[i].position.y += groundlevel;
             joints[i].mass = 1;
-            if (joints[i].label == lefthip || joints[i].label == leftknee || joints[i].label == leftankle || joints[i].label == righthip || joints[i].label == rightknee || joints[i].label == rightankle)
+            if (joints[i].label == lefthip || joints[i].label == leftknee || joints[i].label == leftankle || joints[i].label == righthip || joints[i].label == rightknee || joints[i].label == rightankle) {
                 joints[i].mass = 2;
+            }
             if (joints[i].locked) {
                 joints[i].mass = 4;
             }
@@ -452,8 +480,9 @@ float Skeleton::DoConstraints(XYZ* coords, float* scale)
 
     if (!free) {
         for (i = 0; i < muscles.size(); i++) {
-            if (muscles[i].type == boneconnect)
+            if (muscles[i].type == boneconnect) {
                 muscles[i].DoConstraint(0);
+            }
         }
     }
 
@@ -496,26 +525,33 @@ void Skeleton::FindRotationMuscle(int which, int animation)
     p1 = muscles[which].parent1->position;
     p2 = muscles[which].parent2->position;
     dist = findDistance(&p1, &p2);
-    if (p1.y - p2.y <= dist)
+    if (p1.y - p2.y <= dist) {
         muscles[which].rotate2 = asin((p1.y - p2.y) / dist);
-    if (p1.y - p2.y > dist)
+    }
+    if (p1.y - p2.y > dist) {
         muscles[which].rotate2 = asin(1.f);
+    }
     muscles[which].rotate2 *= 360.0 / 6.2831853;
 
     p1.y = 0;
     p2.y = 0;
     dist = findDistance(&p1, &p2);
-    if (p1.z - p2.z <= dist)
+    if (p1.z - p2.z <= dist) {
         muscles[which].rotate1 = acos((p1.z - p2.z) / dist);
-    if (p1.z - p2.z > dist)
+    }
+    if (p1.z - p2.z > dist) {
         muscles[which].rotate1 = acos(1.f);
+    }
     muscles[which].rotate1 *= 360.0 / 6.2831853;
-    if (p1.x > p2.x)
+    if (p1.x > p2.x) {
         muscles[which].rotate1 = 360 - muscles[which].rotate1;
-    if (!isnormal(muscles[which].rotate1))
+    }
+    if (!isnormal(muscles[which].rotate1)) {
         muscles[which].rotate1 = 0;
-    if (!isnormal(muscles[which].rotate2))
+    }
+    if (!isnormal(muscles[which].rotate2)) {
         muscles[which].rotate2 = 0;
+    }
 
     const int label1 = muscles[which].parent1->label;
     const int label2 = muscles[which].parent2->label;
@@ -548,10 +584,11 @@ void Skeleton::FindRotationMuscle(int which, int animation)
             fwd = specialforward[4];
             break;
         default:
-            if (muscles[which].parent1->lower)
+            if (muscles[which].parent1->lower) {
                 fwd = lowforward;
-            else
+            } else {
                 fwd = forward;
+            }
             break;
     }
 
@@ -579,15 +616,18 @@ void Skeleton::FindRotationMuscle(int which, int animation)
     fwd = DoRotation(fwd, 0, 0, muscles[which].rotate2 - 90);
     fwd.y = 0;
     fwd /= findLength(&fwd);
-    if (fwd.z <= 1 && fwd.z >= -1)
+    if (fwd.z <= 1 && fwd.z >= -1) {
         muscles[which].rotate3 = acos(0 - fwd.z);
-    else
+    } else {
         muscles[which].rotate3 = acos(-1.f);
+    }
     muscles[which].rotate3 *= 360.0 / 6.2831853;
-    if (0 > fwd.x)
+    if (0 > fwd.x) {
         muscles[which].rotate3 = 360 - muscles[which].rotate3;
-    if (!isnormal(muscles[which].rotate3))
+    }
+    if (!isnormal(muscles[which].rotate3)) {
         muscles[which].rotate3 = 0;
+    }
 }
 
 /* EFFECT
@@ -646,10 +686,12 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfilename,
     drawmodellow.Rotate(180, 0, 0);
     drawmodellow.Scale(.04, .04, .04);
     drawmodellow.FlipTexCoords();
-    if (Tutorial::active && id != 0)
+    if (Tutorial::active && id != 0) {
         drawmodellow.UniformTexCoords();
-    if (Tutorial::active && id != 0)
+    }
+    if (Tutorial::active && id != 0) {
         drawmodellow.ScaleTexCoords(0.1);
+    }
     drawmodellow.CalculateNormals(0);
 
     if (clothes) {
@@ -872,8 +914,9 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfilename,
 
     for (int i = 0; i < num_joints; i++) {
         for (j = 0; j < num_joints; j++) {
-            if (joints[i].label == j)
+            if (joints[i].label == j) {
                 jointlabels[j] = i;
+            }
         }
     }
 
index a259864ccbd2fc1809c6fa4f8bb7c7f12a146a16..4d8510a7c2ad56aaf7abaa53c58c6141216478c5 100644 (file)
@@ -70,8 +70,9 @@ void loadAllSounds()
     footstepsound4 = footstepst2;
     // Huh?
     // OPENAL_Sample_SetMode(samp[whooshsound], OPENAL_LOOP_NORMAL);
-    for (int i = stream_firesound; i <= stream_menutheme; i++)
+    for (int i = stream_firesound; i <= stream_menutheme; i++) {
         OPENAL_Stream_SetMode(samp[i], OPENAL_LOOP_NORMAL);
+    }
 }
 
 void addEnvSound(XYZ coords, float vol, float life)
index d728e5ad8062352b124f8784c5b6586b42318962..269b868bd71bbd6dde0704f5053b6f67772f102c 100644 (file)
@@ -65,8 +65,9 @@ static void set_channel_position(const int channel, const float x,
     chan->position[2] = z;
 
     OPENAL_SAMPLE* sptr = chan->sample;
-    if (sptr == NULL)
+    if (sptr == NULL) {
         return;
+    }
 
     const ALuint sid = chan->sid;
     const bool no_attenuate = sptr->is2d;
@@ -82,8 +83,9 @@ static void set_channel_position(const int channel, const float x,
 
 AL_API void OPENAL_3D_Listener_SetAttributes(const float* pos, const float*, float fx, float fy, float fz, float tx, float ty, float tz)
 {
-    if (!initialized)
+    if (!initialized) {
         return;
+    }
     if (pos != NULL) {
         alListener3f(AL_POSITION, pos[0], pos[1], -pos[2]);
         listener_position[0] = pos[0];
@@ -105,13 +107,16 @@ AL_API void OPENAL_3D_Listener_SetAttributes(const float* pos, const float*, flo
 
 AL_API signed char OPENAL_3D_SetAttributes(int channel, const float* pos)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
 
-    if (pos != NULL)
+    if (pos != NULL) {
         set_channel_position(channel, pos[0], pos[1], -pos[2]);
+    }
 
     // we ignore velocity, since doppler's broken in the Linux AL at the moment...
 
@@ -120,10 +125,12 @@ AL_API signed char OPENAL_3D_SetAttributes(int channel, const float* pos)
 
 AL_API signed char OPENAL_3D_SetAttributes_(int channel, const XYZ& pos)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
 
     set_channel_position(channel, pos.x, pos.y, -pos.z);
 
@@ -132,17 +139,21 @@ AL_API signed char OPENAL_3D_SetAttributes_(int channel, const XYZ& pos)
 
 AL_API signed char OPENAL_Init(int mixrate, int maxsoftwarechannels, unsigned int flags)
 {
-    if (initialized)
+    if (initialized) {
         return false;
-    if (maxsoftwarechannels == 0)
+    }
+    if (maxsoftwarechannels == 0) {
         return false;
+    }
 
-    if (flags != 0) // unsupported.
+    if (flags != 0) // unsupported.
         return false;
+    }
 
     ALCdevice* dev = alcOpenDevice(NULL);
-    if (!dev)
+    if (!dev) {
         return false;
+    }
 
     ALint caps[] = { ALC_FREQUENCY, mixrate, 0 };
     ALCcontext* ctx = alcCreateContext(dev, caps);
@@ -164,8 +175,9 @@ AL_API signed char OPENAL_Init(int mixrate, int maxsoftwarechannels, unsigned in
     num_channels = maxsoftwarechannels;
     impl_channels = new OPENAL_Channels[maxsoftwarechannels];
     memset(impl_channels, '\0', sizeof(OPENAL_Channels) * num_channels);
-    for (unsigned i = 0; i < num_channels; i++)
+    for (unsigned i = 0; i < num_channels; i++) {
         alGenSources(1, &impl_channels[i].sid); // !!! FIXME: verify this didn't fail!
+    }
 
     initialized = true;
     return true;
@@ -173,8 +185,9 @@ AL_API signed char OPENAL_Init(int mixrate, int maxsoftwarechannels, unsigned in
 
 AL_API void OPENAL_Close()
 {
-    if (!initialized)
+    if (!initialized) {
         return;
+    }
 
     ALCcontext* ctx = alcGetCurrentContext();
     if (ctx) {
@@ -199,21 +212,26 @@ AL_API void OPENAL_Close()
 
 static OPENAL_SAMPLE* OPENAL_GetCurrentSample(int channel)
 {
-    if (!initialized)
+    if (!initialized) {
         return NULL;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return NULL;
+    }
     return impl_channels[channel].sample;
 }
 
 static signed char OPENAL_GetPaused(int channel)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
-    if (impl_channels[channel].startpaused)
+    }
+    if (impl_channels[channel].startpaused) {
         return (true);
+    }
 
     ALint state = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_SOURCE_STATE, &state);
@@ -222,23 +240,28 @@ static signed char OPENAL_GetPaused(int channel)
 
 static unsigned int OPENAL_GetLoopMode(int channel)
 {
-    if (!initialized)
+    if (!initialized) {
         return 0;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return 0;
+    }
     ALint loop = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_LOOPING, &loop);
-    if (loop)
+    if (loop) {
         return (OPENAL_LOOP_NORMAL);
+    }
     return OPENAL_LOOP_OFF;
 }
 
 static signed char OPENAL_IsPlaying(int channel)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
-    if ((channel < 0) || (channel >= (int)num_channels))
+    }
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
     ALint state = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_SOURCE_STATE, &state);
     return ((state == AL_PLAYING) ? true : false);
@@ -246,12 +269,15 @@ static signed char OPENAL_IsPlaying(int channel)
 
 static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE* sptr, OPENAL_DSPUNIT* dsp, signed char startpaused)
 {
-    if (!initialized)
+    if (!initialized) {
         return -1;
-    if (sptr == NULL)
+    }
+    if (sptr == NULL) {
         return -1;
-    if (dsp != NULL)
+    }
+    if (dsp != NULL) {
         return -1;
+    }
     if (channel == OPENAL_FREE) {
         for (unsigned i = 0; i < num_channels; i++) {
             ALint state = 0;
@@ -263,8 +289,9 @@ static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE* sptr, OPENAL_DSPUNIT*
         }
     }
 
-    if ((channel < 0) || (channel >= (int)num_channels))
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return -1;
+    }
     alSourceStop(impl_channels[channel].sid);
     impl_channels[channel].sample = sptr;
     alSourcei(impl_channels[channel].sid, AL_BUFFER, sptr->bid);
@@ -272,8 +299,9 @@ static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE* sptr, OPENAL_DSPUNIT*
     set_channel_position(channel, 0.0f, 0.0f, 0.0f);
 
     impl_channels[channel].startpaused = ((startpaused) ? true : false);
-    if (!startpaused)
+    if (!startpaused) {
         alSourcePlay(impl_channels[channel].sid);
+    }
     return channel;
 }
 
@@ -289,14 +317,16 @@ static void* decode_to_pcm(const char* _fname, ALenum& format, ALsizei& size, AL
     char* fname = (char*)alloca(strlen(_fname) + 16);
     strcpy(fname, _fname);
     char* ptr = strchr(fname, '.');
-    if (ptr)
+    if (ptr) {
         *ptr = '\0';
+    }
     strcat(fname, ".ogg");
 
     // just in case...
     FILE* io = fopen(fname, "rb");
-    if (io == NULL)
+    if (io == NULL) {
         return NULL;
+    }
 
     ALubyte* retval = NULL;
 
@@ -364,24 +394,30 @@ static void* decode_to_pcm(const char* _fname, ALenum& format, ALsizei& size, AL
 
 AL_API OPENAL_SAMPLE* OPENAL_Sample_Load(int index, const char* name_or_data, unsigned int mode, int offset, int length)
 {
-    if (!initialized)
+    if (!initialized) {
         return NULL;
-    if (index != OPENAL_FREE)
+    }
+    if (index != OPENAL_FREE) {
         return NULL; // this is all the game does...
-    if (offset != 0)
+    }
+    if (offset != 0) {
         return NULL; // this is all the game does...
-    if (length != 0)
+    }
+    if (length != 0) {
         return NULL; // this is all the game does...
-    if ((mode != OPENAL_HW3D) && (mode != OPENAL_2D))
+    }
+    if ((mode != OPENAL_HW3D) && (mode != OPENAL_2D)) {
         return NULL; // this is all the game does...
+    }
 
     OPENAL_SAMPLE* retval = NULL;
     ALenum format = AL_NONE;
     ALsizei size = 0;
     ALuint frequency = 0;
     void* data = decode_to_pcm(name_or_data, format, size, frequency);
-    if (data == NULL)
+    if (data == NULL) {
         return NULL;
+    }
 
     ALuint bid = 0;
     alGetError();
@@ -393,8 +429,9 @@ AL_API OPENAL_SAMPLE* OPENAL_Sample_Load(int index, const char* name_or_data, un
         retval->mode = OPENAL_LOOP_OFF;
         retval->is2d = (mode == OPENAL_2D);
         retval->name = new char[strlen(name_or_data) + 1];
-        if (retval->name)
+        if (retval->name) {
             strcpy(retval->name, name_or_data);
+        }
     }
 
     free(data);
@@ -403,8 +440,9 @@ AL_API OPENAL_SAMPLE* OPENAL_Sample_Load(int index, const char* name_or_data, un
 
 AL_API void OPENAL_Sample_Free(OPENAL_SAMPLE* sptr)
 {
-    if (!initialized)
+    if (!initialized) {
         return;
+    }
     if (sptr) {
         for (unsigned i = 0; i < num_channels; i++) {
             if (impl_channels[i].sample == sptr) {
@@ -421,53 +459,64 @@ AL_API void OPENAL_Sample_Free(OPENAL_SAMPLE* sptr)
 
 static signed char OPENAL_Sample_SetMode(OPENAL_SAMPLE* sptr, unsigned int mode)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
-    if ((mode != OPENAL_LOOP_NORMAL) && (mode != OPENAL_LOOP_OFF))
+    }
+    if ((mode != OPENAL_LOOP_NORMAL) && (mode != OPENAL_LOOP_OFF)) {
         return false;
-    if (!sptr)
+    }
+    if (!sptr) {
         return false;
+    }
     sptr->mode = mode;
     return true;
 }
 
 AL_API signed char OPENAL_SetFrequency(int channel, bool slomo)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
+    }
     if (channel == OPENAL_ALL) {
-        for (unsigned i = 0; i < num_channels; i++)
+        for (unsigned i = 0; i < num_channels; i++) {
             OPENAL_SetFrequency(i, slomo);
+        }
         return true;
     }
 
-    if ((channel < 0) || (channel >= (int)num_channels))
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
-    if (slomo)
+    }
+    if (slomo) {
         alSourcef(impl_channels[channel].sid, AL_PITCH, ((ALfloat)slomofreq) / 44100.0f);
-    else
+    } else {
         alSourcef(impl_channels[channel].sid, AL_PITCH, 1.0f);
+    }
     return true;
 }
 
 AL_API signed char OPENAL_SetVolume(int channel, int vol)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
+    }
 
     if (channel == OPENAL_ALL) {
-        for (unsigned i = 0; i < num_channels; i++)
+        for (unsigned i = 0; i < num_channels; i++) {
             OPENAL_SetVolume(i, vol);
+        }
         return true;
     }
 
-    if ((channel < 0) || (channel >= (int)num_channels))
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
 
-    if (vol < 0)
+    if (vol < 0) {
         vol = 0;
-    else if (vol > 255)
+    } else if (vol > 255) {
         vol = 255;
+    }
     ALfloat gain = ((ALfloat)vol) / 255.0f;
     alSourcef(impl_channels[channel].sid, AL_GAIN, gain);
     return true;
@@ -475,27 +524,31 @@ AL_API signed char OPENAL_SetVolume(int channel, int vol)
 
 AL_API signed char OPENAL_SetPaused(int channel, signed char paused)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
+    }
 
     if (channel == OPENAL_ALL) {
-        for (unsigned i = 0; i < num_channels; i++)
+        for (unsigned i = 0; i < num_channels; i++) {
             OPENAL_SetPaused(i, paused);
+        }
         return true;
     }
 
-    if ((channel < 0) || (channel >= (int)num_channels))
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
 
     ALint state = 0;
-    if (impl_channels[channel].startpaused)
+    if (impl_channels[channel].startpaused) {
         state = AL_PAUSED;
-    else
+    } else {
         alGetSourceiv(impl_channels[channel].sid, AL_SOURCE_STATE, &state);
+    }
 
-    if ((paused) && (state == AL_PLAYING))
+    if ((paused) && (state == AL_PLAYING)) {
         alSourcePause(impl_channels[channel].sid);
-    else if ((!paused) && (state == AL_PAUSED)) {
+    else if ((!paused) && (state == AL_PAUSED)) {
         alSourcePlay(impl_channels[channel].sid);
         impl_channels[channel].startpaused = false;
     }
@@ -504,25 +557,29 @@ AL_API signed char OPENAL_SetPaused(int channel, signed char paused)
 
 AL_API void OPENAL_SetSFXMasterVolume(int volume)
 {
-    if (!initialized)
+    if (!initialized) {
         return;
+    }
     ALfloat gain = ((ALfloat)volume) / 255.0f;
     alListenerf(AL_GAIN, gain);
 }
 
 AL_API signed char OPENAL_StopSound(int channel)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
+    }
 
     if (channel == OPENAL_ALL) {
-        for (unsigned i = 0; i < num_channels; i++)
+        for (unsigned i = 0; i < num_channels; i++) {
             OPENAL_StopSound(i);
+        }
         return true;
     }
 
-    if ((channel < 0) || (channel >= (int)num_channels))
+    if ((channel < 0) || (channel >= (int)num_channels)) {
         return false;
+    }
     alSourceStop(impl_channels[channel].sid);
     impl_channels[channel].startpaused = false;
     return true;
@@ -530,8 +587,9 @@ AL_API signed char OPENAL_StopSound(int channel)
 
 static OPENAL_SAMPLE* OPENAL_Stream_GetSample(OPENAL_STREAM* stream)
 {
-    if (!initialized)
+    if (!initialized) {
         return NULL;
+    }
     return (OPENAL_SAMPLE*)stream;
 }
 
@@ -542,8 +600,9 @@ static int OPENAL_Stream_PlayEx(int channel, OPENAL_STREAM* stream, OPENAL_DSPUN
 
 static signed char OPENAL_Stream_Stop(OPENAL_STREAM* stream)
 {
-    if (!initialized)
+    if (!initialized) {
         return false;
+    }
     for (unsigned i = 0; i < num_channels; i++) {
         if (impl_channels[i].sample == (OPENAL_SAMPLE*)stream) {
             alSourceStop(impl_channels[i].sid);
@@ -560,8 +619,9 @@ AL_API signed char OPENAL_Stream_SetMode(OPENAL_STREAM* stream, unsigned int mod
 
 AL_API void OPENAL_Update()
 {
-    if (!initialized)
+    if (!initialized) {
         return;
+    }
     alcProcessContext(alcGetCurrentContext());
 }
 
index f9a70680b0cd4a897cb4566d891e3b925280d77e..cfb2efdcd3842eaf56c187026786f36cba632694 100644 (file)
@@ -148,8 +148,9 @@ static void set_clothes(int pnum, const char* args)
     Person::players[pnum]->clothestintb[id] = tintb;
     Person::players[pnum]->numclothes++;
 
-    if (!Person::players[pnum]->addClothes(id))
+    if (!Person::players[pnum]->addClothes(id)) {
         return;
+    }
 
     Person::players[pnum]->DoMipmaps();
 }
@@ -197,9 +198,11 @@ void ch_save(const char* args)
     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
            Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
-    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
-        for (int j = 0; j < Person::players[0]->num_weapons; j++)
+    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
+        for (int j = 0; j < Person::players[0]->num_weapons; j++) {
             fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
+        }
+    }
 
     fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
     fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
@@ -215,8 +218,9 @@ void ch_save(const char* args)
     for (int k = 0; k < Person::players[0]->numclothes; k++) {
         int templength = strlen(Person::players[0]->clothes[k]);
         fpackf(tfile, "Bi", templength);
-        for (int l = 0; l < templength; l++)
+        for (int l = 0; l < templength; l++) {
             fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
+        }
         fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
     }
 
@@ -234,8 +238,9 @@ void ch_save(const char* args)
         fpackf(tfile, "Bi Bf Bf Bf Bf", Hotspot::hotspots[i].type, Hotspot::hotspots[i].size, Hotspot::hotspots[i].position.x, Hotspot::hotspots[i].position.y, Hotspot::hotspots[i].position.z);
         int templength = strlen(Hotspot::hotspots[i].text);
         fpackf(tfile, "Bi", templength);
-        for (int l = 0; l < templength; l++)
+        for (int l = 0; l < templength; l++) {
             fpackf(tfile, "Bb", Hotspot::hotspots[i].text[l]);
+        }
     }
 
     fpackf(tfile, "Bi", Person::players.size());
@@ -246,9 +251,11 @@ void ch_save(const char* args)
         fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
                Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
                Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
-        if (Person::players[j]->num_weapons < 5)
-            for (int k = 0; k < Person::players[j]->num_weapons; k++)
+        if (Person::players[j]->num_weapons < 5) {
+            for (int k = 0; k < Person::players[j]->num_weapons; k++) {
                 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
+            }
+        }
         if (Person::players[j]->numwaypoints < 30) {
             fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
             for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
@@ -286,22 +293,25 @@ void ch_save(const char* args)
         fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
 
         fpackf(tfile, "Bi", Person::players[j]->numclothes);
-        if (Person::players[j]->numclothes)
+        if (Person::players[j]->numclothes) {
             for (int k = 0; k < Person::players[j]->numclothes; k++) {
                 int templength;
                 templength = strlen(Person::players[j]->clothes[k]);
                 fpackf(tfile, "Bi", templength);
-                for (int l = 0; l < templength; l++)
+                for (int l = 0; l < templength; l++) {
                     fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
+                }
                 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
             }
+        }
     }
 
     fpackf(tfile, "Bi", numpathpoints);
     for (int j = 0; j < numpathpoints; j++) {
         fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
-        for (int k = 0; k < numpathpointconnect[j]; k++)
+        for (int k = 0; k < numpathpointconnect[j]; k++) {
             fpackf(tfile, "Bi", pathpointconnect[j][k]);
+        }
     }
 
     fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
@@ -357,8 +367,9 @@ void ch_size(const char* args)
 void ch_sizenear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         Person::players[closest]->scale = atof(args) * .2;
+    }
 }
 
 void ch_proportion(const char* args)
@@ -369,8 +380,9 @@ void ch_proportion(const char* args)
 void ch_proportionnear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         set_proportion(closest, args);
+    }
 }
 
 void ch_protection(const char* args)
@@ -381,8 +393,9 @@ void ch_protection(const char* args)
 void ch_protectionnear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         set_protection(closest, args);
+    }
 }
 
 void ch_armor(const char* args)
@@ -393,8 +406,9 @@ void ch_armor(const char* args)
 void ch_armornear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         set_armor(closest, args);
+    }
 }
 
 void ch_protectionreset(const char*)
@@ -416,8 +430,9 @@ void ch_noclothes(const char* args)
 void ch_noclothesnear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         set_noclothes(closest, args);
+    }
 }
 
 void ch_clothes(const char* args)
@@ -428,8 +443,9 @@ void ch_clothes(const char* args)
 void ch_clothesnear(const char* args)
 {
     int closest = findClosestPlayer();
-    if (closest >= 0)
+    if (closest >= 0) {
         set_clothes(closest, args);
+    }
 }
 
 void ch_belt(const char*)
@@ -510,9 +526,11 @@ void ch_black(const char*)
 
 void ch_sizemin(const char*)
 {
-    for (unsigned i = 1; i < Person::players.size(); i++)
-        if (Person::players[i]->scale < 0.8 * 0.2)
+    for (unsigned i = 1; i < Person::players.size(); i++) {
+        if (Person::players[i]->scale < 0.8 * 0.2) {
             Person::players[i]->scale = 0.8 * 0.2;
+        }
+    }
 }
 
 void ch_tutorial(const char* args)
@@ -528,21 +546,23 @@ void ch_hostile(const char* args)
 void ch_type(const char* args)
 {
     int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
-    for (int i = 0; i < n; i++)
+    for (int i = 0; i < n; i++) {
         if (stripfx(args, editortypenames[i])) {
             editoractive = i;
             break;
         }
+    }
 }
 
 void ch_path(const char* args)
 {
     unsigned int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
-    for (unsigned int i = 0; i < n; i++)
+    for (unsigned int i = 0; i < n; i++) {
         if (stripfx(args, pathtypenames[i])) {
             editorpathtype = i;
             break;
         }
+    }
 }
 
 void ch_hs(const char* args)
@@ -617,8 +637,9 @@ void ch_immobile(const char*)
 
 void ch_allimmobile(const char*)
 {
-    for (unsigned i = 1; i < Person::players.size(); i++)
+    for (unsigned i = 1; i < Person::players.size(); i++) {
         Person::players[i]->immobile = 1;
+    }
 }
 
 void ch_mobile(const char*)
index 468329a53a9e69de274d76ad522569a90f1d8ed3..51fe46627cfa345db165d389f8ebd7d15554a7ca 100644 (file)
@@ -66,8 +66,9 @@ void SkyBox::draw()
     glDisable(GL_CULL_FACE);
     glEnable(GL_BLEND);
     glDisable(GL_LIGHTING);
-    if (skyboxtexture)
+    if (skyboxtexture) {
         glEnable(GL_TEXTURE_2D);
+    }
     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     front.bind();
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
index d3a6f001346f14b8a7dbdbe5668665267e188de5..9ef47187e4b49a8fa04fa0285d6bb33a98c8db5c 100644 (file)
@@ -79,28 +79,36 @@ int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZ* p)
         starty = i;
     }
 
-    if (startx < 0)
+    if (startx < 0) {
         startx = 0;
-    if (starty < 0)
+    }
+    if (starty < 0) {
         starty = 0;
-    if (endx > size - 1)
+    }
+    if (endx > size - 1) {
         endx = size - 1;
-    if (endy > size - 1)
+    }
+    if (endy > size - 1) {
         endy = size - 1;
+    }
 
     for (i = startx; i <= endx; i++) {
         for (j = starty; j <= endy; j++) {
             highest = -1000;
             lowest = 1000;
             for (k = 0; k < 2; k++) {
-                if (heightmap[i + k][j] > highest)
+                if (heightmap[i + k][j] > highest) {
                     highest = heightmap[i + k][j];
-                if (heightmap[i + k][j] < lowest)
+                }
+                if (heightmap[i + k][j] < lowest) {
                     lowest = heightmap[i + k][j];
-                if (heightmap[i + k][j + 1] > highest)
+                }
+                if (heightmap[i + k][j + 1] > highest) {
                     highest = heightmap[i + k][j + 1];
-                if (heightmap[i + k][j + 1] < lowest)
+                }
+                if (heightmap[i + k][j + 1] < lowest) {
                     lowest = heightmap[i + k][j + 1];
+                }
             }
             if ((p1.y <= highest || p2.y <= highest) && (p1.y >= lowest || p2.y >= lowest)) {
                 triangles[0].x = i;
@@ -169,8 +177,9 @@ void Terrain::UpdateTransparency(int whichx, int whichy)
                 vertex.z = j * scale;
                 vertex.y = heightmap[i][j] * scale;
                 distance = distsq(&viewer, &vertex);
-                if (distance > viewdistsquared)
+                if (distance > viewdistsquared) {
                     distance = viewdistsquared;
+                }
                 colors[i][j][3] = (viewdistsquared - (distance - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
             }
         }
@@ -246,8 +255,9 @@ void Terrain::UpdateTransparencyotherother(int whichx, int whichy)
                 vertex.z = j * scale;
                 vertex.y = heightmap[i][j] * scale;
                 distance = distsq(&viewer, &vertex);
-                if (distance > viewdistsquared)
+                if (distance > viewdistsquared) {
                     distance = viewdistsquared;
+                }
                 colors[i][j][3] = (viewdistsquared - (distance - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
             }
         }
@@ -354,15 +364,18 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
     minypatch[whichx][whichy] = 10000;
     for (a = 0; a < size / subdivision; a++) {
         for (b = 0; b < size / subdivision; b++) {
-            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale > maxypatch[whichx][whichy])
+            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale > maxypatch[whichx][whichy]) {
                 maxypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
-            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale < minypatch[whichx][whichy])
+            }
+            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale < minypatch[whichx][whichy]) {
                 minypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
+            }
         }
     }
     heightypatch[whichx][whichy] = (maxypatch[whichx][whichy] - minypatch[whichx][whichy]);
-    if (heightypatch[whichx][whichy] < size / subdivision * scale)
+    if (heightypatch[whichx][whichy] < size / subdivision * scale) {
         heightypatch[whichx][whichy] = size / subdivision * scale;
+    }
     avgypatch[whichx][whichy] = (minypatch[whichx][whichy] + maxypatch[whichx][whichy]) / 2;
 
     for (i = whichx * size / subdivision; i < (whichx + 1) * size / subdivision - 1; i++) {
@@ -458,8 +471,9 @@ bool Terrain::load(const std::string& fileName)
                     slopeness = heightmap[i][j] - heightmap[i][j - 1];
                 }
                 opacityother[i][j] = slopeness * slopeness * 2;
-                if (opacityother[i][j] > 1)
+                if (opacityother[i][j] > 1) {
                     opacityother[i][j] = 1;
+                }
                 opacityother[i][j] -= (float)abs(Random() % 100) / 300;
             }
             if (environment == desertenvironment) {
@@ -467,8 +481,9 @@ bool Terrain::load(const std::string& fileName)
                     slopeness = heightmap[i][j] - heightmap[i][j - 1];
                 }
                 opacityother[i][j] = slopeness * slopeness * 2;
-                if (opacityother[i][j] > 1)
+                if (opacityother[i][j] > 1) {
                     opacityother[i][j] = 1;
+                }
                 opacityother[i][j] -= (float)abs(Random() % 100) / 300;
             }
             if (environment == grassyenvironment) {
@@ -485,8 +500,9 @@ bool Terrain::load(const std::string& fileName)
                     slopeness = heightmap[i][j] - heightmap[i][j + 1];
                 }
                 opacityother[i][j] = slopeness * slopeness * 10;
-                if (opacityother[i][j] > 1)
+                if (opacityother[i][j] > 1) {
                     opacityother[i][j] = 1;
+                }
                 opacityother[i][j] -= (float)abs(Random() % 100) / 100;
             }
         }
@@ -507,55 +523,72 @@ bool Terrain::load(const std::string& fileName)
 
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
-            if (opacityother[i][j] < .1)
+            if (opacityother[i][j] < .1) {
                 opacityother[i][j] = 0;
+            }
             if (textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == -1) {
-                if (!opacityother[i][j])
+                if (!opacityother[i][j]) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = allfirst;
-                if (opacityother[i][j] == 1)
+                }
+                if (opacityother[i][j] == 1) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = allsecond;
+                }
             }
-            if (opacityother[i][j] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+            if (opacityother[i][j] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-            if (opacityother[i][j] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+            }
+            if (opacityother[i][j] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
+            }
 
             x = i;
             y = j;
             if (i > 0) {
                 i--;
-                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                }
+                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                }
+                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                }
+                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                }
 
                 if (j > 0) {
                     j--;
-                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                    }
+                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                    }
                     j++;
                 }
 
                 if (j < size - 1) {
                     j++;
-                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                    }
+                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                    }
                     j--;
                 }
                 i++;
@@ -563,38 +596,50 @@ bool Terrain::load(const std::string& fileName)
 
             if (i < size - 1) {
                 i++;
-                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                }
+                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                }
+                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                }
+                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                }
 
                 if (j > 0) {
                     j--;
-                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                    }
+                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                    }
                     j++;
                 }
 
                 if (j < size - 1) {
                     j++;
-                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                    if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                         textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                    }
+                    if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                    }
+                    if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                         textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                    }
                     j--;
                 }
                 i--;
@@ -602,27 +647,35 @@ bool Terrain::load(const std::string& fileName)
 
             if (j > 0) {
                 j--;
-                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                }
+                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                }
+                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                }
+                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                }
                 j++;
             }
 
             if (j < size - 1) {
                 j++;
-                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
+                if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
+                }
+                if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond) {
                     textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
-                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
+                }
+                if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
-                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
+                }
+                if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond) {
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
+                }
                 j--;
             }
         }
@@ -713,8 +766,9 @@ void Terrain::CalculateNormals()
 
 void Terrain::drawpatch(int whichx, int whichy, float opacity)
 {
-    if (opacity >= 1)
+    if (opacity >= 1) {
         glDisable(GL_BLEND);
+    }
     if (opacity < 1) {
         glEnable(GL_BLEND);
         UpdateTransparency(whichx, whichy);
@@ -802,8 +856,9 @@ float Terrain::getHeight(float pointx, float pointz)
     pointx /= scale;
     pointz /= scale;
 
-    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
+    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0) {
         return 0;
+    }
 
     startpoint.x = pointx;
     startpoint.y = -1000;
@@ -852,8 +907,9 @@ float Terrain::getOpacity(float pointx, float pointz)
     pointx /= scale;
     pointz /= scale;
 
-    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
+    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0) {
         return 0;
+    }
 
     tilex = pointx;
     tiley = pointz;
@@ -873,8 +929,9 @@ XYZ Terrain::getNormal(float pointx, float pointz)
     pointz /= scale;
 
     height1 = 0;
-    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
+    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0) {
         return height1;
+    }
     tilex = pointx;
     tiley = pointz;
 
@@ -894,8 +951,9 @@ XYZ Terrain::getLighting(float pointx, float pointz)
     pointz /= scale;
 
     height1 = 0;
-    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
+    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0) {
         return height1;
+    }
     tilex = pointx;
     tiley = pointz;
 
@@ -926,18 +984,22 @@ void Terrain::draw(int layer)
 
     //Only nearby blocks
     beginx = ((viewer.x - viewdistance) / patch_size) - 1;
-    if (beginx < 0)
+    if (beginx < 0) {
         beginx = 0;
+    }
     beginz = ((viewer.z - viewdistance) / patch_size) - 1;
-    if (beginz < 0)
+    if (beginz < 0) {
         beginz = 0;
+    }
 
     endx = ((viewer.x + viewdistance) / patch_size) + 1;
-    if (endx > subdivision)
+    if (endx > subdivision) {
         endx = subdivision;
+    }
     endz = ((viewer.z + viewdistance) / patch_size) + 1;
-    if (endz > subdivision)
+    if (endz > subdivision) {
         endz = subdivision;
+    }
 
     if (!layer) {
         for (i = beginx; i < endx; i++) {
@@ -953,37 +1015,49 @@ void Terrain::draw(int layer)
         for (j = beginz; j < endz; j++) {
             if (distance[i][j] < (viewdistance + patch_size) * (viewdistance + patch_size)) {
                 opacity = 1;
-                if (distance[i][j] > viewdistsquared * fadestart - viewdistsquared)
+                if (distance[i][j] > viewdistsquared * fadestart - viewdistsquared) {
                     opacity = 0;
-                if (opacity == 1 && i != subdivision)
-                    if (distance[i + 1][j] > viewdistsquared * fadestart - viewdistsquared)
+                }
+                if (opacity == 1 && i != subdivision) {
+                    if (distance[i + 1][j] > viewdistsquared * fadestart - viewdistsquared) {
                         opacity = 0;
-                if (opacity == 1 && j != subdivision)
-                    if (distance[i][j + 1] > viewdistsquared * fadestart - viewdistsquared)
+                    }
+                }
+                if (opacity == 1 && j != subdivision) {
+                    if (distance[i][j + 1] > viewdistsquared * fadestart - viewdistsquared) {
                         opacity = 0;
-                if (opacity == 1 && j != subdivision && i != subdivision)
-                    if (distance[i + 1][j + 1] > viewdistsquared * fadestart - viewdistsquared)
+                    }
+                }
+                if (opacity == 1 && j != subdivision && i != subdivision) {
+                    if (distance[i + 1][j + 1] > viewdistsquared * fadestart - viewdistsquared) {
                         opacity = 0;
+                    }
+                }
                 glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 if (frustum.CubeInFrustum(i * patch_size + patch_size * .5, avgypatch[i][j], j * patch_size + patch_size * .5, heightypatch[i][j] / 2)) {
-                    if (environment == desertenvironment && distance[i][j] > viewdistsquared / 4)
+                    if (environment == desertenvironment && distance[i][j] > viewdistsquared / 4) {
                         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
-                    else if (environment == desertenvironment)
+                    } else if (environment == desertenvironment) {
                         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
-                    if (!layer && textureness[i][j] != allsecond)
+                    }
+                    if (!layer && textureness[i][j] != allsecond) {
                         drawpatch(i, j, opacity);
-                    if (layer == 1 && textureness[i][j] != allfirst)
+                    }
+                    if (layer == 1 && textureness[i][j] != allfirst) {
                         drawpatchother(i, j, opacity);
-                    if (layer == 2 && textureness[i][j] != allfirst)
+                    }
+                    if (layer == 2 && textureness[i][j] != allfirst) {
                         drawpatchotherother(i, j);
+                    }
                 }
                 glPopMatrix();
             }
         }
     }
-    if (environment == desertenvironment)
+    if (environment == desertenvironment) {
         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+    }
 }
 
 void Terrain::drawdecals()
@@ -1005,8 +1079,9 @@ void Terrain::drawdecals()
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
         glDepthMask(0);
         for (unsigned int i = 0; i < decals.size(); i++) {
-            if (decals[i].type == blooddecalfast && decals[i].alivetime < 2)
+            if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) {
                 decals[i].alivetime = 2;
+            }
             if (decals[i].type != lasttype) {
                 if (decals[i].type == shadowdecal || decals[i].type == shadowdecalpermanent) {
                     shadowtexture.bind();
@@ -1051,39 +1126,47 @@ void Terrain::drawdecals()
             }
             if (decals[i].type == shadowdecal || decals[i].type == shadowdecalpermanent) {
                 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
-                if (distancemult >= 1)
+                if (distancemult >= 1) {
                     glColor4f(1, 1, 1, decals[i].opacity);
-                if (distancemult < 1)
+                }
+                if (distancemult < 1) {
                     glColor4f(1, 1, 1, decals[i].opacity * distancemult);
+                }
             }
             if (decals[i].type == footprintdecal || decals[i].type == bodyprintdecal) {
                 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
                 if (distancemult >= 1) {
                     glColor4f(1, 1, 1, decals[i].opacity);
-                    if (decals[i].alivetime > 3)
+                    if (decals[i].alivetime > 3) {
                         glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2);
+                    }
                 }
                 if (distancemult < 1) {
                     glColor4f(1, 1, 1, decals[i].opacity * distancemult);
-                    if (decals[i].alivetime > 3)
+                    if (decals[i].alivetime > 3) {
                         glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2 * distancemult);
+                    }
                 }
             }
             if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
                 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
                 if (distancemult >= 1) {
                     glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity);
-                    if (decals[i].alivetime < 4)
+                    if (decals[i].alivetime < 4) {
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * decals[i].alivetime * .25);
-                    if (decals[i].alivetime > 58)
+                    }
+                    if (decals[i].alivetime > 58) {
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2);
+                    }
                 }
                 if (distancemult < 1) {
                     glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * distancemult);
-                    if (decals[i].alivetime < 4)
+                    if (decals[i].alivetime < 4) {
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * decals[i].alivetime * distancemult * .25);
-                    if (decals[i].alivetime > 58)
+                    }
+                    if (decals[i].alivetime > 58) {
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2 * distancemult);
+                    }
                 }
             }
             lasttype = decals[i].type;
@@ -1102,18 +1185,24 @@ void Terrain::drawdecals()
         }
         for (int i = decals.size() - 1; i >= 0; i--) {
             decals[i].alivetime += multiplier;
-            if (decals[i].type == blooddecalslow)
+            if (decals[i].type == blooddecalslow) {
                 decals[i].alivetime -= multiplier * 2 / 3;
-            if (decals[i].type == blooddecalfast)
+            }
+            if (decals[i].type == blooddecalfast) {
                 decals[i].alivetime += multiplier * 4;
-            if (decals[i].type == shadowdecal)
+            }
+            if (decals[i].type == shadowdecal) {
                 DeleteDecal(i);
-            if (decals[i].type == footprintdecal && decals[i].alivetime >= 5)
+            }
+            if (decals[i].type == footprintdecal && decals[i].alivetime >= 5) {
                 DeleteDecal(i);
-            if (decals[i].type == bodyprintdecal && decals[i].alivetime >= 5)
+            }
+            if (decals[i].type == bodyprintdecal && decals[i].alivetime >= 5) {
                 DeleteDecal(i);
-            if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60)
+            }
+            if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) {
                 DeleteDecal(i);
+            }
         }
         glAlphaFunc(GL_GREATER, 0.0001);
     }
@@ -1199,8 +1288,9 @@ void Terrain::MakeDecalLock(decal_type type, XYZ where, int whichx, int whichy,
         XYZ rot = getLighting(where.x, where.z);
         float decalbright = (rot.x + rot.y + rot.z) / 3;
 
-        if (decalbright < .4)
+        if (decalbright < .4) {
             decalbright = .4;
+        }
 
         if (environment == grassyenvironment) {
             decalbright *= .6;
@@ -1212,21 +1302,31 @@ void Terrain::MakeDecalLock(decal_type type, XYZ where, int whichx, int whichy,
 
         Decal decal(where, type, opacity, rotation, decalbright, whichx, whichy, size, *this, true);
 
-        if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
-            if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
-                if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
-                    if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1))
-                        if (decals.size() < max_decals - 1)
+        if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+            if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+                if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
+                    if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
+                        if (decals.size() < max_decals - 1) {
                             decals.push_back(decal);
+                        }
+                    }
+                }
+            }
+        }
 
         Decal decal2(where, type, opacity, rotation, decalbright, whichx, whichy, size, *this, false);
 
-        if (!(decal2.texcoords[0][0] < 0 && decal2.texcoords[1][0] < 0 && decal2.texcoords[2][0] < 0))
-            if (!(decal2.texcoords[0][1] < 0 && decal2.texcoords[1][1] < 0 && decal2.texcoords[2][1] < 0))
-                if (!(decal2.texcoords[0][0] > 1 && decal2.texcoords[1][0] > 1 && decal2.texcoords[2][0] > 1))
-                    if (!(decal2.texcoords[0][1] > 1 && decal2.texcoords[1][1] > 1 && decal2.texcoords[2][1] > 1))
-                        if (decals.size() < max_decals - 1)
+        if (!(decal2.texcoords[0][0] < 0 && decal2.texcoords[1][0] < 0 && decal2.texcoords[2][0] < 0)) {
+            if (!(decal2.texcoords[0][1] < 0 && decal2.texcoords[1][1] < 0 && decal2.texcoords[2][1] < 0)) {
+                if (!(decal2.texcoords[0][0] > 1 && decal2.texcoords[1][0] > 1 && decal2.texcoords[2][0] > 1)) {
+                    if (!(decal2.texcoords[0][1] > 1 && decal2.texcoords[1][1] > 1 && decal2.texcoords[2][1] > 1)) {
+                        if (decals.size() < max_decals - 1) {
                             decals.push_back(decal2);
+                        }
+                    }
+                }
+            }
+        }
     }
 }
 
@@ -1269,30 +1369,39 @@ void Terrain::DoShadows()
                 Game::LoadingScreen();
             }
             float brightness = dotproduct(&lightloc, &normals[i][j]);
-            if (shadowed)
+            if (shadowed) {
                 brightness *= 1 - shadowed;
+            }
 
-            if (brightness > 1)
+            if (brightness > 1) {
                 brightness = 1;
-            if (brightness < 0)
+            }
+            if (brightness < 0) {
                 brightness = 0;
+            }
 
             colors[i][j][0] = light.color[0] * brightness + light.ambient[0];
             colors[i][j][1] = light.color[1] * brightness + light.ambient[1];
             colors[i][j][2] = light.color[2] * brightness + light.ambient[2];
 
-            if (colors[i][j][0] > 1)
+            if (colors[i][j][0] > 1) {
                 colors[i][j][0] = 1;
-            if (colors[i][j][1] > 1)
+            }
+            if (colors[i][j][1] > 1) {
                 colors[i][j][1] = 1;
-            if (colors[i][j][2] > 1)
+            }
+            if (colors[i][j][2] > 1) {
                 colors[i][j][2] = 1;
-            if (colors[i][j][0] < 0)
+            }
+            if (colors[i][j][0] < 0) {
                 colors[i][j][0] = 0;
-            if (colors[i][j][1] < 0)
+            }
+            if (colors[i][j][1] < 0) {
                 colors[i][j][1] = 0;
-            if (colors[i][j][2] < 0)
+            }
+            if (colors[i][j][2] < 0) {
                 colors[i][j][2] = 0;
+            }
         }
     }
 
index 54b4f2f6907d11bc702ef2e972d2e602ad7ed433..d362a54c97b322fa6ef9fbca778a6c73d5420e38 100644 (file)
@@ -175,11 +175,13 @@ void Game::inputText(string& str, unsigned* charselected)
                 } else if (evenement.key.keysym.sym == SDLK_END) {
                     (*charselected) = str.size();
                 } else if (evenement.key.keysym.sym == SDLK_LEFT) {
-                    if ((*charselected) != 0)
+                    if ((*charselected) != 0) {
                         (*charselected)--;
+                    }
                 } else if (evenement.key.keysym.sym == SDLK_RIGHT) {
-                    if ((*charselected) < str.size())
+                    if ((*charselected) < str.size()) {
                         (*charselected)++;
+                    }
                 } else if (evenement.key.keysym.sym == SDLK_RETURN) {
                     waiting = false;
                 }
index 2e15dcd65da5aa57b1c20535f5c8ea79234cd80c..a24df6970c9e94e12155f46edc62130b19507cda 100644 (file)
@@ -149,8 +149,9 @@ int Game::DrawGLScene(StereoSide side)
     if (!mainmenu) {
         if (editorenabled) {
             numboundaries = mapradius * 2;
-            if (numboundaries > 360)
+            if (numboundaries > 360) {
                 numboundaries = 360;
+            }
             for (int i = 0; i < numboundaries; i++) {
                 boundary[i] = 0;
                 boundary[i].z = 1;
@@ -177,54 +178,66 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (slomo && !loading) {
-            if (ismotionblur)
+            if (ismotionblur) {
                 drawmode = motionblurmode;
+            }
             motionbluramount = .2;
             slomodelay -= multiplier;
-            if (slomodelay < 0)
+            if (slomodelay < 0) {
                 slomo = 0;
+            }
             camerashake = 0;
             changed = 1;
         }
         if ((!changed && !slomo) || loading) {
             drawmode = normalmode;
             if (ismotionblur && (/*fps>100||*/ alwaysblur)) {
-                if (olddrawmode != realmotionblurmode)
+                if (olddrawmode != realmotionblurmode) {
                     change = 1;
-                else
+                } else {
                     change = 0;
+                }
                 drawmode = realmotionblurmode;
-            } else if (olddrawmode == realmotionblurmode)
+            } else if (olddrawmode == realmotionblurmode) {
                 change = 2;
-            else
+            } else {
                 change = 0;
+            }
         }
 
-        if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
+        if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
             drawmode = normalmode;
-        if ((freeze || winfreeze) && ismotionblur && !mainmenu)
+        }
+        if ((freeze || winfreeze) && ismotionblur && !mainmenu) {
             drawmode = radialzoommode;
+        }
 
-        if (winfreeze || mainmenu)
+        if (winfreeze || mainmenu) {
             drawmode = normalmode;
+        }
 
-        if (drawtoggle != 2)
+        if (drawtoggle != 2) {
             drawtoggle = 1 - drawtoggle;
+        }
 
         if (!texcoordwidth) {
             texviewwidth = kTextureSize;
-            if (texviewwidth > screenwidth)
+            if (texviewwidth > screenwidth) {
                 texviewwidth = screenwidth;
+            }
             texviewheight = kTextureSize;
-            if (texviewheight > screenheight)
+            if (texviewheight > screenheight) {
                 texviewheight = screenheight;
+            }
 
             texcoordwidth = screenwidth / kTextureSize;
             texcoordheight = screenheight / kTextureSize;
-            if (texcoordwidth > 1)
+            if (texcoordwidth > 1) {
                 texcoordwidth = 1;
-            if (texcoordheight > 1)
+            }
+            if (texcoordheight > 1) {
                 texcoordheight = 1;
+            }
         }
 
         glDrawBuffer(GL_BACK);
@@ -277,10 +290,11 @@ int Game::DrawGLScene(StereoSide side)
             blurness = targetblurness;
             targetblurness = (float)(abs(Random() % 100)) / 40;
         }
-        if (blurness < targetblurness)
+        if (blurness < targetblurness) {
             blurness += multiplier * 5;
-        else
+        } else {
             blurness -= multiplier * 5;
+        }
 
         if (environment == desertenvironment) {
             if (detail == 2) {
@@ -300,8 +314,8 @@ int Game::DrawGLScene(StereoSide side)
         static float size, opacity, rotation;
         rotation = 0;
         for (unsigned int k = 0; k < Person::players.size(); k++) {
-            if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
-                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
+            if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) {
+                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) {
                     for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
                             point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
@@ -325,14 +339,17 @@ int Game::DrawGLScene(StereoSide side)
                             }
                         }
                     }
-            if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
-                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
+                }
+            }
+            if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) {
+                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) {
                     for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
-                            if (Person::players[k]->skeleton.free)
+                            if (Person::players[k]->skeleton.free) {
                                 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
-                            else
+                            } else {
                                 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                            }
                             size = .4f;
                             opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
                             if (k != 0 && Tutorial::active) {
@@ -342,10 +359,11 @@ int Game::DrawGLScene(StereoSide side)
                             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
                                 unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                 if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
-                                    if (Person::players[k]->skeleton.free)
+                                    if (Person::players[k]->skeleton.free) {
                                         point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
-                                    else
+                                    } else {
                                         point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
+                                    }
                                     size = .4f;
                                     opacity = .4f;
                                     if (k != 0 && Tutorial::active) {
@@ -356,8 +374,10 @@ int Game::DrawGLScene(StereoSide side)
                             }
                         }
                     }
+                }
+            }
 
-            if (!Person::players[k]->playerdetail)
+            if (!Person::players[k]->playerdetail) {
                 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
                     point = Person::players[k]->coords;
                     size = .7;
@@ -371,6 +391,7 @@ int Game::DrawGLScene(StereoSide side)
                         Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                     }
                 }
+            }
         }
 
         //Terrain
@@ -410,33 +431,38 @@ int Game::DrawGLScene(StereoSide side)
                     distance = distsq(&viewer, &Person::players[k]->coords);
                     distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
                     glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
-                    if (distance >= 1)
+                    if (distance >= 1) {
                         glDisable(GL_BLEND);
+                    }
                     if (distance >= .5) {
                         checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                         checkpoint.y += 1;
                         int i = -1;
-                        if (Person::players[k]->occluded != 0)
+                        if (Person::players[k]->occluded != 0) {
                             i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                        if (i == -1)
+                        }
+                        if (i == -1) {
                             i = Object::checkcollide(viewer, checkpoint);
+                        }
                         if (i != -1) {
                             Person::players[k]->occluded += 1;
                             Person::players[k]->lastoccluded = i;
                         } else {
                             Person::players[k]->occluded = 0;
                         }
-                        if (Person::players[k]->occluded < 25)
+                        if (Person::players[k]->occluded < 25) {
                             Person::players[k]->DrawSkeleton();
+                        }
                     }
                 }
             }
         }
 
-        if (!cameramode && musictype == stream_fighttheme)
+        if (!cameramode && musictype == stream_fighttheme) {
             playerdist = distsqflat(&Person::players[0]->coords, &viewer);
-        else
+        } else {
             playerdist = -100;
+        }
         glPushMatrix();
         glCullFace(GL_BACK);
         glEnable(GL_TEXTURE_2D);
@@ -456,10 +482,12 @@ int Game::DrawGLScene(StereoSide side)
             glTranslatef(25, 0, 0);
             distance = distsq(&viewer, &realhawkcoords) * 1.2;
             glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
-            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
+            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) {
                 glColor4f(light.color[0], light.color[1], light.color[2], 1);
-            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
+            }
+            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) {
                 hawk.drawdifftex(hawktexture);
+            }
         }
         glPopMatrix();
 
@@ -475,8 +503,9 @@ int Game::DrawGLScene(StereoSide side)
                 distance = distsq(&viewer, &Person::players[k]->coords);
                 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
                 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
-                if (distance >= 1)
+                if (distance >= 1) {
                     glDisable(GL_BLEND);
+                }
                 if (distance >= .5) {
                     checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
@@ -558,14 +587,14 @@ int Game::DrawGLScene(StereoSide side)
         glEnable(GL_TEXTURE_2D);
         glColor4f(.5, .5, .5, 1);
         if (!console) {
-            if (!Tutorial::active)
+            if (!Tutorial::active) {
                 if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
                     const char* bonus_name;
-                    if (bonus < bonus_count)
+                    if (bonus < bonus_count) {
                         bonus_name = bonus_names[bonus];
-                    else
+                    } else {
                         bonus_name = "Excellent!"; // When does this happen?
-
+                    }
                     text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
 
                     string = to_string((int)bonusvalue);
@@ -573,6 +602,7 @@ int Game::DrawGLScene(StereoSide side)
 
                     glColor4f(.5, .5, .5, 1);
                 }
+            }
 
             if (Tutorial::active) {
                 Tutorial::DrawTextInfo();
@@ -594,14 +624,17 @@ int Game::DrawGLScene(StereoSide side)
                 if (closest != -1) {
                     Hotspot::current = closest;
                     if (Hotspot::hotspots[closest].type <= 10) {
-                        if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
+                        if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) {
                             Tutorial::stagetime = 0;
+                        }
                         Tutorial::maxtime = 1;
                         tutorialopac = Tutorial::maxtime - Tutorial::stagetime;
-                        if (tutorialopac > 1)
+                        if (tutorialopac > 1) {
                             tutorialopac = 1;
-                        if (tutorialopac < 0)
+                        }
+                        if (tutorialopac < 0) {
                             tutorialopac = 0;
+                        }
 
                         string = Hotspot::hotspots[closest].text;
 
@@ -614,11 +647,13 @@ int Game::DrawGLScene(StereoSide side)
                                 text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                                 lastline = i + 1;
                                 line++;
-                                if (string[i] == '\0')
+                                if (string[i] == '\0') {
                                     done = 1;
+                                }
                             }
-                            if (i >= 255)
+                            if (i >= 255) {
                                 done = 1;
+                            }
                             i++;
                         }
                     } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
@@ -642,8 +677,9 @@ int Game::DrawGLScene(StereoSide side)
                 glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 glLoadIdentity();
-                if (Dialog::currentScene().location == 1)
+                if (Dialog::currentScene().location == 1) {
                     glTranslatef(0, screenheight * 3 / 4, 0);
+                }
                 glScalef(screenwidth, screenheight / 4, 1);
                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                 glEnable(GL_BLEND);
@@ -686,10 +722,11 @@ int Game::DrawGLScene(StereoSide side)
 
                 for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
                     tempname[tempnum] = Dialog::currentScene().name[i];
-                    if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
+                    if (tempname[tempnum] == '#' || tempname[tempnum] == '\0') {
                         tempname[tempnum] = '\0';
-                    else
+                    } else {
                         tempnum++;
+                    }
                 }
 
                 string = std::string(tempname) + ": ";
@@ -704,8 +741,9 @@ int Game::DrawGLScene(StereoSide side)
                 tempnum = 0;
                 for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
                     tempname[tempnum] = Dialog::currentScene().text[i];
-                    if (Dialog::currentScene().text[i] != '#')
+                    if (Dialog::currentScene().text[i] != '#') {
                         tempnum++;
+                    }
                 }
 
                 string = tempname;
@@ -724,11 +762,13 @@ int Game::DrawGLScene(StereoSide side)
                         }
                         lastline = i + 1;
                         line++;
-                        if (string[i] == '\0')
+                        if (string[i] == '\0') {
                             done = 1;
+                        }
                     }
-                    if (i >= 255)
+                    if (i >= 255) {
                         done = 1;
+                    }
                     i++;
                 }
             }
@@ -955,12 +995,15 @@ int Game::DrawGLScene(StereoSide side)
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
-            if (Person::players[0]->dead)
+            if (Person::players[0]->dead) {
                 blackout += multiplier * 3;
-            if (Person::players[0]->dead == 1)
+            }
+            if (Person::players[0]->dead == 1) {
                 blackout = .4f;
-            if (Person::players[0]->dead == 2 && blackout > .6)
+            }
+            if (Person::players[0]->dead == 2 && blackout > .6) {
                 blackout = .6;
+            }
             glColor4f(0, 0, 0, blackout);
             if (!Person::players[0]->dead) {
                 if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) {
@@ -971,8 +1014,9 @@ int Game::DrawGLScene(StereoSide side)
                     blackout = Person::players[0]->blooddimamount * .3;
                 }
             }
-            if (console)
+            if (console) {
                 glColor4f(.7, 0, 0, .2);
+            }
             glBegin(GL_QUADS);
             glVertex3f(0, 0, 0.0f);
             glVertex3f(256, 0, 0.0f);
@@ -990,13 +1034,16 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (flashamount > 0 && damageeffects) {
-            if (flashamount > 1)
+            if (flashamount > 1) {
                 flashamount = 1;
-            if (flashdelay <= 0)
+            }
+            if (flashdelay <= 0) {
                 flashamount -= multiplier;
+            }
             flashdelay--;
-            if (flashamount < 0)
+            if (flashamount < 0) {
                 flashamount = 0;
+            }
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1140,18 +1187,19 @@ int Game::DrawGLScene(StereoSide side)
                 if (distcheck < mapviewdist) {
                     glPushMatrix();
                     Maparrowtexture.bind();
-                    if (i == 0)
+                    if (i == 0) {
                         glColor4f(1, 1, 1, opac);
-                    else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
+                    } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) {
                         glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->dead)
+                    } else if (Person::players[i]->dead) {
                         glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->aitype == attacktypecutoff)
+                    } else if (Person::players[i]->aitype == attacktypecutoff) {
                         glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->aitype == passivetype)
+                    } else if (Person::players[i]->aitype == passivetype) {
                         glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
-                    else
+                    } else {
                         glColor4f(1, 1, 0, 1);
+                    }
                     glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
                     glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
                     glScalef(.005, .005, .005);
@@ -1293,8 +1341,9 @@ int Game::DrawGLScene(StereoSide side)
             int awards[award_count];
             int numawards = award_awards(awards);
 
-            for (int i = 0; i < numawards && i < 6; i++)
+            for (int i = 0; i < numawards && i < 6; i++) {
                 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
+            }
         }
 
         if (drawmode != normalmode) {
@@ -1367,8 +1416,9 @@ int Game::DrawGLScene(StereoSide side)
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             if (drawmode == motionblurmode) {
-                if (motionbluramount < .2)
+                if (motionbluramount < .2) {
                     motionbluramount = .2;
+                }
                 glColor4f(1, 1, 1, motionbluramount);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1420,10 +1470,12 @@ int Game::DrawGLScene(StereoSide side)
             if (drawmode == doublevisionmode) {
                 static float crosseyedness;
                 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
-                if (crosseyedness > 1)
+                if (crosseyedness > 1) {
                     crosseyedness = 1;
-                if (crosseyedness < 0)
+                }
+                if (crosseyedness < 0) {
                     crosseyedness = 0;
+                }
                 glColor4f(1, 1, 1, 1);
                 glDisable(GL_BLEND);
                 glPushMatrix();
@@ -1548,8 +1600,9 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_TEXTURE_2D);
             glColor4f(1, 1, 1, 1);
             int offset = 0;
-            if (consoleselected >= 60)
+            if (consoleselected >= 60) {
                 offset = consoleselected - 60;
+            }
             textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
             if (consoleblink) {
                 textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
@@ -1584,8 +1637,9 @@ int Game::DrawGLScene(StereoSide side)
 
     weapons.DoStuff();
 
-    if (drawtoggle == 2)
+    if (drawtoggle == 2) {
         drawtoggle = 0;
+    }
 
     if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
         multiplier = tempmult;
@@ -1719,13 +1773,16 @@ void DrawMenu()
 
     //draw screen flash
     if (flashamount > 0) {
-        if (flashamount > 1)
+        if (flashamount > 1) {
             flashamount = 1;
-        if (flashdelay <= 0)
+        }
+        if (flashdelay <= 0) {
             flashamount -= multiplier;
+        }
         flashdelay--;
-        if (flashamount < 0)
+        if (flashamount < 0) {
             flashamount = 0;
+        }
         glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
index b082ef10676417feb07b91ddf202ac5a5ddd15d8..57f6958faba924144401c348bb146e0ae268dcb9 100644 (file)
@@ -179,16 +179,19 @@ void Game::LoadingScreen()
     AbsoluteTime currTime = UpTime();
     double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else // else milliseconds
+    } else { // else milliseconds
         deltaTime /= 1000.0;
+    }
 
     multiplier = deltaTime;
-    if (multiplier < .001)
+    if (multiplier < .001) {
         multiplier = .001;
-    if (multiplier > 10)
+    }
+    if (multiplier > 10) {
         multiplier = 10;
+    }
     if (multiplier > .05) {
         frametime = currTime; // reset for next time interval
 
@@ -200,8 +203,9 @@ void Game::LoadingScreen()
         loadtime += multiplier * 4;
 
         loadprogress = loadtime;
-        if (loadprogress > 100)
+        if (loadprogress > 100) {
             loadprogress = 100;
+        }
 
         //Background
 
@@ -341,13 +345,16 @@ void Game::LoadingScreen()
         //Text
 
         if (flashamount > 0) {
-            if (flashamount > 1)
+            if (flashamount > 1) {
                 flashamount = 1;
-            if (flashdelay <= 0)
+            }
+            if (flashdelay <= 0) {
                 flashamount -= multiplier;
+            }
             flashdelay--;
-            if (flashamount < 0)
+            if (flashamount < 0) {
                 flashamount = 0;
+            }
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -556,8 +563,9 @@ void Game::InitGame()
     OPENAL_SetSFXMasterVolume((int)(volume * 255));
     loadAllSounds();
 
-    if (musictoggle)
+    if (musictoggle) {
         emit_stream_np(stream_menutheme);
+    }
 
     cursortexture.load("Textures/Cursor.png", 0);
 
@@ -566,8 +574,9 @@ void Game::InitGame()
     Maparrowtexture.load("Textures/MapArrow.png", 0);
 
     temptexdetail = texdetail;
-    if (texdetail > 2)
+    if (texdetail > 2) {
         texdetail = 2;
+    }
     Mainmenuitems[0].load("Textures/Lugaru.png", 0);
     Mainmenuitems[1].load("Textures/NewGame.png", 0);
     Mainmenuitems[2].load("Textures/Options.png", 0);
@@ -599,8 +608,9 @@ void Game::LoadScreenTexture()
 {
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
-    if (!Game::screentexture)
+    if (!Game::screentexture) {
         glGenTextures(1, &Game::screentexture);
+    }
     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
     glEnable(GL_TEXTURE_2D);
index 7e50cc0d41792850e3ea42b2fdf85ef3b2dd9fa0..9844ff0e9c89e8a446c00d6ef4e50fd241603eeb 100644 (file)
@@ -179,8 +179,9 @@ float roughDirection(XYZ vec)
 {
     Normalise(&vec);
     float angle = -asin(-vec.x) * 180 / M_PI;
-    if (vec.z < 0)
+    if (vec.z < 0) {
         angle = 180 - angle;
+    }
     return angle;
 }
 float roughDirectionTo(XYZ start, XYZ end)
@@ -202,12 +203,13 @@ float sq(float n)
 }
 inline float stepTowardf(float from, float to, float by)
 {
-    if (fabs(from - to) < by)
+    if (fabs(from - to) < by) {
         return to;
-    else if (from > to)
+    } else if (from > to) {
         return from - by;
-    else
+    } else {
         return from + by;
+    }
 }
 
 void Game::playdialoguescenesound()
@@ -286,8 +288,9 @@ void Game::playdialoguescenesound()
         default:
             break;
     }
-    if (sound != -1)
+    if (sound != -1) {
         emit_sound_at(sound, temppos);
+    }
 }
 
 // ================================================================
@@ -327,12 +330,13 @@ static void cmd_dispatch(const string cmd)
 {
     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
-    for (i = 0; i < n_cmds; i++)
+    for (i = 0; i < n_cmds; i++) {
         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
             break;
         }
+    }
     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
 
@@ -351,14 +355,18 @@ void Screenshot(void)
 
 void Game::SetUpLighting()
 {
-    if (environment == snowyenvironment)
+    if (environment == snowyenvironment) {
         light.setColors(.65, .65, .7, .4, .4, .44);
-    if (environment == desertenvironment)
+    }
+    if (environment == desertenvironment) {
         light.setColors(.95, .95, .95, .4, .35, .3);
-    if (environment == grassyenvironment)
+    }
+    if (environment == grassyenvironment) {
         light.setColors(.95, .95, 1, .4, .4, .44);
-    if (!skyboxtexture)
+    }
+    if (!skyboxtexture) {
         light.setColors(1, 1, 1, .4, .4, .4);
+    }
     float average;
     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
     light.color[0] *= (skyboxlightr + average) / 2;
@@ -387,8 +395,9 @@ void Setenvironment(int which)
     if (environment == snowyenvironment) {
         windvector = 0;
         windvector.z = 3;
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_wind);
+        }
 
         Object::treetextureptr.load("Textures/SnowTree.png", 0);
         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
@@ -404,8 +413,9 @@ void Setenvironment(int which)
         terraintexture2.load("Textures/Rock.jpg", 1);
 
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
+        }
         skybox->load("Textures/Skybox(snow)/Front.jpg",
                      "Textures/Skybox(snow)/Left.jpg",
                      "Textures/Skybox(snow)/Back.jpg",
@@ -422,8 +432,9 @@ void Setenvironment(int which)
         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_desertambient);
+        }
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
@@ -434,8 +445,9 @@ void Setenvironment(int which)
         terraintexture2.load("Textures/SandSlope.jpg", 1);
 
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
+        }
         skybox->load("Textures/Skybox(sand)/Front.jpg",
                      "Textures/Skybox(sand)/Left.jpg",
                      "Textures/Skybox(sand)/Back.jpg",
@@ -452,8 +464,9 @@ void Setenvironment(int which)
         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
 
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_wind, 100.);
+        }
 
         footstepsound = footstepgr1;
         footstepsound2 = footstepgr2;
@@ -464,8 +477,9 @@ void Setenvironment(int which)
         terraintexture2.load("Textures/MossRock.jpg", 1);
 
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
+        }
         skybox->load("Textures/Skybox(grass)/Front.jpg",
                      "Textures/Skybox(grass)/Left.jpg",
                      "Textures/Skybox(grass)/Back.jpg",
@@ -514,12 +528,15 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     LOG(std::string("Loading level...") + name);
 
-    if (!gameon)
+    if (!gameon) {
         visibleloading = true;
-    if (stealthloading)
+    }
+    if (stealthloading) {
         visibleloading = false;
-    if (!stillloading)
+    }
+    if (!stillloading) {
         loadtime = 0;
+    }
     gamestarted = 1;
 
     numenvsounds = 0;
@@ -573,8 +590,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     freeze = 0;
     winfreeze = 0;
 
-    for (unsigned char i = 0; i < 100; i++)
+    for (unsigned char i = 0; i < 100; i++) {
         bonusnum[i] = 0;
+    }
 
     numfalls = 0;
     numflipfail = 0;
@@ -622,35 +640,38 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     if (mapvers < 12) {
         cerr << name << " has obsolete map version " << mapvers << endl;
     }
-    if (mapvers >= 15)
+    if (mapvers >= 15) {
         funpackf(tfile, "Bi", &indemo);
-    else
+    } else {
         indemo = 0;
-    if (mapvers >= 5)
+    }
+    if (mapvers >= 5) {
         funpackf(tfile, "Bi", &maptype);
-    else
+    } else {
         maptype = mapkilleveryone;
-    if (mapvers >= 6)
+    }
+    if (mapvers >= 6) {
         funpackf(tfile, "Bi", &hostile);
-    else
+    } else {
         hostile = 1;
-    if (mapvers >= 4)
+    }
+    if (mapvers >= 4) {
         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
-    else {
+    else {
         viewdistance = 100;
         fadestart = .6;
     }
-    if (mapvers >= 2)
+    if (mapvers >= 2) {
         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
-    else {
+    else {
         skyboxtexture = 1;
         skyboxr = 1;
         skyboxg = 1;
         skyboxb = 1;
     }
-    if (mapvers >= 10)
+    if (mapvers >= 10) {
         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-    else {
+    else {
         skyboxlightr = skyboxr;
         skyboxlightg = skyboxg;
         skyboxlightb = skyboxb;
@@ -661,13 +682,14 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     } else {
         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
     }
-    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
             Person::players[0]->weaponids[j] = weapons.size();
             int type;
             funpackf(tfile, "Bi", &type);
             weapons.push_back(Weapon(type, 0));
         }
+    }
 
     Game::LoadingScreen();
 
@@ -678,9 +700,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
 
-    if (mapvers >= 9)
+    if (mapvers >= 9) {
         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
-    else {
+    else {
         Person::players[0]->whichskin = 0;
         Person::players[0]->creature = rabbittype;
     }
@@ -696,16 +718,18 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     for (int k = 0; k < Person::players[0]->numclothes; k++) {
         funpackf(tfile, "Bi", &templength);
-        for (int l = 0; l < templength; l++)
+        for (int l = 0; l < templength; l++) {
             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+        }
         Person::players[0]->clothes[k][templength] = '\0';
         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
     }
 
     funpackf(tfile, "Bi", &environment);
 
-    if (environment != oldenvironment)
+    if (environment != oldenvironment) {
         Setenvironment(environment);
+    }
     oldenvironment = environment;
 
     Object::LoadObjectsFromFile(tfile, stealthloading);
@@ -721,12 +745,15 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
             funpackf(tfile, "Bi", &templength);
-            if (templength)
-                for (int l = 0; l < templength; l++)
+            if (templength) {
+                for (int l = 0; l < templength; l++) {
                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
+                }
+            }
             Hotspot::hotspots[i].text[templength] = '\0';
-            if (Hotspot::hotspots[i].type == -111)
+            if (Hotspot::hotspots[i].type == -111) {
                 indemo = 1;
+            }
         }
     } else {
         Hotspot::hotspots.clear();
@@ -758,8 +785,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     Game::LoadingScreen();
 
     funpackf(tfile, "Bi", &numpathpoints);
-    if (numpathpoints > 30 || numpathpoints < 0)
+    if (numpathpoints > 30 || numpathpoints < 0) {
         numpathpoints = 0;
+    }
     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 (int k = 0; k < numpathpointconnect[j]; k++) {
@@ -807,10 +835,12 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
             Person::players[i]->target = 0;
         }
         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
-        if (difficulty == 0)
+        if (difficulty == 0) {
             Person::players[i]->speed -= .2;
-        if (difficulty == 1)
+        }
+        if (difficulty == 1) {
             Person::players[i]->speed -= .1;
+        }
 
         if (i == 0) {
             Person::players[i]->velocity = 0;
@@ -949,8 +979,9 @@ void doDevKeys()
         /* Change environment */
         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
-            if (environment > 2)
+            if (environment > 2) {
                 environment = 0;
+            }
             Setenvironment(environment);
         }
 
@@ -990,12 +1021,13 @@ void doDevKeys()
 
             if (closest >= 0) {
                 if (Person::players[closest]->num_weapons > 0) {
-                    if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+                    if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
-                    else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+                    } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
-                    else
+                    } else {
                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
+                    }
                 } else {
                     Person::players[closest]->weaponids[0] = weapons.size();
 
@@ -1040,10 +1072,12 @@ void doDevKeys()
 
             if (closest >= 0) {
                 Person::players[closest]->whichskin++;
-                if (Person::players[closest]->whichskin > 9)
+                if (Person::players[closest]->whichskin > 9) {
                     Person::players[closest]->whichskin = 0;
-                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+                }
+                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
                     Person::players[closest]->whichskin = 0;
+                }
 
                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
                                                                              &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
@@ -1125,11 +1159,12 @@ void doDevKeys()
 
             for (unsigned i = 1; i < Person::players.size(); i++) {
                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
-                if (!Person::players[i]->headless)
+                if (!Person::players[i]->headless) {
                     if (distance < closestdist) {
                         closestdist = distance;
                         closest = i;
                     }
+                }
             }
 
             XYZ flatfacing2, flatvelocity2;
@@ -1140,14 +1175,18 @@ void doDevKeys()
                 //int i = Person::players[closest]->skeleton.jointlabels[head];
                 Joint& headjoint = Person::players[closest]->joint(head);
                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = headjoint.velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    if (!Person::players[closest]->skeleton.free) {
                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[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;
@@ -1162,8 +1201,9 @@ void doDevKeys()
                 emit_sound_at(splattersound, blah);
                 emit_sound_at(breaksound2, blah, 100.);
 
-                if (Person::players[closest]->skeleton.free == 2)
+                if (Person::players[closest]->skeleton.free == 2) {
                     Person::players[closest]->skeleton.free = 0;
+                }
                 Person::players[closest]->RagDoll(0);
                 Person::players[closest]->dead = 2;
                 Person::players[closest]->headless = 1;
@@ -1184,14 +1224,18 @@ void doDevKeys()
                 emit_sound_at(breaksound2, blah);
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    if (!Person::players[closest]->skeleton.free) {
                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[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;
@@ -1201,14 +1245,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    if (!Person::players[closest]->skeleton.free) {
                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[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;
@@ -1217,14 +1265,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    if (!Person::players[closest]->skeleton.free) {
                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[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;
@@ -1233,14 +1285,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    if (!Person::players[closest]->skeleton.free) {
                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[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;
@@ -1253,8 +1309,9 @@ void doDevKeys()
                     if (int(j) != closest) {
                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
-                            if (Person::players[j]->skeleton.free == 2)
+                            if (Person::players[j]->skeleton.free == 2) {
                                 Person::players[j]->skeleton.free = 1;
+                            }
                             Person::players[j]->skeleton.longdead = 0;
                             Person::players[j]->RagDoll(0);
                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
@@ -1298,8 +1355,9 @@ void doDevKeys()
     //skip level
     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
         targetlevel++;
-        if (targetlevel > numchallengelevels - 1)
+        if (targetlevel > numchallengelevels - 1) {
             targetlevel = 0;
+        }
         loading = 1;
         leveltime = 5;
     }
@@ -1325,21 +1383,26 @@ void doDevKeys()
                 scenecoords.x = Person::players[0]->coords.x;
                 scenecoords.z = Person::players[0]->coords.z;
                 scenecoords.y = Person::players[0]->coords.y - 3;
-                if (editortype == bushtype)
+                if (editortype == bushtype) {
                     scenecoords.y = Person::players[0]->coords.y - .5;
-                if (editortype == firetype)
+                }
+                if (editortype == firetype) {
                     scenecoords.y = Person::players[0]->coords.y - .5;
+                }
                 float temprotat, temprotat2;
                 temprotat = editoryaw;
                 temprotat2 = editorpitch;
-                if (temprotat < 0 || editortype == bushtype)
+                if (temprotat < 0 || editortype == bushtype) {
                     temprotat = Random() % 360;
-                if (temprotat2 < 0)
+                }
+                if (temprotat2 < 0) {
                     temprotat2 = Random() % 360;
+                }
 
                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
-                if (editortype == treetrunktype)
+                if (editortype == treetrunktype) {
                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                }
             }
         }
 
@@ -1451,13 +1514,14 @@ void doDevKeys()
             if (numpathpoints < 30) {
                 bool connected, alreadyconnected;
                 connected = 0;
-                if (numpathpoints > 1)
+                if (numpathpoints > 1) {
                     for (int i = 0; i < numpathpoints; i++) {
                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
                             alreadyconnected = 0;
                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
-                                if (pathpointconnect[pathpointselected][j] == i)
+                                if (pathpointconnect[pathpointselected][j] == i) {
                                     alreadyconnected = 1;
+                                }
                             }
                             if (!alreadyconnected) {
                                 numpathpointconnect[pathpointselected]++;
@@ -1466,6 +1530,7 @@ void doDevKeys()
                             }
                         }
                     }
+                }
                 if (!connected) {
                     numpathpoints++;
                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
@@ -1481,14 +1546,16 @@ void doDevKeys()
 
         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
             pathpointselected++;
-            if (pathpointselected >= numpathpoints)
+            if (pathpointselected >= numpathpoints) {
                 pathpointselected = -1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             pathpointselected--;
-            if (pathpointselected <= -2)
+            if (pathpointselected <= -2) {
                 pathpointselected = numpathpoints - 1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -1516,24 +1583,29 @@ void doDevKeys()
 
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editortype--;
-            if (editortype == treeleavestype || editortype == 10)
+            if (editortype == treeleavestype || editortype == 10) {
                 editortype--;
-            if (editortype < 0)
+            }
+            if (editortype < 0) {
                 editortype = firetype;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editortype++;
-            if (editortype == treeleavestype || editortype == 10)
+            if (editortype == treeleavestype || editortype == 10) {
                 editortype++;
-            if (editortype > firetype)
+            }
+            if (editortype > firetype) {
                 editortype = 0;
+            }
         }
 
         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editoryaw -= multiplier * 100;
-            if (editoryaw < -.01)
+            if (editoryaw < -.01) {
                 editoryaw = -.01;
+            }
         }
 
         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1546,8 +1618,9 @@ void doDevKeys()
 
         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editorsize -= multiplier;
-            if (editorsize < .1)
+            if (editorsize < .1) {
                 editorsize = .1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1564,8 +1637,9 @@ void doDevKeys()
 
         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editorpitch -= multiplier * 100;
-            if (editorpitch < -.01)
+            if (editorpitch < -.01) {
                 editorpitch = -.01;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -1628,8 +1702,9 @@ void doJumpReversals()
                         Person::players[i]->coords = Person::players[k]->coords;
                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
                         Person::players[k]->yaw = Person::players[i]->targetyaw;
-                        if (Person::players[k]->aitype == attacktypecutoff)
+                        if (Person::players[k]->aitype == attacktypecutoff) {
                             Person::players[k]->stunned = .5;
+                        }
                     }
                     if (Person::players[k]->animTarget == jumpupanim &&
                         Person::players[i]->animTarget != getupfrombackanim &&
@@ -1667,8 +1742,9 @@ void doJumpReversals()
                         Person::players[k]->coords = Person::players[i]->coords;
                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
                         Person::players[i]->yaw = Person::players[k]->targetyaw;
-                        if (Person::players[i]->aitype == attacktypecutoff)
+                        if (Person::players[i]->aitype == attacktypecutoff) {
                             Person::players[i]->stunned = .5;
+                        }
                     }
                 }
             }
@@ -1714,8 +1790,9 @@ void doAerialAcrobatics()
         }
 
         Person::players[k]->DoStuff();
-        if (Person::players[k]->immobile && k != 0)
+        if (Person::players[k]->immobile && k != 0) {
             Person::players[k]->coords = Person::players[k]->realoldcoords;
+        }
 
         //if player's position has changed (?)
         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
@@ -1726,10 +1803,12 @@ void doAerialAcrobatics()
             int whichhit;
             bool tempcollide = 0;
 
-            if (Person::players[k]->collide < -.3)
+            if (Person::players[k]->collide < -.3) {
                 Person::players[k]->collide = -.3;
-            if (Person::players[k]->collide > 1)
+            }
+            if (Person::players[k]->collide > 1) {
                 Person::players[k]->collide = 1;
+            }
             Person::players[k]->collide -= multiplier * 30;
 
             //clip to terrain
@@ -1743,13 +1822,15 @@ void doAerialAcrobatics()
                     lowpoint = Person::players[k]->coords;
                     if (Person::players[k]->animTarget != jumpupanim &&
                         Person::players[k]->animTarget != jumpdownanim &&
-                        !Person::players[k]->isFlip())
+                        !Person::players[k]->isFlip()) {
                         lowpoint.y += 1.25;
-                    else
+                    } else {
                         lowpoint.y += 1.3;
+                    }
                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
-                        Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+                        Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
+                    }
                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                         flatfacing = lowpoint - Person::players[k]->coords;
                         Person::players[k]->coords = lowpoint;
@@ -1770,17 +1851,20 @@ void doAerialAcrobatics()
                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
-                                if (k == 0)
+                                if (k == 0) {
                                     pause_sound(whooshsound);
+                                }
 
                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
-                                if (lowpointtarget.z < 0)
+                                if (lowpointtarget.z < 0) {
                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                }
                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                if (k == 0)
+                                if (k == 0) {
                                     numwallflipped++;
+                                }
                             } else {
                                 lowpoint = tempcoords1;
                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
@@ -1788,17 +1872,20 @@ void doAerialAcrobatics()
                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
                                     Person::players[k]->setTargetAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
-                                    if (k == 0)
+                                    if (k == 0) {
                                         pause_sound(whooshsound);
+                                    }
 
                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
-                                    if (lowpointtarget.z < 0)
+                                    if (lowpointtarget.z < 0) {
                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                    }
                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                    if (k == 0)
+                                    if (k == 0) {
                                         numwallflipped++;
+                                    }
                                 } else {
                                     lowpoint = tempcoords1;
                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
@@ -1806,17 +1893,20 @@ void doAerialAcrobatics()
                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
-                                        if (k == 0)
+                                        if (k == 0) {
                                             pause_sound(whooshsound);
+                                        }
 
                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
-                                        if (lowpointtarget.z < 0)
+                                        if (lowpointtarget.z < 0) {
                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                        }
                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                        if (k == 0)
+                                        if (k == 0) {
                                             numwallflipped++;
+                                        }
                                     } else {
                                         lowpoint = tempcoords1;
                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
@@ -1824,18 +1914,21 @@ void doAerialAcrobatics()
                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
-                                            if (k == 0)
+                                            if (k == 0) {
                                                 pause_sound(whooshsound);
+                                            }
 
                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
-                                            if (lowpointtarget.z < 0)
+                                            if (lowpointtarget.z < 0) {
                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                            }
                                             Person::players[k]->yaw += 180;
                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                            if (k == 0)
+                                            if (k == 0) {
                                                 numwallflipped++;
+                                            }
                                         }
                                     }
                                 }
@@ -1853,8 +1946,9 @@ void doAerialAcrobatics()
 
                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
                             //flipped into a rock
-                            if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
+                            if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
                                 Person::players[k]->RagDoll(0);
+                            }
 
                             if (Person::players[k]->animTarget == jumpupanim) {
                                 Person::players[k]->jumppower = -4;
@@ -1871,8 +1965,9 @@ void doAerialAcrobatics()
 
                             //landing
                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
-                                if (Person::players[k]->isFlip())
+                                if (Person::players[k]->isFlip()) {
                                     Person::players[k]->jumppower = -4;
+                                }
                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
                                 if (k == 0) {
@@ -1884,17 +1979,18 @@ void doAerialAcrobatics()
                 }
             }
 
-            if (tempcollide)
+            if (tempcollide) {
                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 1.35;
-                    if (Object::objects[i]->type != rocktype)
+                    if (Object::objects[i]->type != rocktype) {
                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                             if (Person::players[k]->animTarget != jumpupanim &&
                                 Person::players[k]->animTarget != jumpdownanim &&
-                                Person::players[k]->onterrain)
+                                Person::players[k]->onterrain) {
                                 Person::players[k]->avoidcollided = 1;
+                            }
                             Person::players[k]->coords = lowpoint;
                             Person::players[k]->coords.y -= 1.35;
                             Person::players[k]->collide = 1;
@@ -1943,12 +2039,13 @@ void doAerialAcrobatics()
                                     lowpointtarget6 += facing * .6;
                                     lowpointtarget7.y += 90 / 13;
                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
-                                    if (Object::objects[i]->friction > .5)
+                                    if (Object::objects[i]->friction > .5) {
                                         if (whichhit != -1) {
-                                            if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+                                            if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
                                                 Person::players[k]->collided = 1;
-                                            if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
-                                                if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
+                                            }
+                                            if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
+                                                if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
@@ -1956,15 +2053,16 @@ void doAerialAcrobatics()
                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
-                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
+                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                                                         for (int j = 0; j < 45; j++) {
                                                             lowpoint = Person::players[k]->coords;
                                                             lowpoint.y += (float)j / 13;
                                                             lowpointtarget = lowpoint + facing * 1.4;
                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
-                                                                if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
+                                                                if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
                                                                     break;
+                                                                }
                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
                                                                     lowpoint = Person::players[k]->coords;
                                                                     lowpoint.y += (float)j / 13;
@@ -1976,15 +2074,17 @@ void doAerialAcrobatics()
 
                                                                     if (j > 10 || !Person::players[k]->isRun()) {
                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
-                                                                            if (k == 0)
+                                                                            if (k == 0) {
                                                                                 pause_sound(whooshsound);
+                                                                            }
                                                                         }
                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
 
                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
-                                                                        if (lowpointtarget.z < 0)
+                                                                        if (lowpointtarget.z < 0) {
                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                                                        }
                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
 
@@ -2010,11 +2110,17 @@ void doAerialAcrobatics()
                                                                 }
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
                                         }
+                                    }
                                 }
                             }
                         }
+                    }
                 }
+            }
             if (Person::players[k]->collide <= 0) {
                 //in the air
                 if (!Person::players[k]->onterrain &&
@@ -2031,12 +2137,14 @@ void doAerialAcrobatics()
                          Person::players[k]->frameTarget < 2 ||
                          Person::players[k]->frameTarget > 6)) {
                         //stagger off ledge (?)
-                        if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+                        if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
                             Person::players[k]->RagDoll(0);
+                        }
                         Person::players[k]->setTargetAnimation(jumpdownanim);
 
-                        if (!k)
+                        if (!k) {
                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+                        }
                     }
                     //gravity
                     Person::players[k]->velocity.y += gravity;
@@ -2052,14 +2160,18 @@ void doAttacks()
     static int randattack;
     static bool playerrealattackkeydown = 0;
 
-    if (!Input::isKeyDown(attackkey))
+    if (!Input::isKeyDown(attackkey)) {
         oldattackkey = 0;
-    if (oldattackkey)
+    }
+    if (oldattackkey) {
         Person::players[0]->attackkeydown = 0;
-    if (oldattackkey)
+    }
+    if (oldattackkey) {
         playerrealattackkeydown = 0;
-    if (!oldattackkey)
+    }
+    if (!oldattackkey) {
         playerrealattackkeydown = Input::isKeyDown(attackkey);
+    }
     if ((Person::players[0]->parriedrecently <= 0 ||
          Person::players[0]->weaponactive == -1) &&
         (!oldattackkey ||
@@ -2067,8 +2179,9 @@ void doAttacks()
           Person::players[0]->lastattack != swordslashanim &&
           Person::players[0]->lastattack != knifeslashstartanim &&
           Person::players[0]->lastattack != staffhitanim &&
-          Person::players[0]->lastattack != staffspinhitanim)))
+          Person::players[0]->lastattack != staffspinhitanim))) {
         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+    }
     if (Input::isKeyDown(attackkey) &&
         !oldattackkey &&
         !Person::players[0]->backkeydown) {
@@ -2077,20 +2190,24 @@ void doAttacks()
                  Person::players[k]->animTarget == staffhitanim ||
                  Person::players[k]->animTarget == staffspinhitanim) &&
                 Person::players[0]->animCurrent != dodgebackanim &&
-                !Person::players[k]->skeleton.free)
+                !Person::players[k]->skeleton.free) {
                 Person::players[k]->Reverse();
+            }
         }
     }
 
-    if (!hostile || Dialog::inDialog())
+    if (!hostile || Dialog::inDialog()) {
         Person::players[0]->attackkeydown = 0;
+    }
 
     for (unsigned k = 0; k < Person::players.size(); k++) {
-        if (Dialog::inDialog())
+        if (Dialog::inDialog()) {
             Person::players[k]->attackkeydown = 0;
+        }
         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
-            if (Person::players[k]->aitype != playercontrolled)
+            if (Person::players[k]->aitype != playercontrolled) {
                 Person::players[k]->victim = Person::players[0];
+            }
             //attack key pressed
             if (Person::players[k]->attackkeydown) {
                 //dodge backward
@@ -2104,27 +2221,32 @@ void doAttacks()
                         Person::players[k]->jumppower -= 2;
                     } else {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k)
+                            if (i == k) {
                                 continue;
+                            }
                             if (Person::players[i]->animTarget == swordslashanim ||
                                 Person::players[i]->animTarget == knifeslashstartanim ||
                                 Person::players[i]->animTarget == staffhitanim ||
-                                Person::players[i]->animTarget == staffspinhitanim)
+                                Person::players[i]->animTarget == staffspinhitanim) {
                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
                                     Person::players[k]->setTargetAnimation(dodgebackanim);
                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
                                 }
+                            }
                         }
                         if (Person::players[k]->animTarget != dodgebackanim) {
-                            if (k == 0)
+                            if (k == 0) {
                                 numflipped++;
+                            }
                             Person::players[k]->setTargetAnimation(backhandspringanim);
                             Person::players[k]->targetyaw = -yaw + 180;
-                            if (Person::players[k]->leftkeydown)
+                            if (Person::players[k]->leftkeydown) {
                                 Person::players[k]->targetyaw -= 45;
-                            if (Person::players[k]->rightkeydown)
+                            }
+                            if (Person::players[k]->rightkeydown) {
                                 Person::players[k]->targetyaw += 45;
+                            }
                             Person::players[k]->yaw = Person::players[k]->targetyaw;
                             Person::players[k]->jumppower -= 2;
                         }
@@ -2141,11 +2263,12 @@ void doAttacks()
                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
                     //normal attacks (?)
                     Person::players[k]->hasvictim = 0;
-                    if (Person::players.size() > 1)
+                    if (Person::players.size() > 1) {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k || !(k == 0 || i == 0))
+                            if (i == k || !(k == 0 || i == 0)) {
                                 continue;
-                            if (!Person::players[k]->hasvictim)
+                            }
+                            if (!Person::players[k]->hasvictim) {
                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
                                     //choose an attack
                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
@@ -2168,146 +2291,150 @@ void doAttacks()
                                             //sweep
                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                 Person::players[k]->crouchkeydown &&
-                                                Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                 Person::players[k]->animTarget = sweepanim;
-                                            //winduppunch
-                                            else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     !attackweapon &&
-                                                     !reversaltrain)
+                                                //winduppunch
+                                            else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       !attackweapon &&
+                                                       !reversaltrain) {
                                                 Person::players[k]->animTarget = winduppunchanim;
-                                            //upunch
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     !attackweapon)
+                                                //upunch
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       !attackweapon) {
                                                 Person::players[k]->animTarget = upunchanim;
-                                            //knifefollow
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Person::players[i]->staggerdelay > 0 &&
-                                                     attackweapon == knife &&
-                                                     Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
+                                                //knifefollow
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Person::players[i]->staggerdelay > 0 &&
+                                                       attackweapon == knife &&
+                                                       Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
                                                 Person::players[k]->animTarget = knifefollowanim;
-                                            //knifeslashstart
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == knife &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //knifeslashstart
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == knife &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = knifeslashstartanim;
-                                            //swordslash
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == sword &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //swordslash
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == sword &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = swordslashanim;
-                                            //staffhit
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == staff &&
-                                                     Person::players[k]->weaponmissdelay <= 0 &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->forwardkeydown)
+                                                //staffhit
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == staff &&
+                                                       Person::players[k]->weaponmissdelay <= 0 &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->forwardkeydown) {
                                                 Person::players[k]->animTarget = staffhitanim;
-                                            //staffspinhit
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == staff &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //staffspinhit
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == staff &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = staffspinhitanim;
-                                            //spinkick
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                //spinkick
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                 Person::players[k]->animTarget = spinkickanim;
-                                            //lowkick
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height == lowheight &&
-                                                     Animation::animations[Person::players[k]->animTarget].attack != normalattack)
+                                                //lowkick
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+                                                       Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
                                                 Person::players[k]->animTarget = lowkickanim;
+                                            }
                                         } else { //AI player
                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
                                                 randattack = abs(Random() % 5);
                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
                                                     //sweep
-                                                    if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                    if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = sweepanim;
-                                                    //upunch
-                                                    else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                             !attackweapon)
+                                                        //upunch
+                                                    else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                               !attackweapon) {
                                                         Person::players[k]->animTarget = upunchanim;
-                                                    //spinkick
-                                                    else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        //spinkick
+                                                    } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = spinkickanim;
-                                                    //lowkick
-                                                    else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
+                                                        //lowkick
+                                                    } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
                                                         Person::players[k]->animTarget = lowkickanim;
+                                                    }
                                                 }
                                                 if (attackweapon) {
                                                     //sweep
                                                     if ((!Tutorial::active || !attackweapon) &&
                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                         randattack == 0 &&
-                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = sweepanim;
-                                                    //knifeslashstart
-                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             attackweapon == knife &&
-                                                             Person::players[k]->weaponmissdelay <= 0)
+                                                        //knifeslashstart
+                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               attackweapon == knife &&
+                                                               Person::players[k]->weaponmissdelay <= 0) {
                                                         Person::players[k]->animTarget = knifeslashstartanim;
-                                                    //swordslash
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == sword &&
-                                                             Person::players[k]->weaponmissdelay <= 0)
+                                                        //swordslash
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == sword &&
+                                                               Person::players[k]->weaponmissdelay <= 0) {
                                                         Person::players[k]->animTarget = swordslashanim;
-                                                    //staffhit
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == staff &&
-                                                             Person::players[k]->weaponmissdelay <= 0 &&
-                                                             randattack < 3)
+                                                        //staffhit
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == staff &&
+                                                               Person::players[k]->weaponmissdelay <= 0 &&
+                                                               randattack < 3) {
                                                         Person::players[k]->animTarget = staffhitanim;
-                                                    //staffspinhit
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == staff &&
-                                                             Person::players[k]->weaponmissdelay <= 0 &&
-                                                             randattack >= 3)
+                                                        //staffspinhit
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == staff &&
+                                                               Person::players[k]->weaponmissdelay <= 0 &&
+                                                               randattack >= 3) {
                                                         Person::players[k]->animTarget = staffspinhitanim;
-                                                    //spinkick
-                                                    else if ((!Tutorial::active || !attackweapon) &&
-                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             randattack == 1 &&
-                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        //spinkick
+                                                    else if ((!Tutorial::active || !attackweapon) &&
+                                                               distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               randattack == 1 &&
+                                                               Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = spinkickanim;
-                                                    //lowkick
-                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             Animation::animations[Person::players[i]->animTarget].height == lowheight &&
-                                                             Animation::animations[Person::players[k]->animTarget].attack != normalattack)
+                                                        //lowkick
+                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+                                                               Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
                                                         Person::players[k]->animTarget = lowkickanim;
+                                                    }
                                                 }
                                             }
                                         }
                                         //upunch becomes wolfslap
-                                        if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+                                        if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
                                             Person::players[k]->animTarget = wolfslapanim;
+                                        }
                                     }
                                     //sneak attacks
                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
@@ -2408,17 +2535,20 @@ void doAttacks()
                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
                                     }
                                 }
+                            }
                         }
+                    }
                     const bool hasstaff = attackweapon == staff;
-                    if (k == 0 && Person::players.size() > 1)
+                    if (k == 0 && Person::players.size() > 1) {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k)
+                            if (i == k) {
                                 continue;
+                            }
                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
-                                if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
-                                    if (Person::players[i]->skeleton.free)
+                                if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
+                                    if (Person::players[i]->skeleton.free) {
                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
                                             (Person::players[i]->dead ||
                                              Person::players[i]->skeleton.longdead > 1000 ||
@@ -2433,14 +2563,17 @@ void doAttacks()
                                             Person::players[k]->hasvictim = 1;
                                             if (attackweapon && !Tutorial::active) {
                                                 //crouchstab
-                                                if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+                                                if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
                                                     Person::players[k]->animTarget = crouchstabanim;
+                                                }
                                                 //swordgroundstab
-                                                if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
+                                                if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
                                                     Person::players[k]->animTarget = swordgroundstabanim;
+                                                }
                                                 //staffgroundsmash
-                                                if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+                                                if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
                                                     Person::players[k]->animTarget = staffgroundsmashanim;
+                                                }
                                             }
                                             if (distance < 2.5 &&
                                                 Person::players[k]->crouchkeydown &&
@@ -2457,7 +2590,7 @@ void doAttacks()
                                                     }
                                                 }
                                             }
-                                            if (!Person::players[i]->dead || musictype != 2)
+                                            if (!Person::players[i]->dead || musictype != 2) {
                                                 if (distance < 3.5 &&
                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
                                                     Person::players[k]->staggerdelay <= 0 &&
@@ -2474,7 +2607,10 @@ void doAttacks()
                                                         }
                                                     }
                                                 }
+                                            }
                                         }
+                                    }
+                                }
                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
                                     Person::players[k]->victim == Person::players[i] &&
                                     (!Person::players[i]->skeleton.free ||
@@ -2503,8 +2639,9 @@ void doAttacks()
                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
                                     }
 
-                                    if (Person::players[k]->animTarget == staffgroundsmashanim)
+                                    if (Person::players[k]->animTarget == staffgroundsmashanim) {
                                         Person::players[k]->targettilt2 += 10;
+                                    }
 
                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
@@ -2516,16 +2653,19 @@ void doAttacks()
                                 }
                             }
                         }
+                    }
                     if (!Person::players[k]->hasvictim) {
                         //find victim
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k || !(i == 0 || k == 0))
+                            if (i == k || !(i == 0 || k == 0)) {
                                 continue;
+                            }
                             if (!Person::players[i]->skeleton.free) {
                                 if (Person::players[k]->hasvictim) {
                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
-                                        distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+                                        distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
                                         Person::players[k]->victim = Person::players[i];
+                                    }
                                 } else {
                                     Person::players[k]->victim = Person::players[i];
                                     Person::players[k]->hasvictim = 1;
@@ -2533,7 +2673,7 @@ void doAttacks()
                             }
                         }
                     }
-                    if (Person::players[k]->aitype == playercontrolled)
+                    if (Person::players[k]->aitype == playercontrolled) {
                         //rabbit kick
                         if (Person::players[k]->attackkeydown &&
                             Person::players[k]->isRun() &&
@@ -2552,6 +2692,7 @@ void doAttacks()
                             oldattackkey = 1;
                             Person::players[k]->setTargetAnimation(rabbitkickanim);
                         }
+                    }
                     //update counts
                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
                         numattacks++;
@@ -2580,23 +2721,23 @@ void doPlayerCollisions()
 {
     static XYZ rotatetarget;
     static float collisionradius;
-    if (Person::players.size() > 1)
-        for (unsigned k = 0; k < Person::players.size(); k++)
+    if (Person::players.size() > 1) {
+        for (unsigned k = 0; k < Person::players.size(); k++) {
             for (unsigned i = k + 1; i < Person::players.size(); i++) {
                 //neither player is part of a reversal
                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
-                    (i != 0 && k != 0))
+                    (i != 0 && k != 0)) {
                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
-                        (i != 0 && k != 0))
+                        (i != 0 && k != 0)) {
                         //neither is sleeping
-                        if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
-                            if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
+                        if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
+                            if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
                                 //in same patch, neither is climbing
                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
@@ -2605,34 +2746,40 @@ void doPlayerCollisions()
                                     Person::players[i]->animTarget != climbanim &&
                                     Person::players[i]->animTarget != hanganim &&
                                     Person::players[k]->animTarget != climbanim &&
-                                    Person::players[k]->animTarget != hanganim)
+                                    Person::players[k]->animTarget != hanganim) {
                                     //players are close (bounding box test)
-                                    if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
-                                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
-                                            if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
-                                                if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
-                                                    if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+                                    if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
+                                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
+                                            if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
+                                                if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
+                                                    if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
                                                             //spread fire from player to player
                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
-                                                                    if (!Person::players[i]->onfire)
+                                                                    if (!Person::players[i]->onfire) {
                                                                         Person::players[i]->CatchFire();
-                                                                    if (!Person::players[k]->onfire)
+                                                                    }
+                                                                    if (!Person::players[k]->onfire) {
                                                                         Person::players[k]->CatchFire();
+                                                                    }
                                                                 }
                                                             }
 
                                                             XYZ tempcoords1 = Person::players[i]->coords;
                                                             XYZ tempcoords2 = Person::players[k]->coords;
-                                                            if (!Person::players[i]->skeleton.oldfree)
+                                                            if (!Person::players[i]->skeleton.oldfree) {
                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
-                                                            if (!Person::players[k]->skeleton.oldfree)
+                                                            }
+                                                            if (!Person::players[k]->skeleton.oldfree) {
                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+                                                            }
                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                            if (Person::players[0]->hasvictim)
-                                                                if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
+                                                            if (Person::players[0]->hasvictim) {
+                                                                if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
                                                                     collisionradius = 3;
+                                                                }
+                                                            }
                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
@@ -2667,7 +2814,7 @@ void doPlayerCollisions()
                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
                                                                          Person::players[i]->skeleton.free) &&
                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
-                                                                         Person::players[k]->skeleton.free))
+                                                                         Person::players[k]->skeleton.free)) {
                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
@@ -2705,6 +2852,7 @@ void doPlayerCollisions()
                                                                                 }
                                                                             }
                                                                         }
+                                                                    }
                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
@@ -2717,24 +2865,30 @@ void doPlayerCollisions()
                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                                                if (Person::players[k]->howactive == typeactive || hostile)
+                                                                                if (Person::players[k]->howactive == typeactive || hostile) {
                                                                                     if (Person::players[k]->isIdle()) {
-                                                                                        if (Person::players[k]->howactive < typesleeping)
+                                                                                        if (Person::players[k]->howactive < typesleeping) {
                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
-                                                                                        else if (Person::players[k]->howactive == typesleeping)
+                                                                                        } else if (Person::players[k]->howactive == typesleeping) {
                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
+                                                                                        }
+                                                                                        if (!editorenabled) {
                                                                                             Person::players[k]->howactive = typeactive;
+                                                                                        }
                                                                                     }
-                                                                                if (Person::players[i]->howactive == typeactive || hostile)
+                                                                                }
+                                                                                if (Person::players[i]->howactive == typeactive || hostile) {
                                                                                     if (Person::players[i]->isIdle()) {
-                                                                                        if (Person::players[i]->howactive < typesleeping)
+                                                                                        if (Person::players[i]->howactive < typesleeping) {
                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
-                                                                                        else
+                                                                                        } else {
                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
+                                                                                        }
+                                                                                        if (!editorenabled) {
                                                                                             Person::players[i]->howactive = typeactive;
+                                                                                        }
                                                                                     }
+                                                                                }
                                                                             }
                                                                             //jump down on player
                                                                             if (hostile) {
@@ -2775,7 +2929,19 @@ void doPlayerCollisions()
                                                                 Person::players[k]->CheckKick();
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
+                                        }
+                                    }
+                                }
+                            }
+                        }
+                    }
+                }
             }
+        }
+    }
 }
 
 void Game::Tick()
@@ -2786,30 +2952,34 @@ void Game::Tick()
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoreverse = true;
-        else
+        } else {
             stereoreverse = false;
+        }
 
-        if (stereoreverse)
+        if (stereoreverse) {
             printf("Stereo reversed\n");
-        else
+        } else {
             printf("Stereo unreversed\n");
+        }
     }
 
     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoseparation -= 0.001;
-        else
+        } else {
             stereoseparation -= 0.010;
+        }
         printf("Stereo decreased increased to %f\n", stereoseparation);
     }
 
     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoseparation += 0.001;
-        else
+        } else {
             stereoseparation += 0.010;
+        }
         printf("Stereo separation increased to %f\n", stereoseparation);
     }
 
@@ -2838,8 +3008,9 @@ void Game::Tick()
 
     if (!console) {
         //campaign over?
-        if (mainmenu && endgame == 1)
+        if (mainmenu && endgame == 1) {
             mainmenu = 10;
+        }
         //go to level select after completing a campaign level
         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
             mainmenu = 5;
@@ -2858,9 +3029,9 @@ void Game::Tick()
         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
             (gameon || mainmenu == 0)) {
             selected = -1;
-            if (mainmenu == 0 && !winfreeze)
+            if (mainmenu == 0 && !winfreeze) {
                 mainmenu = 2; //pause
-            else if (mainmenu == 1 || mainmenu == 2) {
+            else if (mainmenu == 1 || mainmenu == 2) {
                 mainmenu = 0; //unpause
             }
             //play menu theme
@@ -2882,12 +3053,14 @@ void Game::Tick()
     }
 
     if (!mainmenu) {
-        if (hostile == 1)
+        if (hostile == 1) {
             hostiletime += multiplier;
-        else
+        } else {
             hostiletime = 0;
-        if (!winfreeze)
+        }
+        if (!winfreeze) {
             leveltime += multiplier;
+        }
 
         //keys
         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
@@ -2907,8 +3080,9 @@ void Game::Tick()
             }
         }
 
-        if (console)
+        if (console) {
             freeze = 1;
+        }
         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
             inputText(consoletext[0], &consoleselected);
             if (!waiting) {
@@ -2934,14 +3108,17 @@ void Game::Tick()
             OPENAL_SetFrequency(OPENAL_ALL);
             emit_sound_np(consolesuccesssound);
         }
-        if (winfreeze == 0)
+        if (winfreeze == 0) {
             oldwinfreeze = winfreeze;
-        else
+        } else {
             oldwinfreeze++;
+        }
 
-        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
-            if (winfreeze)
+        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) {
+            if (winfreeze) {
                 winfreeze = 0;
+            }
+        }
         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
             if (console) {
                 console = false;
@@ -2957,8 +3134,9 @@ void Game::Tick()
             //dialogues
             static float talkdelay = 0;
 
-            if (Dialog::inDialog())
+            if (Dialog::inDialog()) {
                 talkdelay = 1;
+            }
             talkdelay -= multiplier;
 
             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
@@ -3023,12 +3201,14 @@ void Game::Tick()
                     bonus != twoxcombo &&
                     bonus != threexcombo &&
                     bonus != fourxcombo &&
-                    bonus != megacombo)
+                    bonus != megacombo) {
                     bonusnum[bonus]++;
-                else
+                } else {
                     bonusnum[bonus] += 0.15;
-                if (Tutorial::active)
+                }
+                if (Tutorial::active) {
                     bonusvalue = 0;
+                }
                 bonusvalue /= bonusnum[bonus];
                 bonustotal += bonusvalue;
             }
@@ -3039,8 +3219,9 @@ void Game::Tick()
                 precipdelay -= multiplier;
                 while (precipdelay < 0) {
                     precipdelay += .04;
-                    if (!detail)
+                    if (!detail) {
                         precipdelay += .04;
+                    }
                     XYZ footvel, footpoint;
 
                     footvel = 0;
@@ -3077,8 +3258,9 @@ void Game::Tick()
                 Person::players[0]->throwkeydown = 0;
             }
 
-            if (!Person::players[0]->jumpkeydown)
+            if (!Person::players[0]->jumpkeydown) {
                 Person::players[0]->jumpclimb = 0;
+            }
 
             if (Dialog::inDialog()) {
                 cameramode = 1;
@@ -3094,18 +3276,24 @@ void Game::Tick()
 
                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
 
-                    if (Input::isKeyDown(forwardkey))
+                    if (Input::isKeyDown(forwardkey)) {
                         viewer += facing * multiplier * 4;
-                    if (Input::isKeyDown(backkey))
+                    }
+                    if (Input::isKeyDown(backkey)) {
                         viewer -= facing * multiplier * 4;
-                    if (Input::isKeyDown(leftkey))
+                    }
+                    if (Input::isKeyDown(leftkey)) {
                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
-                    if (Input::isKeyDown(rightkey))
+                    }
+                    if (Input::isKeyDown(rightkey)) {
                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
-                    if (Input::isKeyDown(jumpkey))
+                    }
+                    if (Input::isKeyDown(jumpkey)) {
                         viewer.y += multiplier * 4;
-                    if (Input::isKeyDown(crouchkey))
+                    }
+                    if (Input::isKeyDown(crouchkey)) {
                         viewer.y -= multiplier * 4;
+                    }
                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
                         Input::isKeyPressed(SDL_SCANCODE_2) ||
                         Input::isKeyPressed(SDL_SCANCODE_3) ||
@@ -3118,28 +3306,39 @@ void Game::Tick()
                         Input::isKeyPressed(SDL_SCANCODE_0) ||
                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if (Input::isKeyPressed(SDL_SCANCODE_1))
+                        if (Input::isKeyPressed(SDL_SCANCODE_1)) {
                             whichend = 1;
-                        if (Input::isKeyPressed(SDL_SCANCODE_2))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_2)) {
                             whichend = 2;
-                        if (Input::isKeyPressed(SDL_SCANCODE_3))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_3)) {
                             whichend = 3;
-                        if (Input::isKeyPressed(SDL_SCANCODE_4))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_4)) {
                             whichend = 4;
-                        if (Input::isKeyPressed(SDL_SCANCODE_5))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_5)) {
                             whichend = 5;
-                        if (Input::isKeyPressed(SDL_SCANCODE_6))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_6)) {
                             whichend = 6;
-                        if (Input::isKeyPressed(SDL_SCANCODE_7))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_7)) {
                             whichend = 7;
-                        if (Input::isKeyPressed(SDL_SCANCODE_8))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_8)) {
                             whichend = 8;
-                        if (Input::isKeyPressed(SDL_SCANCODE_9))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_9)) {
                             whichend = 9;
-                        if (Input::isKeyPressed(SDL_SCANCODE_0))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_0)) {
                             whichend = 0;
-                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                             whichend = -1;
+                        }
                         if (whichend != -1) {
                             Dialog::currentScene().participantfocus = whichend;
                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
@@ -3180,26 +3379,36 @@ void Game::Tick()
                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_1))
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
                             whichend = 1;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_2))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
                             whichend = 2;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_3))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
                             whichend = 3;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_4))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
                             whichend = 4;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_5))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
                             whichend = 5;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_6))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
                             whichend = 6;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_7))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
                             whichend = 7;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_8))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
                             whichend = 8;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_9))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
                             whichend = 9;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_0))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                             whichend = 0;
+                        }
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
@@ -3262,8 +3471,9 @@ void Game::Tick()
             if (Person::players[0]->jumpkeydown &&
                 Person::players[0]->animTarget != jumpupanim &&
                 Person::players[0]->animTarget != jumpdownanim &&
-                !Person::players[0]->isFlip())
+                !Person::players[0]->isFlip()) {
                 Person::players[0]->jumptogglekeydown = 1;
+            }
 
             Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
@@ -3286,9 +3496,11 @@ void Game::Tick()
 
             doJumpReversals();
 
-            for (unsigned k = 0; k < Person::players.size(); k++)
-                if (k != 0 && Person::players[k]->immobile)
+            for (unsigned k = 0; k < Person::players.size(); k++) {
+                if (k != 0 && Person::players[k]->immobile) {
                     Person::players[k]->coords = Person::players[k]->realoldcoords;
+                }
+            }
 
             for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
@@ -3333,10 +3545,11 @@ void Game::Tick()
                             Person::players[0]->animTarget != dodgebackanim &&
                             Person::players[0]->animTarget != walljumprightkickanim &&
                             Person::players[0]->animTarget != walljumpleftkickanim) {
-                            if (cameramode)
+                            if (cameramode) {
                                 Person::players[0]->targetyaw = 0;
-                            else
+                            } else {
                                 Person::players[0]->targetyaw = -yaw + 180;
+                            }
                         }
 
                         facing = 0;
@@ -3384,15 +3597,16 @@ void Game::Tick()
                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
                     }
 
-                    if (leveltime < .5)
+                    if (leveltime < .5) {
                         numenvsounds = 0;
+                    }
 
                     Person::players[i]->avoidsomething = 0;
 
                     //avoid flaming things
-                    for (unsigned int j = 0; j < Object::objects.size(); j++)
-                        if (Object::objects[j]->onfire)
-                            if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
+                    for (unsigned int j = 0; j < Object::objects.size(); j++) {
+                        if (Object::objects[j]->onfire) {
+                            if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
@@ -3404,11 +3618,14 @@ void Game::Tick()
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
+                            }
+                        }
+                    }
 
                     //avoid flaming players
-                    for (unsigned j = 0; j < Person::players.size(); j++)
-                        if (Person::players[j]->onfire)
-                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (Person::players[j]->onfire) {
+                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
@@ -3420,9 +3637,13 @@ void Game::Tick()
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
+                            }
+                        }
+                    }
 
-                    if (Person::players[i]->collided > .8)
+                    if (Person::players[i]->collided > .8) {
                         Person::players[i]->avoidcollided = 0;
+                    }
 
                     Person::players[i]->doAI();
 
@@ -3449,10 +3670,12 @@ void Game::Tick()
                         Person::players[i]->throwkeydown = 0;
                     }
 
-                    if (Person::players[i]->collided < -.3)
+                    if (Person::players[i]->collided < -.3) {
                         Person::players[i]->collided = -.3;
-                    if (Person::players[i]->collided > 1)
+                    }
+                    if (Person::players[i]->collided > 1) {
                         Person::players[i]->collided = 1;
+                    }
                     Person::players[i]->collided -= multiplier * 4;
                     Person::players[i]->whichdirectiondelay -= multiplier;
                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
@@ -3460,8 +3683,9 @@ void Game::Tick()
                         Person::players[i]->whichdirection = abs(Random() % 2);
                         Person::players[i]->whichdirectiondelay = .4;
                     }
-                    if (Person::players[i]->avoidcollided > 1)
+                    if (Person::players[i]->avoidcollided > 1) {
                         Person::players[i]->avoidcollided = 1;
+                    }
                     Person::players[i]->avoidcollided -= multiplier / 4;
                     if (!Person::players[i]->skeleton.free) {
                         Person::players[i]->stunned -= multiplier;
@@ -3471,11 +3695,13 @@ void Game::Tick()
                         Person::players[i]->aitype == attacktypecutoff &&
                         !Person::players[i]->dead &&
                         !Person::players[i]->skeleton.free &&
-                        Animation::animations[Person::players[i]->animTarget].attack == neutral)
+                        Animation::animations[Person::players[i]->animTarget].attack == neutral) {
                         numresponded = 1;
+                    }
 
-                    if (!Person::players[i]->throwkeydown)
+                    if (!Person::players[i]->throwkeydown) {
                         Person::players[i]->throwtogglekeydown = 0;
+                    }
 
                     //pick up weapon
                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
@@ -3492,7 +3718,7 @@ void Game::Tick()
                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
                                      Person::players[i]->aitype == playercontrolled) &&
                                     weapons[j].owner == -1 &&
-                                    Person::players[i]->weaponactive == -1)
+                                    Person::players[i]->weaponactive == -1) {
                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                             if (Person::players[i]->isCrouch() ||
@@ -3513,14 +3739,17 @@ void Game::Tick()
                                                      Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
                                                     Person::players[i]->victim &&
-                                                        weapons[j].owner == int(Person::players[i]->victim->id))
-                                                    if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
+                                                        weapons[j].owner == int(Person::players[i]->victim->id)) {
+                                                    if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
-                                                            if (weapons[j].getType() != staff)
+                                                            if (weapons[j].getType() != staff) {
                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                            }
 
                                                             Person::players[i]->takeWeapon(j);
                                                         }
+                                                    }
+                                                }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
                                                     Person::players[i]->isFlip() ||
@@ -3537,33 +3766,37 @@ void Game::Tick()
                                                 Person::players[i]->hasvictim = 0;
 
                                                 for (unsigned k = 0; k < weapons.size(); k++) {
-                                                    if (Person::players[i]->weaponactive == -1)
+                                                    if (Person::players[i]->weaponactive == -1) {
                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
                                                              Person::players[i]->aitype == playercontrolled) &&
                                                                 weapons[k].owner == -1 ||
                                                             Person::players[i]->victim &&
-                                                                weapons[k].owner == int(Person::players[i]->victim->id))
+                                                                weapons[k].owner == int(Person::players[i]->victim->id)) {
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
                                                                 Person::players[i]->weaponactive == -1) {
-                                                                if (weapons[k].getType() != staff)
+                                                                if (weapons[k].getType() != staff) {
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                                }
 
                                                                 Person::players[i]->takeWeapon(k);
                                                             }
+                                                        }
+                                                    }
                                                 }
                                             }
                                         }
                                     }
+                                }
                             }
                             if (Person::players[i]->isCrouch() ||
                                 Person::players[i]->animTarget == sneakanim ||
                                 Person::players[i]->isRun() ||
                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
                                 Person::players[i]->animTarget == backhandspringanim) {
-                                if (Person::players.size() > 1)
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
-                                        if (Person::players[i]->weaponactive == -1)
-                                            if (j != i)
+                                        if (Person::players[i]->weaponactive == -1) {
+                                            if (j != i) {
                                                 if (Person::players[j]->num_weapons &&
                                                     Person::players[j]->skeleton.free &&
                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
@@ -3594,17 +3827,20 @@ void Game::Tick()
                                                                 }
                                                             }
                                                             if (!fleshstuck) {
-                                                                if (weapons[k].getType() != staff)
+                                                                if (weapons[k].getType() != staff) {
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                                }
                                                             }
-                                                            if (fleshstuck)
+                                                            if (fleshstuck) {
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+                                                            }
 
                                                             if (weapons[k].owner != -1) {
-                                                                if (Person::players[i]->victim->num_weapons == 1)
+                                                                if (Person::players[i]->victim->num_weapons == 1) {
                                                                     Person::players[i]->victim->num_weapons = 0;
-                                                                else
+                                                                } else {
                                                                     Person::players[i]->victim->num_weapons = 1;
+                                                                }
 
                                                                 Person::players[i]->victim->skeleton.longdead = 0;
                                                                 Person::players[i]->victim->skeleton.free = 1;
@@ -3624,8 +3860,9 @@ void Game::Tick()
                                                                 footpoint = weapons[k].position;
                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
-                                                                        if (bloodtoggle)
+                                                                        if (bloodtoggle) {
                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                                                                        }
                                                                         weapons[k].bloody = 2;
                                                                         weapons[k].blooddrip = 5;
                                                                         Person::players[i]->victim->weaponstuck = -1;
@@ -3634,10 +3871,12 @@ void Game::Tick()
                                                                     }
                                                                 }
                                                                 if (Person::players[i]->victim->num_weapons > 0) {
-                                                                    if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+                                                                    if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
                                                                         Person::players[i]->victim->weaponstuck = 0;
-                                                                    if (Person::players[i]->victim->weaponids[0] == k)
+                                                                    }
+                                                                    if (Person::players[i]->victim->weaponids[0] == k) {
                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
+                                                                    }
                                                                 }
 
                                                                 Person::players[i]->victim->weaponactive = -1;
@@ -3651,7 +3890,10 @@ void Game::Tick()
                                                         }
                                                     }
                                                 }
+                                            }
+                                        }
                                     }
+                                }
                             }
                         }
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
@@ -3660,12 +3902,12 @@ void Game::Tick()
                                     Person::players[i]->isRun() ||
                                     Person::players[i]->isCrouch() ||
                                     Person::players[i]->animTarget == sneakanim ||
-                                    Person::players[i]->isFlip())
-                                    if (Person::players.size() > 1)
+                                    Person::players[i]->isFlip()) {
+                                    if (Person::players.size() > 1) {
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
-                                            if (i != j)
-                                                if (!Tutorial::active || Tutorial::stage == 49)
-                                                    if (hostile)
+                                            if (i != j) {
+                                                if (!Tutorial::active || Tutorial::stage == 49) {
+                                                    if (hostile) {
                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
@@ -3697,21 +3939,28 @@ void Game::Tick()
                                                                 }
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
                                         }
+                                    }
+                                }
                             }
                         }
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
-                                if (tempVelocity.x == 0)
+                                if (tempVelocity.x == 0) {
                                     tempVelocity.x = .1;
+                                }
                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
                                 Person::players[i]->num_weapons--;
                                 if (Person::players[i]->num_weapons) {
                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
-                                    if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
+                                    if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
                                         Person::players[i]->weaponstuck = 0;
+                                    }
                                 }
 
                                 Person::players[i]->weaponactive = -1;
@@ -3732,9 +3981,11 @@ void Game::Tick()
                                 (Person::players[i]->weaponactive != -1) &&
                                 i != 0) {
                             bool isgood = true;
-                            if (Person::players[i]->weaponactive != -1)
-                                if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
+                            if (Person::players[i]->weaponactive != -1) {
+                                if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
                                     isgood = false;
+                                }
+                            }
                             if (isgood && Person::players[i]->creature != wolftype) {
                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
                                     Person::players[i]->setTargetAnimation(drawrightanim);
@@ -3766,16 +4017,19 @@ void Game::Tick()
                             Person::players[i]->num_weapons &&
                             Person::players[i]->attackkeydown &&
                             musictype != stream_fighttheme) {
-                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
                                 Person::players[i]->setTargetAnimation(crouchstabanim);
-                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
+                            }
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
+                            }
                             Person::players[i]->hasvictim = 0;
                         }
                     }
 
-                    if (!Person::players[i]->drawkeydown)
+                    if (!Person::players[i]->drawkeydown) {
                         Person::players[i]->drawtogglekeydown = 0;
+                    }
 
                     XYZ absflatfacing;
                     if (i == 0) {
@@ -3783,8 +4037,9 @@ void Game::Tick()
                         absflatfacing.z = -1;
 
                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
-                    } else
+                    } else {
                         absflatfacing = flatfacing;
+                    }
 
                     if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
@@ -3803,21 +4058,26 @@ void Game::Tick()
                         Person::players[i]->animTarget != staggerbackhardanim &&
                         Person::players[i]->animTarget != backhandspringanim &&
                         Person::players[i]->animTarget != dodgebackanim) {
-                        if (!Person::players[i]->forwardkeydown)
+                        if (!Person::players[i]->forwardkeydown) {
                             Person::players[i]->forwardstogglekeydown = 0;
+                        }
                         if (Person::players[i]->crouchkeydown) {
                             //Crouch
                             target = -2;
                             if (i == 0) {
                                 Person::players[i]->superruntoggle = 1;
-                                if (Person::players.size() > 1)
-                                    for (unsigned j = 0; j < Person::players.size(); j++)
-                                        if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
-                                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+                                if (Person::players.size() > 1) {
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                                        if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
+                                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
                                                 Person::players[i]->superruntoggle = 0;
+                                            }
+                                        }
+                                    }
+                                }
                             }
 
-                            if (Person::players.size() > 1)
+                            if (Person::players.size() > 1) {
                                 for (unsigned j = 0; j < Person::players.size(); j++) {
                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
@@ -3830,15 +4090,18 @@ void Game::Tick()
                                                Person::players[j]->animTarget == staffhitanim ||
                                                Person::players[j]->animTarget == staffspinhitanim) &&
                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
-                                            if (target >= 0)
+                                            if (target >= 0) {
                                                 target = -1;
-                                            else
+                                            } else {
                                                 target = j;
+                                            }
                                         }
                                     }
                                 }
-                            if (target >= 0)
+                            }
+                            if (target >= 0) {
                                 Person::players[target]->Reverse();
+                            }
                             Person::players[i]->lowreversaldelay = .5;
 
                             if (Person::players[i]->isIdle()) {
@@ -3857,11 +4120,12 @@ void Game::Tick()
                         }
                         if (!Person::players[i]->crouchkeydown) {
                             //Uncrouch
-                            if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+                            if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
                                 Person::players[i]->superruntoggle = 0;
+                            }
                             target = -2;
                             if (Person::players[i]->isCrouch()) {
-                                if (Person::players.size() > 1)
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i &&
                                             !Person::players[j]->skeleton.free &&
@@ -3871,15 +4135,18 @@ void Game::Tick()
                                                 Person::players[j]->victim == Person::players[i] &&
                                                 (Person::players[j]->animTarget == spinkickanim) &&
                                                 Person::players[i]->isCrouch()) {
-                                                if (target >= 0)
+                                                if (target >= 0) {
                                                     target = -1;
-                                                else
+                                                } else {
                                                     target = j;
+                                                }
                                             }
                                         }
                                     }
-                                if (target >= 0)
+                                }
+                                if (target >= 0) {
                                     Person::players[target]->Reverse();
+                                }
                                 Person::players[i]->highreversaldelay = .5;
 
                                 if (Person::players[i]->isCrouch()) {
@@ -3907,15 +4174,17 @@ void Game::Tick()
                                  Person::players[i]->frameTarget > 0 &&
                                  !Person::players[i]->jumpkeydown &&
                                  Person::players[i]->crouchkeydown)) {
-                                if (Person::players[i]->aitype == passivetype)
+                                if (Person::players[i]->aitype == passivetype) {
                                     Person::players[i]->setTargetAnimation(walkanim);
-                                else
+                                } else {
                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
+                                }
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
@@ -3944,18 +4213,21 @@ void Game::Tick()
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
                             }
                             Person::players[i]->targetyaw -= 90;
-                            if (Person::players[i]->forwardkeydown)
+                            if (Person::players[i]->forwardkeydown) {
                                 Person::players[i]->targetyaw += 45;
-                            if (Person::players[i]->backkeydown)
+                            }
+                            if (Person::players[i]->backkeydown) {
                                 Person::players[i]->targetyaw -= 45;
+                            }
                             movekey = 1;
                         }
                         if (Person::players[i]->leftkeydown) {
@@ -3973,18 +4245,21 @@ void Game::Tick()
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
                             }
                             Person::players[i]->targetyaw += 90;
-                            if (Person::players[i]->forwardkeydown)
+                            if (Person::players[i]->forwardkeydown) {
                                 Person::players[i]->targetyaw -= 45;
-                            if (Person::players[i]->backkeydown)
+                            }
+                            if (Person::players[i]->backkeydown) {
                                 Person::players[i]->targetyaw += 45;
+                            }
                             movekey = 1;
                         }
                         if (Person::players[i]->backkeydown) {
@@ -4002,8 +4277,9 @@ void Game::Tick()
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
@@ -4020,8 +4296,9 @@ void Game::Tick()
                                 Person::players[i]->coords.y -= 1.4;
                                 Person::players[i]->grabdelay = 1;
                             }
-                            if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+                            if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
                                 Person::players[i]->targetyaw += 180;
+                            }
                             movekey = 1;
                         }
                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
@@ -4045,46 +4322,54 @@ void Game::Tick()
                                 facing.z = -1;
                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
 
-                                if (movekey)
+                                if (movekey) {
                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
-                                if (!movekey)
+                                }
+                                if (!movekey) {
                                     Person::players[i]->velocity = 0;
+                                }
 
                                 //Dodge sweep?
                                 target = -2;
-                                if (Person::players.size() > 1)
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
                                                 (Person::players[j]->victim == Person::players[i]) &&
                                                 (Person::players[j]->animTarget == sweepanim)) {
-                                                if (target >= 0)
+                                                if (target >= 0) {
                                                     target = -1;
-                                                else
+                                                } else {
                                                     target = j;
+                                                }
                                             }
                                         }
                                     }
-                                if (target >= 0)
+                                }
+                                if (target >= 0) {
                                     Person::players[i]->velocity.y = 1;
-                                else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+                                else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
                                     Person::players[i]->velocity.y = 7;
                                     Person::players[i]->crouchtogglekeydown = 1;
-                                } else
+                                } else {
                                     Person::players[i]->velocity.y = 5;
+                                }
 
                                 if (mousejump && i == 0 && devtools) {
-                                    if (!Person::players[i]->isLanding())
+                                    if (!Person::players[i]->isLanding()) {
                                         Person::players[i]->tempdeltav = deltav;
-                                    if (Person::players[i]->tempdeltav < 0)
+                                    }
+                                    if (Person::players[i]->tempdeltav < 0) {
                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+                                    }
                                 }
 
                                 Person::players[i]->coords.y += .2;
                                 Person::players[i]->jumppower -= 1;
 
-                                if (!i)
+                                if (!i) {
                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
+                                }
 
                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
                             }
@@ -4109,8 +4394,9 @@ void Game::Tick()
                                     Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if (((floatjump || editorenabled) && devtools) && i == 0)
+                            if (((floatjump || editorenabled) && devtools) && i == 0) {
                                 Person::players[i]->velocity.y += multiplier * 30;
+                            }
                         }
 
                         if (!movekey) {
@@ -4129,48 +4415,58 @@ void Game::Tick()
                             (Person::players[i]->aitype == attacktypecutoff ||
                              Person::players[i]->aitype == searchtype ||
                              (Person::players[i]->aitype == passivetype &&
-                              Person::players[i]->numwaypoints <= 1)))
+                              Person::players[i]->numwaypoints <= 1))) {
                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
-                        if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+                        }
+                        if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+                        }
                     }
                 }
-                if (Person::players[i]->animTarget == rollanim)
+                if (Person::players[i]->animTarget == rollanim) {
                     Person::players[i]->targetyaw = oldtargetyaw;
+                }
             }
 
             //Rotation
             for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
-                    if (Person::players[k]->yaw > Person::players[k]->targetyaw)
+                    if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
                         Person::players[k]->yaw -= 360;
-                    else
+                    } else {
                         Person::players[k]->yaw += 360;
+                    }
                 }
 
                 //stop to turn in right direction
-                if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
+                if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
+                }
 
-                if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
+                if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
                     Person::players[k]->targettilt = 0;
+                }
 
                 if (Person::players[k]->animTarget != jumpupanim &&
                     Person::players[k]->animTarget != backhandspringanim &&
                     Person::players[k]->animTarget != jumpdownanim &&
                     !Person::players[k]->isFlip()) {
                     Person::players[k]->targettilt = 0;
-                    if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
+                    if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
                         Person::players[k]->jumppower = 0;
+                    }
                     Person::players[k]->jumppower += multiplier * 7;
-                    if (Person::players[k]->isCrouch())
+                    if (Person::players[k]->isCrouch()) {
                         Person::players[k]->jumppower += multiplier * 7;
-                    if (Person::players[k]->jumppower > 5)
+                    }
+                    if (Person::players[k]->jumppower > 5) {
                         Person::players[k]->jumppower = 5;
+                    }
                 }
 
-                if (Person::players[k]->isRun())
+                if (Person::players[k]->isRun()) {
                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
+                }
 
                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
                 Person::players[k]->grabdelay -= multiplier;
@@ -4239,8 +4535,9 @@ void Game::Tick()
         }
     }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_F1))
+    if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
         Screenshot();
+    }
 }
 
 void Game::TickOnce()
@@ -4254,10 +4551,12 @@ void Game::TickOnce()
         } else {
             pitch += deltav * .7;
         }
-        if (pitch > 90)
+        if (pitch > 90) {
             pitch = 90;
-        if (pitch < -70)
+        }
+        if (pitch < -70) {
             pitch = -70;
+        }
     }
 }
 
@@ -4276,12 +4575,15 @@ void Game::TickOnceAfter()
     if (!mainmenu) {
         static int oldmusictype = musictype;
 
-        if (environment == snowyenvironment)
+        if (environment == snowyenvironment) {
             leveltheme = stream_snowtheme;
-        if (environment == grassyenvironment)
+        }
+        if (environment == grassyenvironment) {
             leveltheme = stream_grasstheme;
-        if (environment == desertenvironment)
+        }
+        if (environment == desertenvironment) {
             leveltheme = stream_deserttheme;
+        }
 
         realthreat = 0;
 
@@ -4299,16 +4601,19 @@ void Game::TickOnceAfter()
                 realthreat = 1;
             }
         }
-        if (Person::players[0]->dead)
+        if (Person::players[0]->dead) {
             musictype = stream_menutheme;
+        }
 
-        if (musictype == stream_fighttheme)
+        if (musictype == stream_fighttheme) {
             unseendelay = 1;
+        }
 
         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
             unseendelay -= multiplier;
-            if (unseendelay > 0)
+            if (unseendelay > 0) {
                 musictype = stream_fighttheme;
+            }
         }
 
         if (loading == 2) {
@@ -4319,57 +4624,75 @@ void Game::TickOnceAfter()
             musicvolume[3] = 0;
         }
 
-        if (musictoggle)
-            if (musictype != oldmusictype && musictype == stream_fighttheme)
+        if (musictoggle) {
+            if (musictype != oldmusictype && musictype == stream_fighttheme) {
                 emit_sound_np(alarmsound);
+            }
+        }
         musicselected = musictype;
 
-        if (musicselected == leveltheme)
+        if (musicselected == leveltheme) {
             musicvolume[0] += multiplier * 450;
-        else
+        } else {
             musicvolume[0] -= multiplier * 450;
-        if (musicselected == stream_fighttheme)
+        }
+        if (musicselected == stream_fighttheme) {
             musicvolume[1] += multiplier * 450;
-        else
+        } else {
             musicvolume[1] -= multiplier * 450;
-        if (musicselected == stream_menutheme)
+        }
+        if (musicselected == stream_menutheme) {
             musicvolume[2] += multiplier * 450;
-        else
+        } else {
             musicvolume[2] -= multiplier * 450;
+        }
 
         for (int i = 0; i < 3; i++) {
-            if (musicvolume[i] < 0)
+            if (musicvolume[i] < 0) {
                 musicvolume[i] = 0;
-            if (musicvolume[i] > 512)
+            }
+            if (musicvolume[i] > 512) {
                 musicvolume[i] = 512;
+            }
         }
 
-        if (musicvolume[2] > 128 && !loading && !mainmenu)
+        if (musicvolume[2] > 128 && !loading && !mainmenu) {
             musicvolume[2] = 128;
+        }
 
         if (musictoggle) {
-            if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
+            if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
                 emit_stream_np(leveltheme, musicvolume[0]);
-            if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
+            }
+            if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
                 emit_stream_np(stream_fighttheme, musicvolume[1]);
-            if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
+            }
+            if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
                 emit_stream_np(stream_menutheme, musicvolume[2]);
-            if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
+            }
+            if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
                 pause_sound(leveltheme);
-            if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
+            }
+            if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
                 pause_sound(stream_fighttheme);
-            if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
+            }
+            if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
                 pause_sound(stream_menutheme);
+            }
 
-            if (musicvolume[0] != oldmusicvolume[0])
+            if (musicvolume[0] != oldmusicvolume[0]) {
                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
-            if (musicvolume[1] != oldmusicvolume[1])
+            }
+            if (musicvolume[1] != oldmusicvolume[1]) {
                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
-            if (musicvolume[2] != oldmusicvolume[2])
+            }
+            if (musicvolume[2] != oldmusicvolume[2]) {
                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+            }
 
-            for (int i = 0; i < 3; i++)
+            for (int i = 0; i < 3; i++) {
                 oldmusicvolume[i] = musicvolume[i];
+            }
         } else {
             pause_sound(leveltheme);
             pause_sound(stream_fighttheme);
@@ -4384,14 +4707,16 @@ void Game::TickOnceAfter()
         Hotspot::killhotspot = 2;
         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
-                if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
+                if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
                     Hotspot::killhotspot = 0;
-                else if (Hotspot::killhotspot == 2)
+                } else if (Hotspot::killhotspot == 2) {
                     Hotspot::killhotspot = 1;
+                }
             }
         }
-        if (Hotspot::killhotspot == 2)
+        if (Hotspot::killhotspot == 2) {
             Hotspot::killhotspot = 0;
+        }
 
         winhotspot = false;
         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
@@ -4428,21 +4753,24 @@ void Game::TickOnceAfter()
             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
             if (winhotspot || windialogue) {
                 changedelay = 0.1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
 
             if (Hotspot::killhotspot) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
 
             if (changedelay > 0 && !Person::players[0]->dead && !won) {
@@ -4470,17 +4798,20 @@ void Game::TickOnceAfter()
             }
 
             if (!editorenabled && gameon && !mainmenu) {
-                if (changedelay != -999)
+                if (changedelay != -999) {
                     changedelay -= multiplier / 7;
-                if (Person::players[0]->dead)
+                }
+                if (Person::players[0]->dead) {
                     targetlevel = whichlevel;
+                }
                 if (loading == 2 && !campaign) {
                     flash();
 
                     fireSound(firestartsound);
 
-                    if (!Person::players[0]->dead && targetlevel != whichlevel)
+                    if (!Person::players[0]->dead && targetlevel != whichlevel) {
                         startbonustotal = bonustotal;
+                    }
 
                     LoadLevel(targetlevel);
                     fireSound();
@@ -4505,8 +4836,9 @@ void Game::TickOnceAfter()
                     (Person::players[0]->dead ||
                      (alldead && maptype == mapkilleveryone) ||
                      (winhotspot) ||
-                     (Hotspot::killhotspot)))
+                     (Hotspot::killhotspot))) {
                     loading = 1;
+                }
                 if ((Person::players[0]->dead ||
                      (alldead && maptype == mapkilleveryone) ||
                      (winhotspot) ||
@@ -4517,8 +4849,9 @@ void Game::TickOnceAfter()
                         winfreeze = true;
                         changedelay = -999;
                     }
-                    if (Person::players[0]->dead)
+                    if (Person::players[0]->dead) {
                         loading = 1;
+                    }
                 }
             }
 
@@ -4528,8 +4861,9 @@ void Game::TickOnceAfter()
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
-                    if (campaignlevels[actuallevel].nextlevel.empty())
+                    if (campaignlevels[actuallevel].nextlevel.empty()) {
                         endgame = 1;
+                    }
                 } else if (mainmenu == 0 && winfreeze) {
                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
 
@@ -4563,8 +4897,9 @@ void Game::TickOnceAfter()
                 }
             }
 
-            if (loading == 3)
+            if (loading == 3) {
                 loading = 0;
+            }
         }
 
         oldmusictype = musictype;
@@ -4578,15 +4913,17 @@ void Game::TickOnceAfter()
     viewerfacing = facing;
 
     if (!cameramode) {
-        if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+        if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
             target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
-        else
+        } else {
             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+        }
         target.y += .1;
         if (Person::players[0]->skeleton.free) {
             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
-                if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
+                if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
+                }
             }
             target.y += .1;
         }
@@ -4595,23 +4932,27 @@ void Game::TickOnceAfter()
             if (findLengthfast(&Person::players[0]->velocity) > 400) {
                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
             }
-            if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
+            if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
                 target.y += 1.4;
+            }
             coltarget = target - cameraloc;
-            if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+            if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
                 cameraloc = target;
-            else {
+            else {
                 Normalise(&coltarget);
-                if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
+                if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
-                else
+                } else {
                     cameraloc = cameraloc + coltarget * multiplier * 8;
+                }
             }
-            if (editorenabled)
+            if (editorenabled) {
                 cameraloc = target;
+            }
             cameradist += multiplier * 5;
-            if (cameradist > 2.3)
+            if (cameradist > 2.3) {
                 cameradist = 2.3;
+            }
             viewer = cameraloc - facing * cameradist;
             colviewer = viewer;
             coltarget = cameraloc;
@@ -4637,19 +4978,24 @@ void Game::TickOnceAfter()
                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
             }
         }
-        if (camerashake > .8)
+        if (camerashake > .8) {
             camerashake = .8;
+        }
         woozy += multiplier;
-        if (Person::players[0]->dead)
+        if (Person::players[0]->dead) {
             camerashake = 0;
-        if (Person::players[0]->dead)
+        }
+        if (Person::players[0]->dead) {
             woozy = 0;
+        }
         camerashake -= multiplier * 2;
         blackout -= multiplier * 2;
-        if (camerashake < 0)
+        if (camerashake < 0) {
             camerashake = 0;
-        if (blackout < 0)
+        }
+        if (blackout < 0) {
             blackout = 0;
+        }
         if (camerashake) {
             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
index 860957dc80692d63295428a8da192142c349f644..eedaea0753cf5040ad19e21803b30fa27875b997 100644 (file)
@@ -40,12 +40,15 @@ int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
 
     *p1 = *p1 - *move;
     *p2 = *p2 - *move;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
-    if (*rotate)
+    }
+    if (*rotate) {
         *p2 = DoRotation(*p2, 0, -*rotate, 0);
-    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+    }
+    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
         return -1;
+    }
     firstintersecting = -1;
 
     for (unsigned int j = 0; j < Triangles.size(); j++) {
@@ -58,8 +61,9 @@ int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
         }
     }
 
-    if (*rotate)
+    if (*rotate) {
         *p = DoRotation(*p, 0, *rotate, 0);
+    }
     *p = *p + *move;
     return firstintersecting;
 }
@@ -74,13 +78,16 @@ int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
 
     *p1 = *p1 - *move;
     *p2 = *p2 - *move;
-    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
         return -1;
+    }
     firstintersecting = -1;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
-    if (*rotate)
+    }
+    if (*rotate) {
         *p2 = DoRotation(*p2, 0, -*rotate, 0);
+    }
 
     for (unsigned int j = 0; j < possible.size(); j++) {
         if (possible[j] < Triangles.size()) {
@@ -94,8 +101,9 @@ int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
         }
     }
 
-    if (*rotate)
+    if (*rotate) {
         *p = DoRotation(*p, 0, *rotate, 0);
+    }
     *p = *p + *move;
     return firstintersecting;
 }
@@ -110,13 +118,16 @@ int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate)
 
     *p1 = *p1 - *move;
     *p2 = *p2 - *move;
-    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+    if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
         return -1;
+    }
     firstintersecting = -1;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
-    if (*rotate)
+    }
+    if (*rotate) {
         *p2 = DoRotation(*p2, 0, -*rotate, 0);
+    }
 
     for (unsigned int j = 0; j < possible.size(); j++) {
         if (possible[j] < Triangles.size()) {
@@ -134,8 +145,9 @@ int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate)
         *p2 -= Triangles[firstintersecting].facenormal * distance;
     }
 
-    if (*rotate)
+    if (*rotate) {
         *p2 = DoRotation(*p2, 0, *rotate, 0);
+    }
     *p2 = *p2 + *move;
     return firstintersecting;
 }
@@ -154,10 +166,12 @@ int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
 
     oldp1 = *p1;
     *p1 = *p1 - *move;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
-    if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius)
+    }
+    if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
         return -1;
+    }
 
     for (i = 0; i < 4; i++) {
         for (unsigned int j = 0; j < Triangles.size(); j++) {
@@ -165,14 +179,18 @@ int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
             distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
             if (distance < radius) {
                 point = *p1 - Triangles[j].facenormal * distance;
-                if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+                if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) {
                     intersecting = 1;
-                if (!intersecting)
+                }
+                if (!intersecting) {
                     intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
-                if (!intersecting)
+                }
+                if (!intersecting) {
                     intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
-                if (!intersecting)
+                }
+                if (!intersecting) {
                     intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
+                }
                 if (intersecting) {
                     *p1 += Triangles[j].facenormal * (distance - radius);
                 }
@@ -184,11 +202,13 @@ int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
             }
         }
     }
-    if (*rotate)
+    if (*rotate) {
         *p = DoRotation(*p, 0, *rotate, 0);
+    }
     *p = *p + *move;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, *rotate, 0);
+    }
     *p1 += *move;
     return firstintersecting;
 }
@@ -209,8 +229,9 @@ int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
 
     possible.clear();
 
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
+    }
     if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
         *p1 = oldp1;
         return -1;
@@ -221,14 +242,18 @@ int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
         distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
         if (distance < radius) {
             point = *p1 - Triangles[j].facenormal * distance;
-            if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+            if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) {
                 intersecting = 1;
-            if (!intersecting)
+            }
+            if (!intersecting) {
                 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
-            if (!intersecting)
+            }
+            if (!intersecting) {
                 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
-            if (!intersecting)
+            }
+            if (!intersecting) {
                 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
+            }
             if (intersecting) {
                 possible.push_back(j);
             }
@@ -238,8 +263,9 @@ int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
             firstintersecting = j;
         }
     }
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, *rotate, 0);
+    }
     *p1 += *move;
 
     return firstintersecting;
@@ -247,8 +273,9 @@ int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
 
 void Model::UpdateVertexArray()
 {
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     if (flat) {
         for (unsigned int i = 0; i < Triangles.size(); i++) {
@@ -315,8 +342,9 @@ void Model::UpdateVertexArray()
 
 void Model::UpdateVertexArrayNoTex()
 {
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     if (flat) {
         for (unsigned int i = 0; i < Triangles.size(); i++) {
@@ -371,8 +399,9 @@ void Model::UpdateVertexArrayNoTex()
 
 void Model::UpdateVertexArrayNoTexNoNorm()
 {
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     for (unsigned int i = 0; i < Triangles.size(); i++) {
         unsigned int j = i * 24;
@@ -709,8 +738,9 @@ void Model::Scale(float xscale, float yscale, float zscale)
 
 void Model::ScaleNormals(float xscale, float yscale, float zscale)
 {
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     for (int i = 0; i < vertexNum; i++) {
         normals[i].x *= xscale;
@@ -773,8 +803,9 @@ void Model::CalculateNormals(bool facenormalise)
 {
     Game::LoadingScreen();
 
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     for (int i = 0; i < vertexNum; i++) {
         normals[i].x = 0;
@@ -796,8 +827,9 @@ void Model::CalculateNormals(bool facenormalise)
         normals[Triangles[i].vertex[2]].x += Triangles[i].facenormal.x;
         normals[Triangles[i].vertex[2]].y += Triangles[i].facenormal.y;
         normals[Triangles[i].vertex[2]].z += Triangles[i].facenormal.z;
-        if (facenormalise)
+        if (facenormalise) {
             Normalise(&Triangles[i].facenormal);
+        }
     }
     for (int i = 0; i < vertexNum; i++) {
         Normalise(&normals[i]);
@@ -846,8 +878,9 @@ void Model::drawimmediate()
 
 void Model::draw()
 {
-    if (type != normaltype && type != decalstype)
+    if (type != normaltype && type != decalstype) {
         return;
+    }
 
     glEnableClientState(GL_NORMAL_ARRAY);
     glEnableClientState(GL_VERTEX_ARRAY);
@@ -913,8 +946,9 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
         glDepthMask(0);
         for (unsigned int i = 0; i < decals.size(); i++) {
-            if (decals[i].type == blooddecalfast && decals[i].alivetime < 2)
+            if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) {
                 decals[i].alivetime = 2;
+            }
 
             if (decals[i].type != lasttype) {
                 if (decals[i].type == shadowdecal) {
@@ -955,15 +989,18 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
             }
             if (decals[i].type == breakdecal) {
                 glColor4f(1, 1, 1, decals[i].opacity);
-                if (decals[i].alivetime > 58)
+                if (decals[i].alivetime > 58) {
                     glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
+                }
             }
             if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
                 glColor4f(1, 1, 1, decals[i].opacity);
-                if (decals[i].alivetime < 4)
+                if (decals[i].alivetime < 4) {
                     glColor4f(1, 1, 1, decals[i].opacity * decals[i].alivetime * .25);
-                if (decals[i].alivetime > 58)
+                }
+                if (decals[i].alivetime > 58) {
                     glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
+                }
             }
             lasttype = decals[i].type;
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
@@ -981,14 +1018,18 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
         }
         for (int i = decals.size() - 1; i >= 0; i--) {
             decals[i].alivetime += multiplier;
-            if (decals[i].type == blooddecalslow)
+            if (decals[i].type == blooddecalslow) {
                 decals[i].alivetime -= multiplier * 2 / 3;
-            if (decals[i].type == blooddecalfast)
+            }
+            if (decals[i].type == blooddecalfast) {
                 decals[i].alivetime += multiplier * 4;
-            if (decals[i].type == shadowdecal)
+            }
+            if (decals[i].type == shadowdecal) {
                 DeleteDecal(i);
-            if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60)
+            }
+            if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) {
                 DeleteDecal(i);
+            }
         }
         glAlphaFunc(GL_GREATER, 0.0001);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -998,8 +1039,9 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
 void Model::DeleteDecal(int which)
 {
     if (decalstoggle) {
-        if (type != decalstype)
+        if (type != decalstype) {
             return;
+        }
         decals.erase(decals.begin() + which);
     }
 }
@@ -1007,14 +1049,15 @@ void Model::DeleteDecal(int which)
 void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity, float* rotation)
 {
     if (decalstoggle) {
-        if (type != decalstype)
+        if (type != decalstype) {
             return;
+        }
 
         static XYZ rot;
         static float distance;
 
-        if (*opacity > 0)
-            if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size))
+        if (*opacity > 0) {
+            if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) {
                 for (unsigned int i = 0; i < Triangles.size(); i++) {
                     if (Triangles[i].facenormal.y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) {
                         distance = abs(((Triangles[i].facenormal.x * where->x) + (Triangles[i].facenormal.y * where->y) + (Triangles[i].facenormal.z * where->z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))) / Triangles[i].facenormal.y);
@@ -1022,9 +1065,9 @@ void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity,
                         if ((*opacity - distance / 10) > 0) {
                             Decal decal(*where, atype, *opacity - distance / 10, *rotation, *size, *this, i, 0);
 
-                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
-                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
-                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
                                         if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
                                             if (decal.rotation) {
                                                 for (int j = 0; j < 3; j++) {
@@ -1040,32 +1083,38 @@ void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity,
                                                 decals.push_back(decal);
                                             }
                                         }
+                                    }
+                                }
+                            }
                         }
                     }
                 }
+            }
+        }
     }
 }
 
 void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, float rotation)
 {
     if (decalstoggle) {
-        if (type != decalstype)
+        if (type != decalstype) {
             return;
+        }
 
         static XYZ rot;
         static float distance;
 
-        if (opacity > 0)
-            if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size))
+        if (opacity > 0) {
+            if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) {
                 for (unsigned int i = 0; i < Triangles.size(); i++) {
                     distance = abs(((Triangles[i].facenormal.x * where.x) + (Triangles[i].facenormal.y * where.y) + (Triangles[i].facenormal.z * where.z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))));
                     if (distance < .02 && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.x) && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.z)) {
                         if ((opacity - distance / 10) > 0) {
                             Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 0);
 
-                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
-                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
-                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
                                         if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
                                             if (decal.rotation) {
                                                 for (int j = 0; j < 3; j++) {
@@ -1081,14 +1130,17 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl
                                                 decals.push_back(decal);
                                             }
                                         }
+                                    }
+                                }
+                            }
                         }
                     } else if (distance < .02 && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.z)) {
                         if ((opacity - distance / 10) > 0) {
                             Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 1);
 
-                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
-                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
-                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
                                         if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
                                             if (decal.rotation) {
                                                 for (int j = 0; j < 3; j++) {
@@ -1104,14 +1156,17 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl
                                                 decals.push_back(decal);
                                             }
                                         }
+                                    }
+                                }
+                            }
                         }
                     } else if (distance < .02 && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.x)) {
                         if ((opacity - distance / 10) > 0) {
                             Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 2);
 
-                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
-                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
-                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+                            if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+                                if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+                                    if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
                                         if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
                                             if (decal.rotation) {
                                                 for (int j = 0; j < 3; j++) {
@@ -1127,9 +1182,14 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl
                                                 decals.push_back(decal);
                                             }
                                         }
+                                    }
+                                }
+                            }
                         }
                     }
                 }
+            }
+        }
     }
 }
 
@@ -1154,20 +1214,24 @@ Model::~Model()
 
 void Model::deallocate()
 {
-    if (owner)
+    if (owner) {
         free(owner);
+    }
     owner = 0;
 
-    if (vertex)
+    if (vertex) {
         free(vertex);
+    }
     vertex = 0;
 
-    if (normals)
+    if (normals) {
         free(normals);
+    }
     normals = 0;
 
-    if (vArray)
+    if (vArray) {
         free(vArray);
+    }
     vArray = 0;
 
     decals.clear();
index fc1cae2f09ecb1b56e2bc2cf0d6b0e36bbd1645b..c2b2d9ef6da625a79bf492bd4bdd11be853912b1 100644 (file)
@@ -135,14 +135,18 @@ void Sprite::Draw()
                     break;
                 case splintersprite:
                     if (lastspecial != sprites[i]->special) {
-                        if (sprites[i]->special == 0)
+                        if (sprites[i]->special == 0) {
                             splintertexture.bind();
-                        if (sprites[i]->special == 1)
+                        }
+                        if (sprites[i]->special == 1) {
                             leaftexture.bind();
-                        if (sprites[i]->special == 2)
+                        }
+                        if (sprites[i]->special == 2) {
                             snowflaketexture.bind();
-                        if (sprites[i]->special == 3)
+                        }
+                        if (sprites[i]->special == 3) {
                             toothtexture.bind();
+                        }
                         if (!blend) {
                             blend = 1;
                             glAlphaFunc(GL_GREATER, 0.0001);
@@ -185,20 +189,23 @@ void Sprite::Draw()
                     break;
             }
         }
-        if (sprites[i]->type == snowsprite)
+        if (sprites[i]->type == snowsprite) {
             distancemult = (144 - (distsq(&tempviewer, &sprites[i]->position) - (144 * fadestart)) * (1 / (1 - fadestart))) / 144;
-        else
+        } else {
             distancemult = (viewdistsquared - (distsq(&viewer, &sprites[i]->position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
+        }
         if (sprites[i]->type == flamesprite) {
-            if (distancemult >= 1)
+            if (distancemult >= 1) {
                 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
-            else
+            } else {
                 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
+            }
         } else {
-            if (distancemult >= 1)
+            if (distancemult >= 1) {
                 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity);
-            else
+            } else {
                 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult);
+            }
         }
         lasttype = sprites[i]->type;
         lastspecial = sprites[i]->special;
@@ -224,35 +231,41 @@ void Sprite::Draw()
         glRotatef(sprites[i]->rotation, 0, 0, 1);
 
         if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
-            if (sprites[i]->alivetime < .14)
+            if (sprites[i]->alivetime < .14) {
                 glScalef(sprites[i]->alivetime / .14, sprites[i]->alivetime / .14, sprites[i]->alivetime / .14);
+            }
         }
         if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
             if (sprites[i]->alivetime < .3) {
-                if (distancemult >= 1)
+                if (distancemult >= 1) {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
-                if (distancemult < 1)
+                }
+                if (distancemult < 1) {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
+                }
             }
         }
         if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
             if (sprites[i]->alivetime < .2) {
-                if (distancemult >= 1)
+                if (distancemult >= 1) {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->alivetime / .2);
-                else
+                } else {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult * sprites[i]->alivetime / .2);
+                }
             } else {
-                if (distancemult >= 1)
+                if (distancemult >= 1) {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
-                else
+                } else {
                     glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
+                }
             }
         }
         if (sprites[i]->type == splintersprite && (sprites[i]->special == 0 || sprites[i]->special == 3)) {
-            if (distancemult >= 1)
+            if (distancemult >= 1) {
                 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
-            else
+            } else {
                 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
+            }
         }
 
         glBegin(GL_TRIANGLES);
@@ -278,10 +291,12 @@ void Sprite::Draw()
             sprites[i]->position += sprites[i]->velocity * multiplier;
             sprites[i]->velocity += windvector * multiplier;
         }
-        if (sprites[i]->type == flamesprite || sprites[i]->type == smoketype)
+        if (sprites[i]->type == flamesprite || sprites[i]->type == smoketype) {
             sprites[i]->position += windvector * multiplier / 2;
-        if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite))
+        }
+        if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
             multiplier *= sprites[i]->speed * .7;
+        }
         sprites[i]->alivetime += multiplier;
 
         if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
@@ -307,18 +322,24 @@ void Sprite::Draw()
             sprites[i]->rotation += multiplier * 360;
             sprites[i]->position.y -= multiplier;
             sprites[i]->position += windvector * multiplier;
-            if (sprites[i]->position.y < tempviewer.y - 6)
+            if (sprites[i]->position.y < tempviewer.y - 6) {
                 sprites[i]->position.y += 12;
-            if (sprites[i]->position.y > tempviewer.y + 6)
+            }
+            if (sprites[i]->position.y > tempviewer.y + 6) {
                 sprites[i]->position.y -= 12;
-            if (sprites[i]->position.z < tempviewer.z - 6)
+            }
+            if (sprites[i]->position.z < tempviewer.z - 6) {
                 sprites[i]->position.z += 12;
-            if (sprites[i]->position.z > tempviewer.z + 6)
+            }
+            if (sprites[i]->position.z > tempviewer.z + 6) {
                 sprites[i]->position.z -= 12;
-            if (sprites[i]->position.x < tempviewer.x - 6)
+            }
+            if (sprites[i]->position.x < tempviewer.x - 6) {
                 sprites[i]->position.x += 12;
-            if (sprites[i]->position.x > tempviewer.x + 6)
+            }
+            if (sprites[i]->position.x > tempviewer.x + 6) {
                 sprites[i]->position.x -= 12;
+            }
         }
         if (sprites[i]->type == bloodsprite) {
             bool spritehit = 0;
@@ -333,13 +354,15 @@ void Sprite::Draw()
                     if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
                         where = sprites[i]->oldposition;
                         where -= Person::players[j]->coords;
-                        if (!Person::players[j]->skeleton.free)
+                        if (!Person::players[j]->skeleton.free) {
                             where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
+                        }
                         startpoint = where;
                         where = sprites[i]->position;
                         where -= Person::players[j]->coords;
-                        if (!Person::players[j]->skeleton.free)
+                        if (!Person::players[j]->skeleton.free) {
                             where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
+                        }
                         endpoint = where;
 
                         movepoint = 0;
@@ -361,13 +384,15 @@ void Sprite::Draw()
                             k = terrain.patchobjects[whichpatchx][whichpatchz][j];
                             start = sprites[i]->oldposition;
                             end = sprites[i]->position;
-                            if (!spritehit)
+                            if (!spritehit) {
                                 if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
-                                    if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0))
+                                    if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0)) {
                                         Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360);
+                                    }
                                     DeleteSprite(i);
                                     spritehit = 1;
                                 }
+                            }
                         }
                     }
                 }
@@ -382,17 +407,21 @@ void Sprite::Draw()
         if (sprites[i]->type == splintersprite) {
             sprites[i]->rotation += sprites[i]->rotatespeed * multiplier;
             sprites[i]->opacity -= multiplier / 2;
-            if (sprites[i]->special == 0 || sprites[i]->special == 2 || sprites[i]->special == 3)
+            if (sprites[i]->special == 0 || sprites[i]->special == 2 || sprites[i]->special == 3) {
                 sprites[i]->velocity.y += gravity * multiplier;
-            if (sprites[i]->special == 1)
+            }
+            if (sprites[i]->special == 1) {
                 sprites[i]->velocity.y += gravity * multiplier * .5;
+            }
         }
         if (sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite) {
             sprites[i]->rotation += multiplier * sprites[i]->rotatespeed;
             sprites[i]->opacity -= multiplier * 5 / 4;
-            if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite)
-                if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0)))
+            if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite) {
+                if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0))) {
                     MakeSprite(smoketype, sprites[i]->position, sprites[i]->velocity, .9, .9, .6, sprites[i]->size * 1.2, .4);
+                }
+            }
             if (sprites[i]->alivetime > .14 && (sprites[i]->type == flamesprite)) {
                 sprites[i]->velocity = 0;
                 sprites[i]->velocity.y = 1.5;
@@ -403,24 +432,29 @@ void Sprite::Draw()
             sprites[i]->color[0] -= multiplier;
             sprites[i]->color[1] -= multiplier;
             sprites[i]->color[2] -= multiplier;
-            if (sprites[i]->color[0] < .6)
+            if (sprites[i]->color[0] < .6) {
                 sprites[i]->color[0] = .6;
-            if (sprites[i]->color[1] < .6)
+            }
+            if (sprites[i]->color[1] < .6) {
                 sprites[i]->color[1] = .6;
-            if (sprites[i]->color[2] < .6)
+            }
+            if (sprites[i]->color[2] < .6) {
                 sprites[i]->color[2] = .6;
+            }
             sprites[i]->size += multiplier;
             sprites[i]->velocity = 0;
             sprites[i]->velocity.y = 1.5;
             sprites[i]->rotation += multiplier * sprites[i]->rotatespeed / 5;
         }
-        if (sprites[i]->opacity <= 0 || sprites[i]->size <= 0)
+        if (sprites[i]->opacity <= 0 || sprites[i]->size <= 0) {
             DeleteSprite(i);
+        }
     }
-    if (check)
+    if (check) {
         for (int i = sprites.size() - 1; i >= 0; i--) {
             sprites[i]->oldposition = sprites[i]->position;
         }
+    }
     glAlphaFunc(GL_GREATER, 0.0001);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 }
index a5b60b8701bc6b50182a397a12be917a33c79d30..6998c7a65557b5bad34dbbc386496c0c10e802fd 100644 (file)
@@ -69,12 +69,13 @@ void Text::BuildFont() // Build Our Font Display List
         glTexCoord2f(cx, 1 - cy - +.001);                    // Texture Coord (Top Left)
         glVertex2i(0, 16);                                   // Vertex Coord (Top Left)
         glEnd();                                             // Done Building Our Quad (Character)
-        if (loop < 256)
+        if (loop < 256) {
             glTranslated(10, 0, 0); // Move To The Right Of The Character
-        else
+        } else {
             glTranslated(8, 0, 0); // Move To The Right Of The Character
-        glEndList();               // Done Building The Display List
-    }                              // Loop Until All 256 Are Built
+        }
+        glEndList(); // Done Building The Display List
+    }                // Loop Until All 256 Are Built
 }
 
 void Text::_glPrint(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end, int offset) // Where The Printing Happens
index 69ff28ed5931727020b143305554da462f5bd0c7..4b4b9ea7636e50e8811cdb1b114b679f93ca658b 100644 (file)
@@ -39,8 +39,9 @@ void TextureRes::load()
 
     skinsize = texture.sizeX;
     GLuint type = GL_RGBA;
-    if (texture.bpp == 24)
+    if (texture.bpp == 24) {
         type = GL_RGB;
+    }
 
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
@@ -62,9 +63,11 @@ void TextureRes::load()
         const int nb = texture.sizeY * texture.sizeX * (texture.bpp / 8);
         data = (GLubyte*)malloc(nb * sizeof(GLubyte));
         datalen = 0;
-        for (int i = 0; i < nb; i++)
-            if ((i + 1) % 4 || type == GL_RGB)
+        for (int i = 0; i < nb; i++) {
+            if ((i + 1) % 4 || type == GL_RGB) {
                 data[datalen++] = texture.data[i];
+            }
+        }
         glTexImage2D(GL_TEXTURE_2D, 0, type, texture.sizeX, texture.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
     } else {
         glTexImage2D(GL_TEXTURE_2D, 0, type, texture.sizeX, texture.sizeY, 0, type, GL_UNSIGNED_BYTE, texture.data);
@@ -122,8 +125,9 @@ void Texture::load(const string& filename, bool hasMipmap, GLubyte* array, int*
 
 void Texture::bind()
 {
-    if (tex)
+    if (tex) {
         tex->bind();
-    else
+    } else {
         glBindTexture(GL_TEXTURE_2D, 0);
+    }
 }
index b5da1db17b1696532ae8af371c5d85c9cf65e616..7fa37a83bb55cf1f2897c1498d340c8d9dc3d2b1 100644 (file)
@@ -49,8 +49,9 @@ static const int bonus_values[bonus_count] = {
 
 void award_bonus(int playerid, int bonusid, int alt_value)
 {
-    if (playerid != 0)
+    if (playerid != 0) {
         return;
+    }
     bonus = bonusid;
     bonustime = 0;
     bonusvalue = alt_value ? alt_value : bonus_values[bonusid];
@@ -84,8 +85,9 @@ int award_awards(int* awards)
     }
     bool alldead = true;
     for (unsigned i = 1; i < Person::players.size(); i++) {
-        if (Person::players[i]->dead != 2)
+        if (Person::players[i]->dead != 2) {
             alldead = 0;
+        }
     }
     if (alldead) {
         awards[numawards] = awardalldead;
@@ -93,8 +95,9 @@ int award_awards(int* awards)
     }
     alldead = 1;
     for (unsigned i = 1; i < Person::players.size(); i++) {
-        if (Person::players[i]->dead != 1)
+        if (Person::players[i]->dead != 1) {
             alldead = 0;
+        }
     }
     if (alldead) {
         awards[numawards] = awardnodead;
@@ -134,8 +137,9 @@ int award_awards(int* awards)
     }
     alldead = 1;
     for (unsigned i = 1; i < Person::players.size(); i++) {
-        if (Person::players[i]->dead != 2)
+        if (Person::players[i]->dead != 2) {
             alldead = 0;
+        }
     }
     if (numafterkill > 0 && alldead) {
         awards[numawards] = awardbrutal;
index 0ff7392de00f3d8198999893e3ad2d2b5198a183..410abcc7535c3177a203ee5f0dc79a70d82219e9 100644 (file)
@@ -45,8 +45,9 @@ std::vector<std::string> ListCampaigns()
     std::vector<std::string> campaignNames;
     while ((campaign = readdir(campaigns)) != NULL) {
         std::string name(campaign->d_name);
-        if (name.length() < 5)
+        if (name.length() < 5) {
             continue;
+        }
         if (!name.compare(name.length() - 4, 4, ".txt")) {
             campaignNames.push_back(name.substr(0, name.length() - 4));
         }
index ce15da6d2a508b9b92b8e249c79f8dbf6df9b117..79740e0ceb5c3ff4cc568c4ff4bb54a478142b25 100644 (file)
@@ -69,8 +69,9 @@ std::string funpackf_string(FILE* tfile, int maxlength)
     char* text = new char[maxlength];
     for (m = 0; m < templength; m++) {
         funpackf(tfile, "Bb", &text[m]);
-        if (text[m] == '\0')
+        if (text[m] == '\0') {
             break;
+        }
     }
     text[m] = 0;
     std::string result(text);
@@ -104,8 +105,9 @@ DialogScene::DialogScene(FILE* tfile)
     funpackf(tfile, "Bi", &participantfocus);
     funpackf(tfile, "Bi", &participantaction);
 
-    for (int m = 0; m < 10; m++)
+    for (int m = 0; m < 10; m++) {
         funpackf(tfile, "Bf Bf Bf", &participantfacing[m].x, &participantfacing[m].y, &participantfacing[m].z);
+    }
 
     funpackf(tfile, "Bf Bf", &camerayaw, &camerapitch);
 }
@@ -143,8 +145,9 @@ DialogScene::DialogScene(ifstream& ipstream)
     ipstream.ignore(256, ' ');
     getline(ipstream, text);
     for (int j = 0; j < 128; j++) {
-        if (text[j] == '\\')
+        if (text[j] == '\\') {
             text[j] = '\n';
+        }
     }
     ipstream.ignore(256, ':');
     ipstream >> sound;
@@ -228,8 +231,9 @@ void DialogScene::save(FILE* tfile)
     fpackf(tfile, "Bi", participantfocus);
     fpackf(tfile, "Bi", participantaction);
 
-    for (int m = 0; m < 10; m++)
+    for (int m = 0; m < 10; m++) {
         fpackf(tfile, "Bf Bf Bf", participantfacing[m].x, participantfacing[m].y, participantfacing[m].z);
+    }
 
     fpackf(tfile, "Bf Bf", camerayaw, camerapitch);
 }
index dc1ad47ede75df9ef573d30f74f97b681724282f..4ed303322a9f854cd1348c969978719d1cad4d61 100644 (file)
@@ -94,8 +94,9 @@ Duration AbsoluteDeltaToDuration(AbsoluteTime& a, AbsoluteTime& b)
     value2 |= b.lo;
     value -= value2;
 
-    if (value <= 0)
+    if (value <= 0) {
         return durationImmediate;
+    }
 
     __int64 frac = value % g_appTime.counterRate;
     value /= g_appTime.counterRate;
index 516b9ce65ffb38da79a1b2457bcdf530dca01830..3c7f21b8c0d363df6ced2e2df6a1574e8f240183 100644 (file)
@@ -99,31 +99,42 @@ int FRUSTUM::
 
     for (int i = 0; i < 6; i++) {
         c = 0;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (c == 0)
+        }
+        if (c == 0) {
             return 0;
-        if (c == 8)
+        }
+        if (c == 8) {
             c2++;
+        }
     }
-    if (c2 >= 6)
+    if (c2 >= 6) {
         return 2;
-    else
+    } else {
         return 1;
+    }
 }
 
 int FRUSTUM::
@@ -133,31 +144,42 @@ int FRUSTUM::
 
     for (int i = 0; i < 6; i++) {
         c = 0;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0)
+        }
+        if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) {
             c++;
-        if (c == 0)
+        }
+        if (c == 0) {
             return 0;
-        if (c == 8)
+        }
+        if (c == 8) {
             c2++;
+        }
     }
-    if (c2 >= 6)
+    if (c2 >= 6) {
         return 2;
-    else
+    } else {
         return 1;
+    }
 }
 
 int FRUSTUM::
@@ -166,13 +188,15 @@ int FRUSTUM::
     static int c2;
 
     for (int i = 0; i < 6; i++) {
-        if (frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1 * radius)
+        if (frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1 * radius) {
             c2++;
-        else
+        } else {
             return 0;
+        }
     }
-    if (c2 >= 6)
+    if (c2 >= 6) {
         return 2;
-    else
+    } else {
         return 1;
+    }
 }
index 113ddf55f5ddb01605fa8514790d0e88d3f9f9f3..a78655ab79e8f1fc19dc66976cfd6715fd7b7345 100644 (file)
@@ -85,15 +85,17 @@ bool PointInTriangle(XYZ* p, XYZ normal, XYZ* p1, XYZ* p2, XYZ* p3)
         b = u0 / u2;
         if (0.0f <= b && b <= 1.0f) {
             a = (v0 - b * v2) / v1;
-            if ((a >= 0.0f) && ((a + b) <= 1.0f))
+            if ((a >= 0.0f) && ((a + b) <= 1.0f)) {
                 bInter = 1;
+            }
         }
     } else {
         b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1);
         if (0.0f <= b && b <= 1.0f) {
             a = (u0 - b * u2) / u1;
-            if ((a >= 0.0f) && ((a + b) <= 1.0f))
+            if ((a >= 0.0f) && ((a + b) <= 1.0f)) {
                 bInter = 1;
+            }
         }
     }
 
@@ -115,14 +117,16 @@ bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p)
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
+    }
     mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1) // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
+    }
 
     if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
@@ -146,14 +150,16 @@ float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p)
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
+    }
     mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1) // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
+    }
 
     if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
@@ -172,14 +178,16 @@ float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZ* p)
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
+    }
     mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1) // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
+    }
 
     if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
@@ -202,14 +210,16 @@ float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* p)
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2->x - p1->x) + n.y * (p2->y - p1->y) + n.z * (p2->z - p1->z);
-    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
+    }
     mu = -(d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom;
     p->x = p1->x + mu * (p2->x - p1->x);
     p->y = p1->y + mu * (p2->y - p1->y);
     p->z = p1->z + mu * (p2->z - p1->z);
-    if (mu < 0 || mu > 1) // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
+    }
 
     if (!PointInTriangle(p, n, pa, pb, pc)) {
         return 0;
@@ -227,14 +237,16 @@ float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* n, XYZ* p)
 
     //Calculate the position on the line that intersects the plane
     denom = n->x * (p2->x - p1->x) + n->y * (p2->y - p1->y) + n->z * (p2->z - p1->z);
-    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
+    }
     mu = -(d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom;
     p->x = p1->x + mu * (p2->x - p1->x);
     p->y = p1->y + mu * (p2->y - p1->y);
     p->z = p1->z + mu * (p2->z - p1->z);
-    if (mu < 0 || mu > 1) // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
+    }
 
     if (!PointInTriangle(p, *n, pa, pb, pc)) {
         return 0;
index 4242ff03670609bcf1c6affaa2a8d086baba3ce6..b181769562e05babc5327ea7298dfccb650bf4d1 100644 (file)
@@ -120,32 +120,36 @@ void Menu::addMapLabel(int id, const string& text, int x, int y, float r, float
 
 void Menu::setText(int id, const string& text)
 {
-    for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++)
+    for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
         if (it->id == id) {
             it->text = text;
             it->w = it->text.length() * 10;
             break;
         }
+    }
 }
 
 void Menu::setText(int id, const string& text, int x, int y, int w, int h)
 {
-    for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++)
+    for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
         if (it->id == id) {
             it->text = text;
             it->x = x;
             it->y = y;
-            if (w == -1)
+            if (w == -1) {
                 it->w = it->text.length() * 10;
-            if (h == -1)
+            }
+            if (h == -1) {
                 it->h = 20;
+            }
             break;
         }
+    }
 }
 
 int Menu::getSelected(int mousex, int mousey)
 {
-    for (vector<MenuItem>::reverse_iterator it = items.rbegin(); it != items.rend(); it++)
+    for (vector<MenuItem>::reverse_iterator it = items.rbegin(); it != items.rend(); it++) {
         if (it->type == MenuItem::BUTTON || it->type == MenuItem::IMAGEBUTTON || it->type == MenuItem::MAPMARKER) {
             int mx = mousex;
             int my = mousey;
@@ -153,9 +157,11 @@ int Menu::getSelected(int mousex, int mousey)
                 mx -= 1;
                 my += 2;
             }
-            if (mx >= it->x && mx < it->x + it->w && my >= it->y && my < it->y + it->h)
+            if (mx >= it->x && mx < it->x + it->w && my >= it->y && my < it->y + it->h) {
                 return it->id;
+            }
         }
+    }
     return -1;
 }
 
@@ -164,12 +170,14 @@ void Menu::handleFadeEffect()
     for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
         if (it->id == Game::selected) {
             it->effectfade += multiplier * 5;
-            if (it->effectfade > 1)
+            if (it->effectfade > 1) {
                 it->effectfade = 1;
+            }
         } else {
             it->effectfade -= multiplier * 5;
-            if (it->effectfade < 0)
+            if (it->effectfade < 0) {
                 it->effectfade = 0;
+            }
         }
     }
 }
@@ -292,18 +300,24 @@ void Menu::updateSettingsMenu()
     }
     setText(0, sbuf);
     setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
-    if (newdetail == 0)
+    if (newdetail == 0) {
         setText(1, "Detail: Low");
-    if (newdetail == 1)
+    }
+    if (newdetail == 1) {
         setText(1, "Detail: Medium");
-    if (newdetail == 2)
+    }
+    if (newdetail == 2) {
         setText(1, "Detail: High");
-    if (bloodtoggle == 0)
+    }
+    if (bloodtoggle == 0) {
         setText(2, "Blood: Off");
-    if (bloodtoggle == 1)
+    }
+    if (bloodtoggle == 1) {
         setText(2, "Blood: On, low detail");
-    if (bloodtoggle == 2)
+    }
+    if (bloodtoggle == 2) {
         setText(2, "Blood: On, high detail (slower)");
+    }
     setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
     setText(5, decalstoggle ? "Decals: Enabled (slower)" : "Decals: Disabled");
     setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
@@ -445,10 +459,11 @@ void Menu::Load()
             addButton(2, "No", 10, 320);
             break;
         case 7:
-            if (Account::getNbAccounts() < 8)
+            if (Account::getNbAccounts() < 8) {
                 addButton(0, "New User", 10, 400);
-            else
+            } else {
                 addLabel(0, "No More Users", 10, 400);
+            }
             addLabel(-2, "", 20, 400);
             addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
             for (int i = 0; i < Account::getNbAccounts(); i++) {
@@ -474,8 +489,9 @@ void Menu::Load()
                 int fasttime = (int)round(Account::active().getFastTime(i));
                 name += to_string(int((fasttime - fasttime % 60) / 60));
                 name += ":";
-                if (fasttime % 60 < 10)
+                if (fasttime % 60 < 10) {
                     name += "0";
+                }
                 name += to_string(fasttime % 60);
 
                 addButton(i, name, 10, 400 - i * 25, i > Account::active().getProgress() ? 0.5 : 1, 0, 0);
@@ -544,8 +560,9 @@ void Menu::Tick()
         Account::active().endGame();
         endgame = 0;
     }
-    if (mainmenu == 10)
+    if (mainmenu == 10) {
         endgame = 2;
+    }
     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON_RIGHT) && selected == 1) {
         stereoseparation -= 0.001;
         updateStereoConfigMenu();
@@ -575,18 +592,24 @@ void Menu::Tick()
                         fireSound();
                         flash();
                         mainmenu = 3;
-                        if (newdetail > 2)
+                        if (newdetail > 2) {
                             newdetail = detail;
-                        if (newdetail < 0)
+                        }
+                        if (newdetail < 0) {
                             newdetail = detail;
-                        if (newscreenwidth > 3000)
+                        }
+                        if (newscreenwidth > 3000) {
                             newscreenwidth = screenwidth;
-                        if (newscreenwidth < 0)
+                        }
+                        if (newscreenwidth < 0) {
                             newscreenwidth = screenwidth;
-                        if (newscreenheight > 3000)
+                        }
+                        if (newscreenheight > 3000) {
                             newscreenheight = screenheight;
-                        if (newscreenheight < 0)
+                        }
+                        if (newscreenheight < 0) {
                             newscreenheight = screenheight;
+                        }
                         break;
                     case 3:
                         fireSound();
@@ -617,13 +640,15 @@ void Menu::Tick()
                         break;
                     case 1:
                         newdetail++;
-                        if (newdetail > 2)
+                        if (newdetail > 2) {
                             newdetail = 0;
+                        }
                         break;
                     case 2:
                         bloodtoggle++;
-                        if (bloodtoggle > 2)
+                        if (bloodtoggle > 2) {
                             bloodtoggle = 0;
+                        }
                         break;
                     case 4:
                         ismotionblur = !ismotionblur;
@@ -662,13 +687,15 @@ void Menu::Tick()
                         break;
                     case 10:
                         usermousesensitivity += .2;
-                        if (usermousesensitivity > 2)
+                        if (usermousesensitivity > 2) {
                             usermousesensitivity = .2;
+                        }
                         break;
                     case 11:
                         volume += .1f;
-                        if (volume > 1.0001f)
+                        if (volume > 1.0001f) {
                             volume = 0;
+                        }
                         OPENAL_SetSFXMasterVolume((int)(volume * 255));
                         break;
                     case 12:
@@ -689,10 +716,12 @@ void Menu::Tick()
             case 4:
                 if (!waiting) {
                     fireSound();
-                    if (selected < (devtools ? 10 : 9) && keyselect == -1)
+                    if (selected < (devtools ? 10 : 9) && keyselect == -1) {
                         keyselect = selected;
-                    if (keyselect != -1)
+                    }
+                    if (keyselect != -1) {
                         setKeySelected();
+                    }
                     if (selected == (devtools ? 10 : 9)) {
                         flash();
                         mainmenu = 3;
@@ -758,12 +787,14 @@ void Menu::Tick()
                         vector<string> campaigns = ListCampaigns();
                         vector<string>::iterator c;
                         if ((c = find(campaigns.begin(), campaigns.end(), Account::active().getCurrentCampaign())) == campaigns.end()) {
-                            if (!campaigns.empty())
+                            if (!campaigns.empty()) {
                                 Account::active().setCurrentCampaign(campaigns.front());
+                            }
                         } else {
                             c++;
-                            if (c == campaigns.end())
+                            if (c == campaigns.end()) {
                                 c = campaigns.begin();
+                            }
                             Account::active().setCurrentCampaign(*c);
                         }
                         Load();
@@ -804,8 +835,9 @@ void Menu::Tick()
             case 8:
                 fireSound();
                 flash();
-                if (selected <= 2)
+                if (selected <= 2) {
                     Account::active().setDifficulty(selected);
+                }
                 mainmenu = 5;
                 break;
             case 9:
@@ -844,17 +876,18 @@ void Menu::Tick()
                 }
                 break;
             case 18:
-                if (selected == 1)
+                if (selected == 1) {
                     stereoseparation += 0.001;
-                else {
+                else {
                     fireSound();
                     if (selected == 0) {
                         newstereomode = (StereoMode)(newstereomode + 1);
                         while (!CanInitStereo(newstereomode)) {
                             printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
                             newstereomode = (StereoMode)(newstereomode + 1);
-                            if (newstereomode >= stereoCount)
+                            if (newstereomode >= stereoCount) {
                                 newstereomode = stereoNone;
+                            }
                         }
                     } else if (selected == 2) {
                         stereoreverse = !stereoreverse;
@@ -905,8 +938,9 @@ void Menu::Tick()
         setText(-2, newuserblink ? "_" : "", 20 + newuserselected * 10, 400, -1, -1);
     }
 
-    if (oldmainmenu != mainmenu)
+    if (oldmainmenu != mainmenu) {
         Load();
+    }
     oldmainmenu = mainmenu;
 }
 
index f0dd169b3b05dd02e01eaa96d6057b329e463187..081f23de9686df7fea95b21a5c034f41948c0b2c 100644 (file)
@@ -251,42 +251,58 @@ void Object::handleRot(int divide)
 {
     messedwith -= multiplier;
     if (rotxvel || rotx) {
-        if (rotx > 0)
+        if (rotx > 0) {
             rotxvel -= multiplier * 8 * fabs(rotx);
-        if (rotx < 0)
+        }
+        if (rotx < 0) {
             rotxvel += multiplier * 8 * fabs(rotx);
-        if (rotx > 0)
+        }
+        if (rotx > 0) {
             rotxvel -= multiplier * 4;
-        if (rotx < 0)
+        }
+        if (rotx < 0) {
             rotxvel += multiplier * 4;
-        if (rotxvel > 0)
+        }
+        if (rotxvel > 0) {
             rotxvel -= multiplier * 4;
-        if (rotxvel < 0)
+        }
+        if (rotxvel < 0) {
             rotxvel += multiplier * 4;
-        if (fabs(rotx) < multiplier * 4)
+        }
+        if (fabs(rotx) < multiplier * 4) {
             rotx = 0;
-        if (fabs(rotxvel) < multiplier * 4)
+        }
+        if (fabs(rotxvel) < multiplier * 4) {
             rotxvel = 0;
+        }
 
         rotx += rotxvel * multiplier * 4;
     }
     if (rotyvel || roty) {
-        if (roty > 0)
+        if (roty > 0) {
             rotyvel -= multiplier * 8 * fabs(roty);
-        if (roty < 0)
+        }
+        if (roty < 0) {
             rotyvel += multiplier * 8 * fabs(roty);
-        if (roty > 0)
+        }
+        if (roty > 0) {
             rotyvel -= multiplier * 4;
-        if (roty < 0)
+        }
+        if (roty < 0) {
             rotyvel += multiplier * 4;
-        if (rotyvel > 0)
+        }
+        if (rotyvel > 0) {
             rotyvel -= multiplier * 4;
-        if (rotyvel < 0)
+        }
+        if (rotyvel < 0) {
             rotyvel += multiplier * 4;
-        if (fabs(roty) < multiplier * 4)
+        }
+        if (fabs(roty) < multiplier * 4) {
             roty = 0;
-        if (fabs(rotyvel) < multiplier * 4)
+        }
+        if (fabs(rotyvel) < multiplier * 4) {
             rotyvel = 0;
+        }
 
         roty += rotyvel * multiplier * 4;
     }
@@ -296,14 +312,18 @@ void Object::handleRot(int divide)
     if (rotx) {
         glRotatef(-rotx / divide, 0, 0, 1);
     }
-    if (rotx > 10)
+    if (rotx > 10) {
         rotx = 10;
-    if (rotx < -10)
+    }
+    if (rotx < -10) {
         rotx = -10;
-    if (roty > 10)
+    }
+    if (roty > 10) {
         roty = 10;
-    if (roty < -10)
+    }
+    if (roty < -10) {
         roty = -10;
+    }
 }
 
 void Object::draw()
@@ -321,22 +341,25 @@ void Object::draw()
         hidden = !(distsqflat(&viewer, &position) > playerdist + 3 || (type != bushtype && type != treeleavestype));
         if (!hidden) {
 
-            if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment)
+            if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment) {
                 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
-            else
+            } else {
                 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+            }
             distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
-            if (distance > 1)
+            if (distance > 1) {
                 distance = 1;
+            }
             if (distance > 0) {
 
                 if (occluded < 6) {
                     glMatrixMode(GL_MODELVIEW);
                     glPushMatrix();
-                    if (!model.color)
+                    if (!model.color) {
                         glEnable(GL_LIGHTING);
-                    else
+                    } else {
                         glDisable(GL_LIGHTING);
+                    }
                     glDepthMask(1);
                     glTranslatef(position.x, position.y, position.z);
                     if (type == bushtype) {
@@ -634,8 +657,9 @@ void Object::DoShadows()
 {
     XYZ lightloc;
     lightloc = light.location;
-    if (!skyboxtexture)
+    if (!skyboxtexture) {
         lightloc = 0;
+    }
     lightloc.y += 10;
     Normalise(&lightloc);
 
index 3c893260672d34a192e4ec21426b573b9fcf1ea7..073ad0b8737770dca97542883feed494f2724e79 100644 (file)
@@ -454,8 +454,9 @@ Person::Person(FILE* tfile, int mapvers, unsigned i)
     for (int k = 0; k < numclothes; k++) {
         int templength;
         funpackf(tfile, "Bi", &templength);
-        for (int l = 0; l < templength; l++)
+        for (int l = 0; l < templength; l++) {
             funpackf(tfile, "Bb", &clothes[k][l]);
+        }
         clothes[k][templength] = '\0';
         funpackf(tfile, "Bf Bf Bf", &clothestintr[k], &clothestintg[k], &clothestintb[k]);
     }
@@ -520,8 +521,9 @@ void Person::skeletonLoad(bool clothes)
  */
 void Person::CheckKick()
 {
-    if (!(hasvictim && (animTarget == rabbitkickanim && victim && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 && !victim->skeleton.free))
+    if (!(hasvictim && (animTarget == rabbitkickanim && victim && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 && !victim->skeleton.free)) {
         return;
+    }
 
     if (Animation::animations[victim->animTarget].height != lowheight) {
         float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power;
@@ -531,16 +533,18 @@ void Person::CheckKick()
 
         victim->spurt = 1;
         DoBlood(.2, 250);
-        if (!Tutorial::active)
+        if (!Tutorial::active) {
             emit_sound_at(heavyimpactsound, victim->coords);
+        }
         victim->RagDoll(0);
         for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
             victim->skeleton.joints[i].velocity += relative * 120 * damagemult;
         }
         victim->Puff(neck);
         victim->DoDamage(100 * damagemult / victim->protectionhigh);
-        if (id == 0)
+        if (id == 0) {
             camerashake += .4;
+        }
 
         target = 0;
         frameCurrent = 3;
@@ -549,8 +553,9 @@ void Person::CheckKick()
         velocity = facing * -10;
         velocity.y = 5;
         skeleton.free = 0;
-        if (id == 0)
+        if (id == 0) {
             resume_stream(whooshsound);
+        }
 
         award_bonus(id, cannon);
     } else if (victim->isCrouch()) {
@@ -609,52 +614,70 @@ void Person::CatchFire()
  */
 int Person::getIdle()
 {
-    if (Dialog::inDialog() && (howactive == typeactive) && (creature == rabbittype))
+    if (Dialog::inDialog() && (howactive == typeactive) && (creature == rabbittype)) {
         return talkidleanim;
+    }
     if (hasvictim && (victim != this->shared_from_this())) {
         if ((!victim->dead && victim->aitype != passivetype &&
              victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
              victim->id < Person::players.size())) {
             if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
-                if (creature == rabbittype)
+                if (creature == rabbittype) {
                     return fightidleanim;
-                if (creature == wolftype)
+                }
+                if (creature == wolftype) {
                     return wolfidle;
+                }
             }
             if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) {
-                if (weapons[weaponids[weaponactive]].getType() == knife)
+                if (weapons[weaponids[weaponactive]].getType() == knife) {
                     return knifefightidleanim;
-                if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1)
+                }
+                if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1) {
                     return swordfightidlebothanim;
-                if (weapons[weaponids[weaponactive]].getType() == sword)
+                }
+                if (weapons[weaponids[weaponactive]].getType() == sword) {
                     return swordfightidleanim;
-                if (weapons[weaponids[weaponactive]].getType() == staff)
+                }
+                if (weapons[weaponids[weaponactive]].getType() == staff) {
                     return swordfightidleanim;
+                }
             }
-            if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)
+            if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause) {
                 return fightsidestep;
+            }
         }
     }
-    if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)
+    if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype) {
         return hurtidleanim;
-    if (howactive == typesitting)
+    }
+    if (howactive == typesitting) {
         return sitanim;
-    if (howactive == typesittingwall)
+    }
+    if (howactive == typesittingwall) {
         return sitwallanim;
-    if (howactive == typesleeping)
+    }
+    if (howactive == typesleeping) {
         return sleepanim;
-    if (howactive == typedead1)
+    }
+    if (howactive == typedead1) {
         return dead1anim;
-    if (howactive == typedead2)
+    }
+    if (howactive == typedead2) {
         return dead2anim;
-    if (howactive == typedead3)
+    }
+    if (howactive == typedead3) {
         return dead3anim;
-    if (howactive == typedead4)
+    }
+    if (howactive == typedead4) {
         return dead4anim;
-    if (creature == rabbittype)
+    }
+    if (creature == rabbittype) {
         return bounceidleanim;
-    if (creature == wolftype)
+    }
+    if (creature == wolftype) {
         return wolfidle;
+    }
     return 0;
 }
 
@@ -663,10 +686,12 @@ int Person::getIdle()
  */
 int Person::getCrouch()
 {
-    if (creature == rabbittype)
+    if (creature == rabbittype) {
         return crouchanim;
-    if (creature == wolftype)
+    }
+    if (creature == wolftype) {
         return wolfcrouchanim;
+    }
     return 0;
 }
 
@@ -675,15 +700,19 @@ int Person::getCrouch()
  */
 int Person::getRun()
 {
-    if (creature == rabbittype && (!superruntoggle || weaponactive != -1))
+    if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) {
         return runanim;
-    if (creature == wolftype && (!superruntoggle))
+    }
+    if (creature == wolftype && (!superruntoggle)) {
         return wolfrunanim;
+    }
 
-    if (creature == rabbittype && (superruntoggle && weaponactive == -1))
+    if (creature == rabbittype && (superruntoggle && weaponactive == -1)) {
         return rabbitrunninganim;
-    if (creature == wolftype && (superruntoggle))
+    }
+    if (creature == wolftype && (superruntoggle)) {
         return wolfrunninganim;
+    }
     return 0;
 }
 
@@ -691,10 +720,12 @@ int Person::getRun()
  */
 int Person::getStop()
 {
-    if (creature == rabbittype)
+    if (creature == rabbittype) {
         return stopanim;
-    if (creature == wolftype)
+    }
+    if (creature == wolftype) {
         return wolfstopanim;
+    }
     return 0;
 }
 
@@ -702,10 +733,12 @@ int Person::getStop()
  */
 int Person::getLanding()
 {
-    if (creature == rabbittype)
+    if (creature == rabbittype) {
         return landanim;
-    if (creature == wolftype)
+    }
+    if (creature == wolftype) {
         return wolflandanim;
+    }
     return 0;
 }
 
@@ -713,10 +746,12 @@ int Person::getLanding()
  */
 int Person::getLandhard()
 {
-    if (creature == rabbittype)
+    if (creature == rabbittype) {
         return landhardanim;
-    if (creature == wolftype)
+    }
+    if (creature == wolftype) {
         return wolflandhardanim;
+    }
     return 0;
 }
 
@@ -728,10 +763,11 @@ int Person::getLandhard()
 static void
 SolidHitBonus(int playerid)
 {
-    if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo)
+    if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo) {
         award_bonus(playerid, bonus == megacombo ? bonus : bonus + 1);
-    else
+    } else {
         award_bonus(playerid, solidhit);
+    }
 }
 
 /* EFFECT
@@ -761,7 +797,7 @@ void Person::DoBlood(float howmuch, int which)
                     Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
             }
-            if (Random() % 2 == 0) // 50% chance
+            if (Random() % 2 == 0) // 50% chance
                 for (int i = 0; i < 3; i++) {
                     if (Random() % 2 != 0) {
                         // emit teeth particles
@@ -783,22 +819,25 @@ void Person::DoBlood(float howmuch, int which)
                         Sprite::setLastSpriteSpecial(3); // sets it to teeth
                     }
                 }
+            }
         }
         if (decalstoggle) {
             // FIXME: manipulating attributes
             bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
             bleedxint = 0;
             bleedyint = 0;
-            if (creature == rabbittype)
+            if (creature == rabbittype) {
                 while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
                     bleedxint = abs(Random() % 512);
                     bleedyint = abs(Random() % 512);
                 }
-            if (creature == wolftype)
+            }
+            if (creature == wolftype) {
                 while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
                     bleedxint = abs(Random() % 512);
                     bleedyint = abs(Random() % 512);
                 }
+            }
             bleedy = bleedxint;
             bleedx = bleedyint;
             bleedy /= realtexdetail;
@@ -806,8 +845,9 @@ void Person::DoBlood(float howmuch, int which)
             direction = abs(Random() % 2) * 2 - 1;
         }
     }
-    if (bleeding > 2)
+    if (bleeding > 2) {
         bleeding = 2;
+    }
 }
 
 /* EFFECT
@@ -818,27 +858,32 @@ void Person::DoBloodBig(float howmuch, int which)
 {
     static int bleedxint, bleedyint, i, j;
     static XYZ bloodvel;
-    if (howmuch && id == 0)
+    if (howmuch && id == 0) {
         blooddimamount = 1;
+    }
 
-    if (!Tutorial::active || id == 0)
+    if (!Tutorial::active || id == 0) {
         if (aitype != playercontrolled && howmuch > 0) {
             // play pain sounds
             int whichsound = -1;
 
             if (creature == wolftype) {
                 int i = abs(Random() % 2);
-                if (i == 0)
+                if (i == 0) {
                     whichsound = snarlsound;
-                if (i == 1)
+                }
+                if (i == 1) {
                     whichsound = snarl2sound;
+                }
             }
             if (creature == rabbittype) {
                 int i = abs(Random() % 2);
-                if (i == 0)
+                if (i == 0) {
                     whichsound = rabbitpainsound;
-                if (i == 1 && howmuch >= 2)
+                }
+                if (i == 1 && howmuch >= 2) {
                     whichsound = rabbitpain1sound;
+                }
             }
 
             if (whichsound != -1) {
@@ -846,6 +891,7 @@ void Person::DoBloodBig(float howmuch, int which)
                 addEnvSound(coords);
             }
         }
+    }
 
     if (id == 0 && howmuch > 0) {
         Game::flash(.5, 0);
@@ -903,54 +949,70 @@ void Person::DoBloodBig(float howmuch, int which)
         int endx = 0;
         int endy = 0;
         GLubyte color;
-        if (creature == rabbittype)
+        if (creature == rabbittype) {
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx)
+                        if (i < startx) {
                             startx = i;
-                        if (j < starty)
+                        }
+                        if (j < starty) {
                             starty = j;
-                        if (i > endx)
+                        }
+                        if (i > endx) {
                             endx = i;
-                        if (j > endy)
+                        }
+                        if (j > endy) {
                             endy = j;
+                        }
                     }
                 }
             }
-        if (creature == wolftype)
+        }
+        if (creature == wolftype) {
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx)
+                        if (i < startx) {
                             startx = i;
-                        if (j < starty)
+                        }
+                        if (j < starty) {
                             starty = j;
-                        if (i > endx)
+                        }
+                        if (i > endx) {
                             endx = i;
-                        if (j > endy)
+                        }
+                        if (j > endy) {
                             endy = j;
+                        }
                     }
                 }
             }
+        }
 
         startx += offsetx;
         endx += offsetx;
         starty += offsety;
         endy += offsety;
 
-        if (startx < 0)
+        if (startx < 0) {
             startx = 0;
-        if (starty < 0)
+        }
+        if (starty < 0) {
             starty = 0;
-        if (endx > 512 - 1)
+        }
+        if (endx > 512 - 1) {
             endx = 512 - 1;
-        if (endy > 512 - 1)
+        }
+        if (endy > 512 - 1) {
             endy = 512 - 1;
-        if (endx < startx)
+        }
+        if (endx < startx) {
             endx = startx;
-        if (endy < starty)
+        }
+        if (endy < starty) {
             endy = starty;
+        }
 
         startx /= realtexdetail;
         starty /= realtexdetail;
@@ -959,59 +1021,69 @@ void Person::DoBloodBig(float howmuch, int which)
 
         int texdetailint = realtexdetail;
         int where;
-        if (creature == rabbittype)
+        if (creature == rabbittype) {
             for (i = startx; i < endx; i++) {
                 for (j = starty; j < endy; j++) {
                     if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
                         color = Random() % 85 + 170;
                         where = i * skeleton.skinsize * 3 + j * 3;
-                        if (skeleton.skinText[where + 0] > color / 2)
+                        if (skeleton.skinText[where + 0] > color / 2) {
                             skeleton.skinText[where + 0] = color / 2;
+                        }
                         skeleton.skinText[where + 1] = 0;
                         skeleton.skinText[where + 2] = 0;
                     }
                 }
             }
-        if (creature == wolftype)
+        }
+        if (creature == wolftype) {
             for (i = startx; i < endx; i++) {
                 for (j = starty; j < endy; j++) {
                     if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
                         color = Random() % 85 + 170;
                         where = i * skeleton.skinsize * 3 + j * 3;
-                        if (skeleton.skinText[where + 0] > color / 2)
+                        if (skeleton.skinText[where + 0] > color / 2) {
                             skeleton.skinText[where + 0] = color / 2;
+                        }
                         skeleton.skinText[where + 1] = 0;
                         skeleton.skinText[where + 2] = 0;
                     }
                 }
             }
+        }
         skeleton.drawmodel.textureptr.bind();
         DoMipmaps();
 
         bleedxint = 0;
         bleedyint = 0;
-        if (creature == rabbittype)
+        if (creature == rabbittype) {
             while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
                 bleedxint = abs(Random() % 512);
                 bleedyint = abs(Random() % 512);
             }
-        if (creature == wolftype)
+        }
+        if (creature == wolftype) {
             while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
                 bleedxint = abs(Random() % 512);
                 bleedyint = abs(Random() % 512);
             }
+        }
         bleedy = bleedxint + offsetx;
         bleedx = bleedyint + offsety;
         bleedy /= realtexdetail;
         bleedx /= realtexdetail;
-        if (bleedx < 0)
+        if (bleedx < 0) {
             bleedx = 0;
-        if (bleedy < 0)
+        }
+        if (bleedy < 0) {
             bleedy = 0;
-        if (bleedx > skeleton.skinsize - 1)
+        }
+        if (bleedx > skeleton.skinsize - 1) {
             bleedx = skeleton.skinsize - 1;
-        if (bleedy > skeleton.skinsize - 1)
+        }
+        if (bleedy > skeleton.skinsize - 1) {
             bleedy = skeleton.skinsize - 1;
+        }
         direction = abs(Random() % 2) * 2 - 1;
     }
     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
@@ -1022,12 +1094,14 @@ void Person::DoBloodBig(float howmuch, int which)
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
-        } else
+        } else {
             aitype = attacktypecutoff;
+        }
         ally = 0;
     }
-    if (bleeding > 2)
+    if (bleeding > 2) {
         bleeding = 2;
+    }
 }
 
 /* EFFECT
@@ -1048,8 +1122,9 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
 
     if (bloodtoggle && decalstoggle && !Tutorial::active) {
         where -= coords;
-        if (!skeleton.free)
+        if (!skeleton.free) {
             where = DoRotation(where, 0, -yaw, 0);
+        }
         //where=scale;
         startpoint = where;
         startpoint.y += 100;
@@ -1125,53 +1200,69 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             int endx = 0;
             int endy = 0;
             GLubyte color;
-            if (creature == rabbittype)
+            if (creature == rabbittype) {
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx)
+                            if (i < startx) {
                                 startx = i;
-                            if (j < starty)
+                            }
+                            if (j < starty) {
                                 starty = j;
-                            if (i > endx)
+                            }
+                            if (i > endx) {
                                 endx = i;
-                            if (j > endy)
+                            }
+                            if (j > endy) {
                                 endy = j;
+                            }
                         }
                     }
                 }
-            if (creature == wolftype)
+            }
+            if (creature == wolftype) {
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx)
+                            if (i < startx) {
                                 startx = i;
-                            if (j < starty)
+                            }
+                            if (j < starty) {
                                 starty = j;
-                            if (i > endx)
+                            }
+                            if (i > endx) {
                                 endx = i;
-                            if (j > endy)
+                            }
+                            if (j > endy) {
                                 endy = j;
+                            }
                         }
                     }
                 }
+            }
             startx += offsetx;
             endx += offsetx;
             starty += offsety;
             endy += offsety;
 
-            if (startx < 0)
+            if (startx < 0) {
                 startx = 0;
-            if (starty < 0)
+            }
+            if (starty < 0) {
                 starty = 0;
-            if (endx > 512 - 1)
+            }
+            if (endx > 512 - 1) {
                 endx = 512 - 1;
-            if (endy > 512 - 1)
+            }
+            if (endy > 512 - 1) {
                 endy = 512 - 1;
-            if (endx < startx)
+            }
+            if (endx < startx) {
                 endx = startx;
-            if (endy < starty)
+            }
+            if (endy < starty) {
                 endy = starty;
+            }
 
             startx /= realtexdetail;
             starty /= realtexdetail;
@@ -1180,46 +1271,52 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
 
             int texdetailint = realtexdetail;
             int where;
-            if (creature == rabbittype)
+            if (creature == rabbittype) {
                 for (i = startx; i < endx; i++) {
                     for (j = starty; j < endy; j++) {
                         if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
                             color = Random() % 85 + 170;
                             where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2)
+                            if (skeleton.skinText[where + 0] > color / 2) {
                                 skeleton.skinText[where + 0] = color / 2;
+                            }
                             skeleton.skinText[where + 1] = 0;
                             skeleton.skinText[where + 2] = 0;
                         } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
                             color = Random() % 85 + 170;
                             where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2)
+                            if (skeleton.skinText[where + 0] > color / 2) {
                                 skeleton.skinText[where + 0] = color / 2;
+                            }
                             skeleton.skinText[where + 1] = 0;
                             skeleton.skinText[where + 2] = 0;
                         }
                     }
                 }
-            if (creature == wolftype)
+            }
+            if (creature == wolftype) {
                 for (i = startx; i < endx; i++) {
                     for (j = starty; j < endy; j++) {
                         if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
                             color = Random() % 85 + 170;
                             where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2)
+                            if (skeleton.skinText[where + 0] > color / 2) {
                                 skeleton.skinText[where + 0] = color / 2;
+                            }
                             skeleton.skinText[where + 1] = 0;
                             skeleton.skinText[where + 2] = 0;
                         } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
                             color = Random() % 85 + 170;
                             where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2)
+                            if (skeleton.skinText[where + 0] > color / 2) {
                                 skeleton.skinText[where + 0] = color / 2;
+                            }
                             skeleton.skinText[where + 1] = 0;
                             skeleton.skinText[where + 2] = 0;
                         }
                     }
                 }
+            }
             skeleton.drawmodel.textureptr.bind();
             DoMipmaps();
 
@@ -1227,18 +1324,23 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             bleedx = coordsx * 512;
             bleedy /= realtexdetail;
             bleedx /= realtexdetail;
-            if (bleedx < 0)
+            if (bleedx < 0) {
                 bleedx = 0;
-            if (bleedy < 0)
+            }
+            if (bleedy < 0) {
                 bleedy = 0;
-            if (bleedx > skeleton.skinsize - 1)
+            }
+            if (bleedx > skeleton.skinsize - 1) {
                 bleedx = skeleton.skinsize - 1;
-            if (bleedy > skeleton.skinsize - 1)
+            }
+            if (bleedy > skeleton.skinsize - 1) {
                 bleedy = skeleton.skinsize - 1;
+            }
             direction = abs(Random() % 2) * 2 - 1;
         }
-        if (whichtri == -1)
+        if (whichtri == -1) {
             return 0;
+        }
     }
     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
     deathbleeding += bleeding;
@@ -1248,12 +1350,14 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
-        } else
+        } else {
             aitype = attacktypecutoff;
+        }
         ally = 0;
     }
-    if (bleeding > 2)
+    if (bleeding > 2) {
         bleeding = 2;
+    }
     return 1;
 }
 
@@ -1262,11 +1366,13 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
  */
 void Person::Reverse()
 {
-    if (!((victim->aitype == playercontrolled || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile))
+    if (!((victim->aitype == playercontrolled || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile)) {
         return;
+    }
 
-    if (normaldotproduct(victim->facing, victim->coords - coords) > 0 && (victim->id != 0 || difficulty >= 2) && (creature != wolftype || victim->creature == wolftype))
+    if (normaldotproduct(victim->facing, victim->coords - coords) > 0 && (victim->id != 0 || difficulty >= 2) && (creature != wolftype || victim->creature == wolftype)) {
         return;
+    }
 
     if (animTarget == sweepanim) {
         animTarget = sweepreversedanim;
@@ -1296,14 +1402,16 @@ void Person::Reverse()
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
             XYZ tempVelocity = victim->velocity * .2;
-            if (tempVelocity.x == 0)
+            if (tempVelocity.x == 0) {
                 tempVelocity.x = .1;
+            }
             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
-                if (victim->weaponstuck == victim->num_weapons)
+                if (victim->weaponstuck == victim->num_weapons) {
                     victim->weaponstuck = 0;
+                }
             }
 
             victim->weaponactive = -1;
@@ -1321,14 +1429,16 @@ void Person::Reverse()
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
             XYZ tempVelocity = victim->velocity * .2;
-            if (tempVelocity.x == 0)
+            if (tempVelocity.x == 0) {
                 tempVelocity.x = .1;
+            }
             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
-                if (victim->weaponstuck == victim->num_weapons)
+                if (victim->weaponstuck == victim->num_weapons) {
                     victim->weaponstuck = 0;
+                }
             }
 
             victim->weaponactive = -1;
@@ -1345,14 +1455,16 @@ void Person::Reverse()
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
             XYZ tempVelocity = victim->velocity * .2;
-            if (tempVelocity.x == 0)
+            if (tempVelocity.x == 0) {
                 tempVelocity.x = .1;
+            }
             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
-                if (victim->weaponstuck == victim->num_weapons)
+                if (victim->weaponstuck == victim->num_weapons) {
                     victim->weaponstuck = 0;
+                }
             }
 
             victim->weaponactive = -1;
@@ -1369,14 +1481,16 @@ void Person::Reverse()
         if (victim->weaponactive != -1) {
             victim->throwtogglekeydown = 1;
             XYZ tempVelocity = victim->velocity * .2;
-            if (tempVelocity.x == 0)
+            if (tempVelocity.x == 0) {
                 tempVelocity.x = .1;
+            }
             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
-                if (victim->weaponstuck == victim->num_weapons)
+                if (victim->weaponstuck == victim->num_weapons) {
                     victim->weaponstuck = 0;
+                }
             }
 
             victim->weaponactive = -1;
@@ -1430,10 +1544,12 @@ void Person::Reverse()
         if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) {
             if (victim->weaponactive != -1) {
                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
-                    if (weapons[victim->weaponids[0]].getType() == staff)
+                    if (weapons[victim->weaponids[0]].getType() == staff) {
                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
-                    if (weapons[weaponids[0]].getType() == staff)
+                    }
+                    if (weapons[weaponids[0]].getType() == staff) {
                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
+                    }
                     emit_sound_at(swordstaffsound, victim->coords);
                 } else {
                     emit_sound_at(metalhitsound, victim->coords);
@@ -1452,8 +1568,9 @@ void Person::Reverse()
             victim->num_weapons--;
             if (victim->num_weapons) {
                 victim->weaponids[0] = victim->weaponids[num_weapons];
-                if (victim->weaponstuck == victim->num_weapons)
+                if (victim->weaponstuck == victim->num_weapons) {
                     victim->weaponstuck = 0;
+                }
             }
             victim->weaponactive = -1;
             for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -1464,10 +1581,12 @@ void Person::Reverse()
         if (abs(Random() % 20) == 0) {
             if (weaponactive != -1) {
                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
-                    if (weapons[victim->weaponids[0]].getType() == staff)
+                    if (weapons[victim->weaponids[0]].getType() == staff) {
                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
-                    if (weapons[weaponids[0]].getType() == staff)
+                    }
+                    if (weapons[weaponids[0]].getType() == staff) {
                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
+                    }
 
                     emit_sound_at(swordstaffsound, coords);
                 } else {
@@ -1488,8 +1607,9 @@ void Person::Reverse()
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
-                if (weaponstuck == num_weapons)
+                if (weaponstuck == num_weapons) {
                     weaponstuck = 0;
+                }
             }
             weaponactive = -1;
             for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -1497,7 +1617,7 @@ void Person::Reverse()
             }
         }
     }
-    if (hasvictim)
+    if (hasvictim) {
         if (animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) {
             if ((animTarget != staffhitanim && animTarget != staffspinhitanim) || distsq(&coords, &victim->coords) > .2) {
                 victim->animTarget = dodgebackanim;
@@ -1509,8 +1629,9 @@ void Person::Reverse()
                 Normalise(&rotatetarget);
                 victim->targetyaw = -asin(0 - rotatetarget.x);
                 victim->targetyaw *= 360 / 6.28;
-                if (rotatetarget.z < 0)
+                if (rotatetarget.z < 0) {
                     victim->targetyaw = 180 - victim->targetyaw;
+                }
 
                 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
 
@@ -1527,8 +1648,9 @@ void Person::Reverse()
                 Normalise(&rotatetarget);
                 victim->targetyaw = -asin(0 - rotatetarget.x);
                 victim->targetyaw *= 360 / 6.28;
-                if (rotatetarget.z < 0)
+                if (rotatetarget.z < 0) {
                     victim->targetyaw = 180 - victim->targetyaw;
+                }
 
                 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
 
@@ -1537,6 +1659,7 @@ void Person::Reverse()
                 victim->lastattack = victim->animTarget;
             }
         }
+    }
 
     velocity = 0;
     victim->velocity = 0;
@@ -1551,8 +1674,9 @@ void Person::Reverse()
         }
     }
 
-    if (victim->id == 0 && Animation::animations[victim->animTarget].attack == reversal)
+    if (victim->id == 0 && Animation::animations[victim->animTarget].attack == reversal) {
         numreversals++;
+    }
 }
 
 /* EFFECT
@@ -1579,10 +1703,12 @@ void Person::DoDamage(float howmuch)
         superpermanentdamage += howmuch / 4 / power;
     }
     // visual effects
-    if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
+    if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2) {
         DoBlood(1, 255);
-    if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)
+    }
+    if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt) {
         DoBlood(1, 255);
+    }
     spurt = 0;
     if (id == 0) {
         camerashake += howmuch / 100;
@@ -1595,14 +1721,16 @@ void Person::DoDamage(float howmuch)
     }
 
     // cancel attack?
-    if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile))
+    if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile)) {
         aitype = attacktypecutoff;
+    }
     if (!Tutorial::active && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
-        } else
+        } else {
             aitype = attacktypecutoff;
+        }
         ally = 0;
     }
 
@@ -1644,17 +1772,21 @@ void Person::DoDamage(float howmuch)
 
             if (creature == wolftype) {
                 int i = abs(Random() % 2);
-                if (i == 0)
+                if (i == 0) {
                     whichsound = snarlsound;
-                if (i == 1)
+                }
+                if (i == 1) {
                     whichsound = snarl2sound;
+                }
             }
             if (creature == rabbittype) {
                 int i = abs(Random() % 2);
-                if (i == 0)
+                if (i == 0) {
                     whichsound = rabbitpainsound;
-                if (i == 1 && damage > damagetolerance)
+                }
+                if (i == 1 && damage > damagetolerance) {
                     whichsound = rabbitpain1sound;
+                }
             }
 
             if (whichsound != -1) {
@@ -1681,53 +1813,68 @@ void Person::DoHead()
         targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100;
         targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100;
 
-        while (targetheadyaw > 180)
+        while (targetheadyaw > 180) {
             targetheadyaw -= 360;
-        while (targetheadyaw < -180)
+        }
+        while (targetheadyaw < -180) {
             targetheadyaw += 360;
+        }
 
-        if (targetheadyaw > 160)
+        if (targetheadyaw > 160) {
             targetheadpitch = targetheadpitch * -1;
-        if (targetheadyaw < -160)
+        }
+        if (targetheadyaw < -160) {
             targetheadpitch = targetheadpitch * -1;
-        if (targetheadyaw > 160)
+        }
+        if (targetheadyaw > 160) {
             targetheadyaw = targetheadyaw - 180;
-        if (targetheadyaw < -160)
+        }
+        if (targetheadyaw < -160) {
             targetheadyaw = targetheadyaw + 180;
+        }
 
-        if (targetheadpitch > 120)
+        if (targetheadpitch > 120) {
             targetheadpitch = 120;
-        if (targetheadpitch < -120)
+        }
+        if (targetheadpitch < -120) {
             targetheadpitch = -120;
-        if (targetheadyaw > 120)
+        }
+        if (targetheadyaw > 120) {
             targetheadyaw = 120;
-        if (targetheadyaw < -120)
+        }
+        if (targetheadyaw < -120) {
             targetheadyaw = -120;
+        }
 
-        if (!isIdle())
+        if (!isIdle()) {
             targetheadpitch = 0;
+        }
         if (isIdle()) {
-            if (targetheadyaw > 80)
+            if (targetheadyaw > 80) {
                 targetheadyaw = 80;
-            if (targetheadyaw < -80)
+            }
+            if (targetheadyaw < -80) {
                 targetheadyaw = -80;
-            if (targetheadpitch > 50)
+            }
+            if (targetheadpitch > 50) {
                 targetheadpitch = 50;
-            if (targetheadpitch < -50)
+            }
+            if (targetheadpitch < -50) {
                 targetheadpitch = -50;
+            }
         }
 
-        if (abs(headyaw - targetheadyaw) < multiplier * lookspeed)
+        if (abs(headyaw - targetheadyaw) < multiplier * lookspeed) {
             headyaw = targetheadyaw;
-        else if (headyaw > targetheadyaw) {
+        else if (headyaw > targetheadyaw) {
             headyaw -= multiplier * lookspeed;
         } else if (headyaw < targetheadyaw) {
             headyaw += multiplier * lookspeed;
         }
 
-        if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2)
+        if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2) {
             headpitch = targetheadpitch;
-        else if (headpitch > targetheadpitch) {
+        else if (headpitch > targetheadpitch) {
             headpitch -= multiplier * lookspeed / 2;
         } else if (headpitch < targetheadpitch) {
             headpitch += multiplier * lookspeed / 2;
@@ -1772,10 +1919,12 @@ void Person::RagDoll(bool checkcollision)
     static int i;
     static float speed;
     if (!skeleton.free) {
-        if (id == 0)
+        if (id == 0) {
             numfalls++;
-        if (id == 0 && isFlip())
+        }
+        if (id == 0 && isFlip()) {
             numflipfail++;
+        }
 
         escapednum = 0;
 
@@ -1793,29 +1942,38 @@ void Person::RagDoll(bool checkcollision)
         freefall = 1;
         skeleton.freefall = 1;
 
-        if (!isnormal(velocity.x))
+        if (!isnormal(velocity.x)) {
             velocity.x = 0;
-        if (!isnormal(velocity.y))
+        }
+        if (!isnormal(velocity.y)) {
             velocity.y = 0;
-        if (!isnormal(velocity.z))
+        }
+        if (!isnormal(velocity.z)) {
             velocity.z = 0;
-        if (!isnormal(yaw))
+        }
+        if (!isnormal(yaw)) {
             yaw = 0;
-        if (!isnormal(coords.x))
+        }
+        if (!isnormal(coords.x)) {
             coords = 0;
-        if (!isnormal(tilt))
+        }
+        if (!isnormal(tilt)) {
             tilt = 0;
-        if (!isnormal(tilt2))
+        }
+        if (!isnormal(tilt2)) {
             tilt2 = 0;
+        }
 
         for (unsigned i = 0; i < skeleton.joints.size(); i++) {
             skeleton.joints[i].delay = 0;
             skeleton.joints[i].locked = 0;
             skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x))
+            if (!isnormal(skeleton.joints[i].position.x)) {
                 skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x))
+            }
+            if (!isnormal(skeleton.joints[i].position.x)) {
                 skeleton.joints[i].position = coords;
+            }
             skeleton.joints[i].position.y += .1;
             skeleton.joints[i].oldposition = skeleton.joints[i].position;
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
@@ -1837,16 +1995,18 @@ void Person::RagDoll(bool checkcollision)
         if (currentFrame().speed > targetFrame().speed) {
             speed = currentFrame().speed * 2;
         }
-        if (transspeed)
+        if (transspeed) {
             speed = transspeed * 2;
+        }
 
         speed *= speedmult;
 
         for (unsigned i = 0; i < skeleton.joints.size(); i++) {
-            if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height)
+            if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height) {
                 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
-            else
+            } else {
                 skeleton.joints[i].velocity = velocity / scale + facing * 5;
+            }
             change.x = (float)(Random() % 100) / 100;
             change.y = (float)(Random() % 100) / 100;
             change.z = (float)(Random() % 100) / 100;
@@ -1906,8 +2066,9 @@ void Person::RagDoll(bool checkcollision)
                 num_weapons--;
                 if (num_weapons) {
                     weaponids[0] = weaponids[num_weapons];
-                    if (weaponstuck == num_weapons)
+                    if (weaponstuck == num_weapons) {
                         weaponstuck = 0;
+                    }
                 }
                 weaponactive = -1;
                 for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -1937,12 +2098,14 @@ void Person::FootLand(bodypart whichfoot, float opacity)
         if (opacity > 1) {
             footvel = 0;
             footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords;
-            if (distsq(&footpoint, &viewer))
+            if (distsq(&footpoint, &viewer)) {
                 Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity);
+            }
         } else if (onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
             footvel = velocity / 5;
-            if (footvel.y < .8)
+            if (footvel.y < .8) {
                 footvel.y = .8;
+            }
             footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords;
             footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
             terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
@@ -1963,8 +2126,9 @@ void Person::FootLand(bodypart whichfoot, float opacity)
             }
         } else if (isLanding() || (animTarget == jumpupanim) || isLandhard()) {
             footvel = velocity / 5;
-            if (footvel.y < .8)
+            if (footvel.y < .8) {
                 footvel.y = .8;
+            }
             footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords;
             if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) {
                 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity);
@@ -2004,8 +2168,9 @@ void Person::DoAnimations()
     if (!skeleton.free) {
         static float oldtarget;
 
-        if (isIdle() && animCurrent != getIdle())
+        if (isIdle() && animCurrent != getIdle()) {
             normalsupdatedelay = 0;
+        }
 
         if (animTarget == tempanim || animCurrent == tempanim) {
             Animation::animations[tempanim] = tempanimation;
@@ -2024,10 +2189,12 @@ void Person::DoAnimations()
                 OPENAL_3D_SetAttributes(channels[whooshsound], gLoc);
                 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
             }
-            if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))
+            if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z)) {
                 landhard = 1;
-            if (!crouchkeydown && velocity.y >= -15)
+            }
+            if (!crouchkeydown && velocity.y >= -15) {
                 landhard = 0;
+            }
         }
         if ((animCurrent == jumpupanim || animTarget == jumpdownanim) /*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
             XYZ targfacing;
@@ -2036,34 +2203,41 @@ void Person::DoAnimations()
 
             targfacing = DoRotation(targfacing, 0, targetyaw, 0);
 
-            if (normaldotproduct(targfacing, velocity) >= -.3)
+            if (normaldotproduct(targfacing, velocity) >= -.3) {
                 animTarget = flipanim;
-            else
+            } else {
                 animTarget = backflipanim;
+            }
             crouchtogglekeydown = 1;
             frameTarget = 0;
             target = 0;
 
-            if (id == 0)
+            if (id == 0) {
                 numflipped++;
+            }
         }
 
-        if (Animation::animations[animTarget].attack != reversed)
+        if (Animation::animations[animTarget].attack != reversed) {
             feint = 0;
+        }
         if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) {
             crouchtogglekeydown = 0;
-            if (aitype == playercontrolled)
+            if (aitype == playercontrolled) {
                 feint = 0;
+            }
         } else {
-            if (!crouchtogglekeydown && Animation::animations[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))
+            if (!crouchtogglekeydown && Animation::animations[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain)) {
                 feint = 1;
-            if (!isFlip())
+            }
+            if (!isFlip()) {
                 crouchtogglekeydown = 1;
+            }
         }
 
         if (Animation::animations[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
-            if (detail)
+            if (detail) {
                 normalsupdatedelay = 0;
+            }
         }
 
         if (target >= 1) {
@@ -2075,19 +2249,22 @@ void Person::DoAnimations()
             }
 
             if (animTarget == rabbittacklinganim && frameTarget == 1) {
-                if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)
+                if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0) {
                     Reverse();
+                }
                 if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) {
-                    if (normaldotproduct(victim->facing, facing) > 0)
+                    if (normaldotproduct(victim->facing, facing) > 0) {
                         victim->animTarget = rabbittackledbackanim;
-                    else
+                    } else {
                         victim->animTarget = rabbittackledfrontanim;
+                    }
                     victim->frameTarget = 2;
                     victim->target = 0;
                     victim->yaw = yaw;
                     victim->targetyaw = yaw;
-                    if (victim->aitype == gethelptype)
+                    if (victim->aitype == gethelptype) {
                         victim->DoDamage(victim->damagetolerance - victim->damage);
+                    }
                     //victim->DoDamage(30);
                     if (creature == wolftype) {
                         DoBloodBig(0, 255);
@@ -2102,10 +2279,11 @@ void Person::DoAnimations()
 
             if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (targetFrame().label || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) {
                 if (weapons[weaponids[0]].getType() == knife) {
-                    if (weaponactive == -1)
+                    if (weaponactive == -1) {
                         weaponactive = 0;
-                    else if (weaponactive == 0)
+                    } else if (weaponactive == 0) {
                         weaponactive = -1;
+                    }
 
                     if (weaponactive == -1) {
                         emit_sound_at(knifesheathesound, coords);
@@ -2117,46 +2295,54 @@ void Person::DoAnimations()
                 drawtogglekeydown = 1;
             }
             //Footstep sounds
-            if (!Tutorial::active || id == 0)
+            if (!Tutorial::active || id == 0) {
                 if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
                     int whichsound = -1;
                     if (onterrain) {
                         if (terrain.getOpacity(coords.x, coords.z) < .2) {
-                            if (targetFrame().label == 1)
+                            if (targetFrame().label == 1) {
                                 whichsound = footstepsound;
-                            else
+                            } else {
                                 whichsound = footstepsound2;
-                            if (targetFrame().label == 1)
+                            }
+                            if (targetFrame().label == 1) {
                                 FootLand(leftfoot, 1);
-                            if (targetFrame().label == 2)
+                            }
+                            if (targetFrame().label == 2) {
                                 FootLand(rightfoot, 1);
+                            }
                             if (targetFrame().label == 3 && isRun()) {
                                 FootLand(rightfoot, 1);
                                 FootLand(leftfoot, 1);
                             }
                         }
                         if (terrain.getOpacity(coords.x, coords.z) >= .2) {
-                            if (targetFrame().label == 1)
+                            if (targetFrame().label == 1) {
                                 whichsound = footstepsound3;
-                            else
+                            } else {
                                 whichsound = footstepsound4;
+                            }
                         }
                     }
                     if (!onterrain) {
-                        if (targetFrame().label == 1)
+                        if (targetFrame().label == 1) {
                             whichsound = footstepsound3;
-                        else
+                        } else {
                             whichsound = footstepsound4;
+                        }
                     }
                     if (targetFrame().label == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
                         if (Animation::animations[animTarget].attack != neutral) {
                             unsigned r = abs(Random() % 3);
-                            if (r == 0)
+                            if (r == 0) {
                                 whichsound = lowwhooshsound;
-                            if (r == 1)
+                            }
+                            if (r == 1) {
                                 whichsound = midwhooshsound;
-                            if (r == 2)
+                            }
+                            if (r == 2) {
                                 whichsound = highwhooshsound;
+                            }
                         }
                         if (Animation::animations[animTarget].attack == neutral) {
                             whichsound = movewhooshsound;
@@ -2187,35 +2373,44 @@ void Person::DoAnimations()
                         }
                     }
                 }
+            }
 
             //Combat sounds
-            if (!Tutorial::active || id == 0)
-                if (speechdelay <= 0)
-                    if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
+            if (!Tutorial::active || id == 0) {
+                if (speechdelay <= 0) {
+                    if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) {
                         if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
                             int whichsound = -1;
                             if (targetFrame().label == 4 && aitype != playercontrolled) {
                                 if (Animation::animations[animTarget].attack != neutral) {
                                     unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (r == 0)
+                                        if (r == 0) {
                                             whichsound = rabbitattacksound;
-                                        if (r == 1)
+                                        }
+                                        if (r == 1) {
                                             whichsound = rabbitattack2sound;
-                                        if (r == 2)
+                                        }
+                                        if (r == 2) {
                                             whichsound = rabbitattack3sound;
-                                        if (r == 3)
+                                        }
+                                        if (r == 3) {
                                             whichsound = rabbitattack4sound;
+                                        }
                                     }
                                     if (creature == wolftype) {
-                                        if (r == 0)
+                                        if (r == 0) {
                                             whichsound = barksound;
-                                        if (r == 1)
+                                        }
+                                        if (r == 1) {
                                             whichsound = bark2sound;
-                                        if (r == 2)
+                                        }
+                                        if (r == 2) {
                                             whichsound = bark3sound;
-                                        if (r == 3)
+                                        }
+                                        if (r == 3) {
                                             whichsound = barkgrowlsound;
+                                        }
                                     }
                                     speechdelay = .3;
                                 }
@@ -2225,6 +2420,9 @@ void Person::DoAnimations()
                                 emit_sound_at(whichsound, coords);
                             }
                         }
+                    }
+                }
+            }
 
             if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) {
                 FootLand(leftfoot, 1);
@@ -2239,7 +2437,7 @@ void Person::DoAnimations()
 
             if (animTarget == removeknifeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                 for (unsigned i = 0; i < weapons.size(); i++) {
-                    if (weapons[i].owner == -1)
+                    if (weapons[i].owner == -1) {
                         if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) >= 1) {
                                 if (weapons[i].getType() != staff) {
@@ -2249,27 +2447,33 @@ void Person::DoAnimations()
                                 takeWeapon(i);
                             }
                         }
+                    }
                 }
             }
 
             if (animTarget == crouchremoveknifeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                 for (unsigned i = 0; i < weapons.size(); i++) {
                     bool willwork = true;
-                    if (weapons[i].owner != -1)
-                        if (Person::players[weapons[i].owner]->weaponstuck != -1)
-                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
-                                if (Person::players[weapons[i].owner]->num_weapons > 1)
+                    if (weapons[i].owner != -1) {
+                        if (Person::players[weapons[i].owner]->weaponstuck != -1) {
+                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i)) {
+                                if (Person::players[weapons[i].owner]->num_weapons > 1) {
                                     willwork = 0;
-                    if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
+                                }
+                            }
+                        }
+                    }
+                    if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free)) {
                         if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
                                 bool fleshstuck = false;
-                                if (weapons[i].owner != -1)
+                                if (weapons[i].owner != -1) {
                                     if (victim->weaponstuck != -1) {
                                         if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             fleshstuck = true;
                                         }
                                     }
+                                }
                                 if (fleshstuck) {
                                     emit_sound_at(fleshstabremovesound, coords, 128.);
                                 } else {
@@ -2279,10 +2483,11 @@ void Person::DoAnimations()
                                 }
                                 if (weapons[i].owner != -1) {
                                     victim = Person::players[weapons[i].owner];
-                                    if (victim->num_weapons == 1)
+                                    if (victim->num_weapons == 1) {
                                         victim->num_weapons = 0;
-                                    else
+                                    } else {
                                         victim->num_weapons = 1;
+                                    }
 
                                     //victim->weaponactive=-1;
                                     victim->skeleton.longdead = 0;
@@ -2303,18 +2508,21 @@ void Person::DoAnimations()
                                     footpoint = weapons[i].position;
                                     if (victim->weaponstuck != -1) {
                                         if (victim->weaponids[victim->weaponstuck] == int(i)) {
-                                            if (bloodtoggle)
+                                            if (bloodtoggle) {
                                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                                            }
                                             weapons[i].bloody = 2;
                                             weapons[i].blooddrip = 5;
                                             victim->weaponstuck = -1;
                                         }
                                     }
                                     if (victim->num_weapons > 0) {
-                                        if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
+                                        if (victim->weaponstuck != 0 && victim->weaponstuck != -1) {
                                             victim->weaponstuck = 0;
-                                        if (victim->weaponids[0] == int(i))
+                                        }
+                                        if (victim->weaponids[0] == int(i)) {
                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
+                                        }
                                     }
 
                                     victim->jointVel(abdomen) += relative * 6;
@@ -2325,13 +2533,14 @@ void Person::DoAnimations()
                                 takeWeapon(i);
                             }
                         }
+                    }
                 }
             }
 
             if (animCurrent == drawleftanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
-                if (weaponactive == -1)
+                if (weaponactive == -1) {
                     weaponactive = 0;
-                else if (weaponactive == 0) {
+                else if (weaponactive == 0) {
                     weaponactive = -1;
                     if (num_weapons == 2) {
                         int buffer;
@@ -2353,24 +2562,31 @@ void Person::DoAnimations()
                 Normalise(&rotatetarget);
                 targetyaw = -asin(0 - rotatetarget.x);
                 targetyaw *= 360 / 6.28;
-                if (rotatetarget.z < 0)
+                if (rotatetarget.z < 0) {
                     targetyaw = 180 - targetyaw;
+                }
 
-                if (animTarget == walljumprightkickanim)
+                if (animTarget == walljumprightkickanim) {
                     targetyaw += 40;
-                if (animTarget == walljumpleftkickanim)
+                }
+                if (animTarget == walljumpleftkickanim) {
                     targetyaw -= 40;
+                }
             }
 
             bool dojumpattack;
             dojumpattack = 0;
-            if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
+            if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0)) {
                 dojumpattack = 1;
-            if (hasvictim)
-                if (distsq(&victim->coords, &/*Person::players[i]->*/ coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
+            }
+            if (hasvictim) {
+                if (distsq(&victim->coords, &/*Person::players[i]->*/ coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) {
                     dojumpattack = 1;
-            if (!hostile)
+                }
+            }
+            if (!hostile) {
                 dojumpattack = 0;
+            }
             if (dojumpattack) {
                 if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) {
                     animTarget = rabbittackleanim;
@@ -2387,13 +2603,14 @@ void Person::DoAnimations()
                 Normalise(&targetloc);
                 targetloc += coords;
                 for (unsigned i = 0; i < Person::players.size(); i++) {
-                    if (i != id)
+                    if (i != id) {
                         if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
                             closestdist = distsq(&targetloc, &Person::players[i]->coords);
                             closestid = i;
                         }
+                    }
                 }
-                if (closestid != -1)
+                if (closestid != -1) {
                     if (closestdist < 5 && !Person::players[closestid]->dead && Animation::animations[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
                         hasvictim = 1;
                         victim = Person::players[closestid];
@@ -2408,19 +2625,22 @@ void Person::DoAnimations()
                             Normalise(&rotatetarget);
                             targetyaw = -asin(0 - rotatetarget.x);
                             targetyaw *= 360 / 6.28;
-                            if (rotatetarget.z < 0)
+                            if (rotatetarget.z < 0) {
                                 targetyaw = 180 - targetyaw;
+                            }
                         }
                         if (animTarget != rabbitrunninganim) {
                             emit_sound_at(jumpsound, coords, 128.);
                         }
                     }
+                }
             }
 
             //Move impacts
             float damagemult = 1 * power;
-            if (creature == wolftype)
+            if (creature == wolftype) {
                 damagemult = 2.5 * power;
+            }
             if (hasvictim) {
                 damagemult /= victim->damagetolerance / 200;
             }
@@ -2428,13 +2648,15 @@ void Person::DoAnimations()
                 if (animTarget == spinkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (Random() % 2 || creature == wolftype) {
                             victim->spurt = 1;
                             DoBlood(.2, 250);
-                            if (creature == wolftype)
+                            if (creature == wolftype) {
                                 DoBloodBig(0, 250);
+                            }
                         }
                         if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 128.);
@@ -2464,12 +2686,14 @@ void Person::DoAnimations()
                 if (animTarget == wolfslapanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (Random() % 2 || creature == wolftype) {
                             victim->spurt = 1;
-                            if (creature == wolftype)
+                            if (creature == wolftype) {
                                 DoBloodBig(0, 235);
+                            }
                         }
                         emit_sound_at(whooshhitsound, victim->coords);
                         if (creature == wolftype) {
@@ -2497,8 +2721,9 @@ void Person::DoAnimations()
                 if (animTarget == walljumprightkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         victim->spurt = 1;
                         DoBlood(.2, 250);
                         if (!Tutorial::active) {
@@ -2522,18 +2747,20 @@ void Person::DoAnimations()
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
 
-                        if (victim->damage > victim->damagetolerance)
+                        if (victim->damage > victim->damagetolerance) {
                             award_bonus(id, style);
-                        else
+                        } else {
                             SolidHitBonus(id);
+                        }
                     }
                 }
 
                 if (animTarget == walljumpleftkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         victim->spurt = 1;
                         DoBlood(.2, 250);
                         if (!Tutorial::active) {
@@ -2557,18 +2784,20 @@ void Person::DoAnimations()
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
 
-                        if (victim->damage > victim->damagetolerance)
+                        if (victim->damage > victim->damagetolerance) {
                             award_bonus(id, style);
-                        else
+                        } else {
                             SolidHitBonus(id);
+                        }
                     }
                 }
 
                 if (animTarget == blockhighleftstrikeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (Random() % 2) {
                             victim->spurt = 1;
                             DoBlood(.2, 235);
@@ -2591,8 +2820,9 @@ void Person::DoAnimations()
                 if (animTarget == killanim && Animation::animations[animTarget].frames[frameCurrent].label == 8) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .2;
+                        }
                         emit_sound_at(whooshhitsound, victim->coords, 128.);
 
                         victim->skeleton.longdead = 0;
@@ -2625,8 +2855,9 @@ void Person::DoAnimations()
                 if (animTarget == killanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, coords, 128.);
                         }
@@ -2650,8 +2881,9 @@ void Person::DoAnimations()
                 if (animTarget == dropkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (!Tutorial::active) {
                             emit_sound_at(thudsound, coords);
                         }
@@ -2674,23 +2906,27 @@ void Person::DoAnimations()
                         for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
-                        if (!victim->dead)
+                        if (!victim->dead) {
                             SolidHitBonus(id);
+                        }
 
                         victim->Puff(abdomen);
                         victim->DoDamage(damagemult * 20 / victim->protectionhigh);
                         victim->jointVel(abdomen) += relative * damagemult * 200;
                         staggerdelay = .5;
-                        if (!victim->dead)
+                        if (!victim->dead) {
                             staggerdelay = 1.2;
+                        }
                     }
                 }
 
                 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
 
-                    if (hasvictim)
-                        if (!victim->skeleton.free)
+                    if (hasvictim) {
+                        if (!victim->skeleton.free) {
                             hasvictim = 0;
+                        }
+                    }
 
                     if (!hasvictim) {
                         terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360);
@@ -2706,8 +2942,9 @@ void Person::DoAnimations()
                             if (weapons[weaponids[weaponactive]].getType() == knife) {
                                 where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4);
                                 where -= victim->coords;
-                                if (!victim->skeleton.free)
+                                if (!victim->skeleton.free) {
                                     where = DoRotation(where, 0, -victim->yaw, 0);
+                                }
                                 //where=scale;
                                 startpoint = where;
                                 startpoint.y += 100;
@@ -2717,25 +2954,29 @@ void Person::DoAnimations()
                             if (weapons[weaponids[weaponactive]].getType() == sword) {
                                 where = weapons[weaponids[weaponactive]].position;
                                 where -= victim->coords;
-                                if (!victim->skeleton.free)
+                                if (!victim->skeleton.free) {
                                     where = DoRotation(where, 0, -victim->yaw, 0);
+                                }
                                 startpoint = where;
                                 where = weapons[weaponids[weaponactive]].tippoint;
                                 where -= victim->coords;
-                                if (!victim->skeleton.free)
+                                if (!victim->skeleton.free) {
                                     where = DoRotation(where, 0, -victim->yaw, 0);
+                                }
                                 endpoint = where;
                             }
                             if (weapons[weaponids[weaponactive]].getType() == staff) {
                                 where = weapons[weaponids[weaponactive]].position;
                                 where -= victim->coords;
-                                if (!victim->skeleton.free)
+                                if (!victim->skeleton.free) {
                                     where = DoRotation(where, 0, -victim->yaw, 0);
+                                }
                                 startpoint = where;
                                 where = weapons[weaponids[weaponactive]].tippoint;
                                 where -= victim->coords;
-                                if (!victim->skeleton.free)
+                                if (!victim->skeleton.free) {
                                     where = DoRotation(where, 0, -victim->yaw, 0);
+                                }
                                 endpoint = where;
                             }
                             movepoint = 0;
@@ -2745,11 +2986,13 @@ void Person::DoAnimations()
                             if (whichtri != -1) {
                                 if (victim->dead != 2) {
                                     victim->DoDamage(abs((victim->damagetolerance - victim->permanentdamage) * 2));
-                                    if (!victim->dead)
+                                    if (!victim->dead) {
                                         award_bonus(id, FinishedBonus);
+                                    }
                                 }
-                                if (bloodtoggle)
+                                if (bloodtoggle) {
                                     weapons[weaponids[weaponactive]].bloody = 2;
+                                }
 
                                 victim->skeleton.longdead = 0;
                                 victim->skeleton.free = 1;
@@ -2794,13 +3037,15 @@ void Person::DoAnimations()
 
                             where = weapons[weaponids[weaponactive]].position;
                             where -= victim->coords;
-                            if (!victim->skeleton.free)
+                            if (!victim->skeleton.free) {
                                 where = DoRotation(where, 0, -victim->yaw, 0);
+                            }
                             startpoint = where;
                             where = weapons[weaponids[weaponactive]].tippoint;
                             where -= victim->coords;
-                            if (!victim->skeleton.free)
+                            if (!victim->skeleton.free) {
                                 where = DoRotation(where, 0, -victim->yaw, 0);
+                            }
                             endpoint = where;
 
                             movepoint = 0;
@@ -2819,13 +3064,15 @@ void Person::DoAnimations()
 
                             where = weapons[weaponids[weaponactive]].position;
                             where -= victim->coords;
-                            if (!victim->skeleton.free)
+                            if (!victim->skeleton.free) {
                                 where = DoRotation(where, 0, -victim->yaw, 0);
+                            }
                             startpoint = where;
                             where = weapons[weaponids[weaponactive]].tippoint;
                             where -= victim->coords;
-                            if (!victim->skeleton.free)
+                            if (!victim->skeleton.free) {
                                 where = DoRotation(where, 0, -victim->yaw, 0);
+                            }
                             endpoint = where;
 
                             movepoint = 0;
@@ -2855,8 +3102,9 @@ void Person::DoAnimations()
                                 relative.y = 10;
                                 Normalise(&relative);
                                 //victim->Puff(abdomen);
-                                if (bloodtoggle)
+                                if (bloodtoggle) {
                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                                }
 
                                 if (victim->bloodloss < victim->damagetolerance) {
                                     victim->bloodloss += 1000;
@@ -2876,8 +3124,9 @@ void Person::DoAnimations()
                 if (animTarget == upunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (Random() % 2) {
                             victim->spurt = 1;
                             DoBlood(.2, 235);
@@ -2913,8 +3162,9 @@ void Person::DoAnimations()
                 if (animTarget == winduppunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height != lowheight) {
                             if (!Tutorial::active) {
                                 emit_sound_at(thudsound, victim->coords);
@@ -2929,8 +3179,9 @@ void Person::DoAnimations()
                             }
                         }
 
-                        if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || Animation::animations[victim->animTarget].height == lowheight)
+                        if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || Animation::animations[victim->animTarget].height == lowheight) {
                             victim->RagDoll(0);
+                        }
                         XYZ relative;
                         relative = victim->coords - coords;
                         relative.y = 0;
@@ -2957,8 +3208,9 @@ void Person::DoAnimations()
 
                 if (animTarget == blockhighleftanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
-                        if (victim->id == 0)
+                        if (victim->id == 0) {
                             camerashake += .4;
+                        }
                         emit_sound_at(landsound2, victim->coords);
 
                         Puff(righthand);
@@ -2967,15 +3219,18 @@ void Person::DoAnimations()
 
                 if (animTarget == swordslashparryanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
-                        if (victim->id == 0)
+                        if (victim->id == 0) {
                             camerashake += .4;
+                        }
 
                         if (weaponactive != -1) {
                             if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
-                                if (weapons[victim->weaponids[0]].getType() == staff)
+                                if (weapons[victim->weaponids[0]].getType() == staff) {
                                     weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
-                                if (weapons[weaponids[0]].getType() == staff)
+                                }
+                                if (weapons[weaponids[0]].getType() == staff) {
                                     weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
+                                }
 
                                 emit_sound_at(swordstaffsound, victim->coords);
                             } else {
@@ -3003,7 +3258,7 @@ void Person::DoAnimations()
                 }
 
                 if (animTarget == knifeslashstartanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
-                    if (hasvictim)
+                    if (hasvictim) {
                         if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 && /*Animation::animations[victim->animTarget].height!=lowheight&&*/ victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
                             escapednum = 0;
                             if (!Tutorial::active) {
@@ -3025,8 +3280,9 @@ void Person::DoAnimations()
                             }
                             victim->lowreversaldelay = 0;
                             victim->highreversaldelay = 0;
-                            if (aitype != playercontrolled)
+                            if (aitype != playercontrolled) {
                                 weaponmissdelay = .6;
+                            }
 
                             if (!Tutorial::active) {
                                 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) {
@@ -3056,6 +3312,7 @@ void Person::DoAnimations()
                             }
                             victim->DoDamage(damagemult * 0);
                         }
+                    }
                 }
                 if (animTarget == swordslashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) {
@@ -3063,10 +3320,11 @@ void Person::DoAnimations()
                             award_bonus(id, Slashbonus);
                             escapednum = 0;
                             if (!Tutorial::active) {
-                                if (normaldotproduct(victim->facing, victim->coords - coords) < 0)
+                                if (normaldotproduct(victim->facing, victim->coords - coords) < 0) {
                                     victim->DoBloodBig(2 / victim->armorhigh, 190);
-                                else
+                                } else {
                                     victim->DoBloodBig(2 / victim->armorhigh, 185);
+                                }
                                 victim->deathbleeding = 1;
                                 emit_sound_at(swordslicesound, victim->coords);
                                 victim->frameTarget = 0;
@@ -3103,10 +3361,12 @@ void Person::DoAnimations()
                         } else {
                             if (victim->weaponactive != -1) {
                                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
-                                    if (weapons[victim->weaponids[0]].getType() == staff)
+                                    if (weapons[victim->weaponids[0]].getType() == staff) {
                                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
-                                    if (weapons[weaponids[0]].getType() == staff)
+                                    }
+                                    if (weapons[weaponids[0]].getType() == staff) {
                                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
+                                    }
 
                                     emit_sound_at(swordstaffsound, victim->coords);
                                 } else {
@@ -3127,8 +3387,9 @@ void Person::DoAnimations()
                             victim->num_weapons--;
                             if (victim->num_weapons) {
                                 victim->weaponids[0] = victim->weaponids[num_weapons];
-                                if (victim->weaponstuck == victim->num_weapons)
+                                if (victim->weaponstuck == victim->num_weapons) {
                                     victim->weaponstuck = 0;
+                                }
                             }
                             victim->weaponactive = -1;
                             for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -3143,8 +3404,9 @@ void Person::DoAnimations()
                         if (!Tutorial::active) {
                             weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
                             escapednum = 0;
-                            if (id == 0)
+                            if (id == 0) {
                                 camerashake += .4;
+                            }
                             if (Random() % 2 || creature == wolftype) {
                                 victim->spurt = 1;
                             }
@@ -3177,8 +3439,9 @@ void Person::DoAnimations()
                         if (!Tutorial::active) {
                             weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
                             escapednum = 0;
-                            if (id == 0)
+                            if (id == 0) {
                                 camerashake += .4;
+                            }
                             if (Random() % 2 || creature == wolftype) {
                                 victim->spurt = 1;
                             }
@@ -3208,10 +3471,12 @@ void Person::DoAnimations()
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
                         escapednum = 0;
                         if (!Tutorial::active) {
-                            if (!victim->dead)
+                            if (!victim->dead) {
                                 weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500;
-                            if (id == 0)
+                            }
+                            if (id == 0) {
                                 camerashake += .4;
+                            }
                             if (Random() % 2 || creature == wolftype) {
                                 victim->spurt = 1;
                             }
@@ -3257,8 +3522,9 @@ void Person::DoAnimations()
                 if (animTarget == lowkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != highheight) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .4;
+                        }
                         XYZ relative;
                         relative = victim->coords - coords;
                         relative.y = 0;
@@ -3281,16 +3547,18 @@ void Person::DoAnimations()
                             }
                             victim->Puff(head);
                             victim->DoDamage(damagemult * 100 / victim->protectionhead);
-                            if (victim->howactive == typesleeping)
+                            if (victim->howactive == typesleeping) {
                                 victim->DoDamage(damagemult * 150 / victim->protectionhead);
+                            }
                             if (creature == wolftype) {
                                 emit_sound_at(clawslicesound, victim->coords, 128.);
                                 victim->spurt = 1;
                                 victim->DoBloodBig(2 / victim->armorhead, 175);
                             }
                         } else {
-                            if (victim->damage >= victim->damagetolerance)
+                            if (victim->damage >= victim->damagetolerance) {
                                 victim->RagDoll(0);
+                            }
                             for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
@@ -3318,8 +3586,9 @@ void Person::DoAnimations()
                         (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
                         (victim != this->shared_from_this())) {
                         escapednum = 0;
-                        if (id == 0)
+                        if (id == 0) {
                             camerashake += .2;
+                        }
                         if (!Tutorial::active) {
                             emit_sound_at(landsound2, victim->coords, 128.);
                         }
@@ -3337,22 +3606,25 @@ void Person::DoAnimations()
                             relative = DoRotation(relative, 0, -90, 0);
                             relative.y += .1;
                             for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
-                                if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
+                                if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) {
                                     victim->skeleton.joints[i].velocity = relative * 80;
+                                }
                             }
                             victim->Puff(rightankle);
                             victim->Puff(leftankle);
                             victim->DoDamage(damagemult * 40 / victim->protectionlow);
                         } else {
-                            if (victim->damage >= victim->damagetolerance)
+                            if (victim->damage >= victim->damagetolerance) {
                                 victim->RagDoll(0);
+                            }
                             for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
                             for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
-                                if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
+                                if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) {
                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
+                                }
                             }
                             victim->jointVel(abdomen) += relative * damagemult * 200;
                             victim->frameTarget = 0;
@@ -3373,8 +3645,9 @@ void Person::DoAnimations()
             if (Animation::animations[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) {
                 if (animTarget == spinkickreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
-                    if (id == 0)
+                    if (id == 0) {
                         camerashake += .4;
+                    }
                     if (Random() % 2) {
                         victim->spurt = 1;
                         DoBlood(.2, 230);
@@ -3417,8 +3690,9 @@ void Person::DoAnimations()
 
                 if (animTarget == staffhitreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     escapednum = 0;
-                    if (id == 0)
+                    if (id == 0) {
                         camerashake += .4;
+                    }
                     if (Random() % 2) {
                         victim->spurt = 1;
                         DoBlood(.2, 230);
@@ -3439,8 +3713,9 @@ void Person::DoAnimations()
 
                 if (animTarget == staffspinhitreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
-                    if (id == 0)
+                    if (id == 0) {
                         camerashake += .4;
+                    }
                     if (Random() % 2) {
                         victim->spurt = 1;
                         DoBlood(.2, 230);
@@ -3493,17 +3768,21 @@ void Person::DoAnimations()
 
                     bool doslice;
                     doslice = 0;
-                    if (weaponactive != -1 || creature == wolftype)
+                    if (weaponactive != -1 || creature == wolftype) {
                         doslice = 1;
-                    if (creature == rabbittype && weaponactive != -1)
-                        if (weapons[weaponids[0]].getType() == staff)
+                    }
+                    if (creature == rabbittype && weaponactive != -1) {
+                        if (weapons[weaponids[0]].getType() == staff) {
                             doslice = 0;
+                        }
+                    }
                     if (doslice) {
                         if (weaponactive != -1) {
                             victim->DoBloodBig(2 / victim->armorhigh, 225);
                             emit_sound_at(knifeslicesound, victim->coords);
-                            if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
+                            if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) {
                                 weapons[weaponids[weaponactive]].bloody = 1;
+                            }
                             weapons[weaponids[weaponactive]].blooddrip += 3;
                         }
                         if (weaponactive == -1 && creature == wolftype) {
@@ -3539,8 +3818,9 @@ void Person::DoAnimations()
 
                 if (hasvictim && animTarget == knifeslashreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
-                    if (id == 0)
+                    if (id == 0) {
                         camerashake += .4;
+                    }
                     if (Random() % 2) {
                         victim->spurt = 1;
                         DoBlood(.2, 230);
@@ -3572,8 +3852,9 @@ void Person::DoAnimations()
                     relative = facing * -1;
                     relative.y = -3;
                     Normalise(&relative);
-                    if (victim->id == 0)
+                    if (victim->id == 0) {
                         relative /= 30;
+                    }
                     for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
@@ -3581,17 +3862,21 @@ void Person::DoAnimations()
                     victim->permanentdamage = victim->damagetolerance - 1;
                     bool doslice;
                     doslice = 0;
-                    if (weaponactive != -1 || creature == wolftype)
+                    if (weaponactive != -1 || creature == wolftype) {
                         doslice = 1;
-                    if (creature == rabbittype && weaponactive != -1)
-                        if (weapons[weaponids[0]].getType() == staff)
+                    }
+                    if (creature == rabbittype && weaponactive != -1) {
+                        if (weapons[weaponids[0]].getType() == staff) {
                             doslice = 0;
+                        }
+                    }
                     if (doslice) {
                         if (weaponactive != -1) {
                             victim->DoBloodBig(200, 225);
                             emit_sound_at(knifeslicesound, victim->coords);
-                            if (bloodtoggle)
+                            if (bloodtoggle) {
                                 weapons[weaponids[weaponactive]].bloody = 2;
+                            }
                             weapons[weaponids[weaponactive]].blooddrip += 5;
                         }
 
@@ -3607,14 +3892,16 @@ void Person::DoAnimations()
                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
                         escapednum = 0;
-                        if (animTarget == knifefollowanim)
+                        if (animTarget == knifefollowanim) {
                             victim->DoBloodBig(200, 210);
+                        }
                         if (animTarget == knifesneakattackanim) {
                             XYZ footvel, footpoint;
                             footvel = 0;
                             footpoint = weapons[weaponids[0]].tippoint;
-                            if (bloodtoggle)
+                            if (bloodtoggle) {
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                            }
                             footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3628,8 +3915,9 @@ void Person::DoAnimations()
                             XYZ footvel, footpoint;
                             footvel = 0;
                             footpoint = weapons[weaponids[0]].tippoint;
-                            if (bloodtoggle)
+                            if (bloodtoggle) {
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                            }
                             footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3639,8 +3927,9 @@ void Person::DoAnimations()
                         victim->bloodloss += 10000;
                         victim->velocity = 0;
                         emit_sound_at(fleshstabsound, victim->coords);
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             weapons[weaponids[weaponactive]].bloody = 2;
+                        }
                         weapons[weaponids[weaponactive]].blooddrip += 5;
                     }
                 }
@@ -3659,15 +3948,17 @@ void Person::DoAnimations()
                     }
                     if (weaponactive != -1 && Animation::animations[victim->animTarget].attack != reversal) {
                         emit_sound_at(fleshstabremovesound, victim->coords);
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             weapons[weaponids[weaponactive]].bloody = 2;
+                        }
                         weapons[weaponids[weaponactive]].blooddrip += 5;
 
                         XYZ footvel, footpoint;
                         footvel = 0;
                         footpoint = weapons[weaponids[0]].tippoint;
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                        }
                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3685,8 +3976,9 @@ void Person::DoAnimations()
                         XYZ footvel, footpoint;
                         footvel = 0;
                         footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2;
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                        }
                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3697,8 +3989,9 @@ void Person::DoAnimations()
                         victim->bloodloss += 10000;
                         victim->velocity = 0;
                         emit_sound_at(fleshstabsound, victim->coords);
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             weapons[weaponids[weaponactive]].bloody = 2;
+                        }
                         weapons[weaponids[weaponactive]].blooddrip += 5;
                     }
                 }
@@ -3711,15 +4004,17 @@ void Person::DoAnimations()
                     }
                     if (weaponactive != -1) {
                         emit_sound_at(fleshstabremovesound, victim->coords);
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             weapons[weaponids[weaponactive]].bloody = 2;
+                        }
                         weapons[weaponids[weaponactive]].blooddrip += 5;
 
                         XYZ footvel, footpoint;
                         footvel = 0;
                         footpoint = weapons[weaponids[0]].tippoint;
-                        if (bloodtoggle)
+                        if (bloodtoggle) {
                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                        }
                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3730,8 +4025,9 @@ void Person::DoAnimations()
 
                 if (animTarget == sweepreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
-                    if (id == 0)
+                    if (id == 0) {
                         camerashake += .4;
+                    }
                     if (Random() % 2) {
                         victim->spurt = 1;
                         DoBlood(.2, 240);
@@ -3743,17 +4039,21 @@ void Person::DoAnimations()
                     }
                     bool doslice;
                     doslice = 0;
-                    if (weaponactive != -1 || creature == wolftype)
+                    if (weaponactive != -1 || creature == wolftype) {
                         doslice = 1;
-                    if (creature == rabbittype && weaponactive != -1)
-                        if (weapons[weaponids[0]].getType() == staff)
+                    }
+                    if (creature == rabbittype && weaponactive != -1) {
+                        if (weapons[weaponids[0]].getType() == staff) {
                             doslice = 0;
+                        }
+                    }
                     if (doslice) {
                         if (weaponactive != -1) {
                             victim->DoBloodBig(2 / victim->armorhead, 225);
                             emit_sound_at(knifeslicesound, victim->coords);
-                            if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
+                            if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) {
                                 weapons[weaponids[weaponactive]].bloody = 1;
+                            }
                             weapons[weaponids[weaponactive]].blooddrip += 3;
                         }
                         if (weaponactive == -1 && creature == wolftype) {
@@ -3778,8 +4078,9 @@ void Person::DoAnimations()
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
-                    if (victim->damage < victim->damagetolerance - 100)
+                    if (victim->damage < victim->damagetolerance - 100) {
                         victim->velocity = relative * 200;
+                    }
                     victim->DoDamage(damagemult * 100 / victim->protectionhead);
                     victim->velocity = 0;
                 }
@@ -3800,10 +4101,11 @@ void Person::DoAnimations()
                     victim->jointVel(head) += relative * damagemult * 200;
                 }
 
-                if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim))
+                if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim)) {
                     if (victim->damage > victim->damagetolerance && bonus != reverseko) {
                         award_bonus(id, reverseko);
                     }
+                }
             }
 
             //Animation end
@@ -3845,9 +4147,9 @@ void Person::DoAnimations()
                     if (animCurrent == crouchdrawrightanim) {
                         animTarget = getCrouch();
                     }
-                    if (weaponactive == -1)
+                    if (weaponactive == -1) {
                         weaponactive = 0;
-                    else if (weaponactive == 0) {
+                    else if (weaponactive == 0) {
                         weaponactive = -1;
                         if (num_weapons == 2) {
                             int buffer;
@@ -3882,8 +4184,9 @@ void Person::DoAnimations()
                     animTarget = getCrouch();
                     frameTarget = 1;
                     coords += facing * .1;
-                    if (!isnormal(coords.x))
+                    if (!isnormal(coords.x)) {
                         coords = oldcoords;
+                    }
                     oldcoords = coords;
                     targetoffset = 0;
                     currentoffset = 0;
@@ -3905,7 +4208,7 @@ void Person::DoAnimations()
                         int closest = -1;
                         float closestdist = -1;
                         float distance;
-                        if (Person::players.size() > 1)
+                        if (Person::players.size() > 1) {
                             for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
@@ -3915,6 +4218,7 @@ void Person::DoAnimations()
                                     }
                                 }
                             }
+                        }
                         if (closestdist > 0 && closest >= 0 && closestdist < 16) {
                             victim = Person::players[closest];
                             animTarget = walljumprightkickanim;
@@ -3923,8 +4227,9 @@ void Person::DoAnimations()
                             Normalise(&rotatetarget);
                             yaw = -asin(0 - rotatetarget.x);
                             yaw *= 360 / 6.28;
-                            if (rotatetarget.z < 0)
+                            if (rotatetarget.z < 0) {
                                 yaw = 180 - yaw;
+                            }
                             targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
                             velocity = (victim->coords - coords) * 4;
                             velocity.y += 2;
@@ -3936,8 +4241,9 @@ void Person::DoAnimations()
                         frameTarget = 3;
                         velocity = facing * -8;
                         velocity.y = 4;
-                        if (id == 0)
+                        if (id == 0) {
                             resume_stream(whooshsound);
+                        }
                     }
                     if (animTarget == walljumprightanim) {
                         animTarget = rightflipanim;
@@ -3955,15 +4261,16 @@ void Person::DoAnimations()
                         velocity = facing * 8;
                         velocity.y = 4;
                     }
-                    if (id == 0)
+                    if (id == 0) {
                         resume_stream(whooshsound);
+                    }
                 }
                 if (animTarget == walljumpleftanim) {
                     if (attackkeydown) {
                         int closest = -1;
                         float closestdist = -1;
                         float distance;
-                        if (Person::players.size() > 1)
+                        if (Person::players.size() > 1) {
                             for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
@@ -3973,6 +4280,7 @@ void Person::DoAnimations()
                                     }
                                 }
                             }
+                        }
                         if (closestdist > 0 && closest >= 0 && closestdist < 16) {
                             victim = Person::players[closest];
                             animTarget = walljumpleftkickanim;
@@ -3981,8 +4289,9 @@ void Person::DoAnimations()
                             Normalise(&rotatetarget);
                             yaw = -asin(0 - rotatetarget.x);
                             yaw *= 360 / 6.28;
-                            if (rotatetarget.z < 0)
+                            if (rotatetarget.z < 0) {
                                 yaw = 180 - yaw;
+                            }
                             targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
                             velocity = (victim->coords - coords) * 4;
                             velocity.y += 2;
@@ -3997,8 +4306,9 @@ void Person::DoAnimations()
                         velocity = DoRotation(facing, 0, -30, 0) * -8;
                         velocity.y = 4;
                     }
-                    if (id == 0)
+                    if (id == 0) {
                         resume_stream(whooshsound);
+                    }
                 }
                 if (animTarget == sneakattackanim) {
                     animCurrent = getCrouch();
@@ -4012,16 +4322,18 @@ void Person::DoAnimations()
                     transspeed = 1000000;
                     targetheadyaw += 180;
                     coords -= facing * .7;
-                    if (onterrain)
+                    if (onterrain) {
                         coords.y = terrain.getHeight(coords.x, coords.z);
+                    }
 
                     lastfeint = 0;
                 }
                 if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) {
                     animTarget = getIdle();
                     frameTarget = 0;
-                    if (onterrain)
+                    if (onterrain) {
                         coords.y = terrain.getHeight(coords.x, coords.z);
+                    }
 
                     lastfeint = 0;
                 }
@@ -4038,13 +4350,14 @@ void Person::DoAnimations()
                     tilt2 *= -1;
                     transspeed = 1000000;
                     targetheadyaw += 180;
-                    if (!isnormal(coords.x))
+                    if (!isnormal(coords.x)) {
                         coords = oldcoords;
-                    if (animCurrent == spinkickreversalanim || animCurrent == swordslashreversalanim)
+                    }
+                    if (animCurrent == spinkickreversalanim || animCurrent == swordslashreversalanim) {
                         oldcoords = coords + facing * .5;
-                    else if (animCurrent == sweepreversalanim)
+                    } else if (animCurrent == sweepreversalanim) {
                         oldcoords = coords + facing * 1.1;
-                    else if (animCurrent == upunchreversalanim) {
+                    else if (animCurrent == upunchreversalanim) {
                         oldcoords = coords + facing * 1.5;
                         targetyaw += 180;
                         yaw += 180;
@@ -4065,10 +4378,11 @@ void Person::DoAnimations()
                         targettilt2 = 0;
                         tilt2 = 0;
                     }
-                    if (onterrain)
+                    if (onterrain) {
                         oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z);
-                    else
+                    } else {
                         oldcoords.y = ycoords;
+                    }
                     currentoffset = coords - oldcoords;
                     targetoffset = 0;
                     coords = oldcoords;
@@ -4082,8 +4396,9 @@ void Person::DoAnimations()
                 }
                 if (Animation::animations[animTarget].attack == reversed) {
                     escapednum++;
-                    if (animTarget == sweepreversedanim)
+                    if (animTarget == sweepreversedanim) {
                         targetyaw += 90;
+                    }
                     animTarget = backhandspringanim;
                     frameTarget = 2;
                     emit_sound_at(landsound, coords, 128);
@@ -4108,10 +4423,12 @@ void Person::DoAnimations()
                 if (wasFlip()) {
                     animTarget = jumpdownanim;
                 }
-                if (wasLanding())
+                if (wasLanding()) {
                     animTarget = getIdle();
-                if (wasLandhard())
+                }
+                if (wasLandhard()) {
                     animTarget = getIdle();
+                }
                 if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) {
                     animTarget = getIdle();
                     oldcoords = coords;
@@ -4119,8 +4436,9 @@ void Person::DoAnimations()
                     coords.y = oldcoords.y;
                     //coords+=DoRotation(Animation::animations[animCurrent].offset,0,yaw,0)*scale;
                     targetoffset.y = coords.y;
-                    if (onterrain)
+                    if (onterrain) {
                         targetoffset.y = terrain.getHeight(coords.x, coords.z);
+                    }
                     currentoffset = DoRotation(Animation::animations[animCurrent].offset * -1, 0, yaw, 0) * scale;
                     currentoffset.y -= (coords.y - targetoffset.y);
                     coords.y = targetoffset.y;
@@ -4136,11 +4454,14 @@ void Person::DoAnimations()
                     targetyaw = yaw;
                     bool hasstaff;
                     hasstaff = 0;
-                    if (num_weapons > 0)
-                        if (weapons[0].getType() == staff)
+                    if (num_weapons > 0) {
+                        if (weapons[0].getType() == staff) {
                             hasstaff = 1;
-                    if (!hasstaff)
+                        }
+                    }
+                    if (!hasstaff) {
                         DoDamage(35);
+                    }
                     RagDoll(0);
                     lastfeint = 0;
                     rabbitkickragdoll = 1;
@@ -4158,8 +4479,9 @@ void Person::DoAnimations()
                         escapednum++;
                         animTarget = rollanim;
                         coords += facing;
-                        if (id == 0)
+                        if (id == 0) {
                             pause_sound(whooshsound);
+                        }
                     }
                     lastfeint = 0;
                 }
@@ -4182,8 +4504,9 @@ void Person::DoAnimations()
                         escapednum++;
                         animTarget = rollanim;
                         coords += facing * 2;
-                        if (id == 0)
+                        if (id == 0) {
                             pause_sound(whooshsound);
+                        }
                     }
                     lastfeint = 0;
                 }
@@ -4203,14 +4526,16 @@ void Person::DoAnimations()
                     lastfeint = 0;
                 }
                 if (animCurrent == spinkickanim && victim->skeleton.free) {
-                    if (creature == rabbittype)
+                    if (creature == rabbittype) {
                         animTarget = fightidleanim;
+                    }
                 }
             }
             target = 0;
 
-            if (isIdle() && !wasIdle())
+            if (isIdle() && !wasIdle()) {
                 normalsupdatedelay = 0;
+            }
 
             if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) {
                 animTarget = jumpdownanim;
@@ -4220,32 +4545,38 @@ void Person::DoAnimations()
             oldtarget = target;
             if (!transspeed && Animation::animations[animTarget].attack != 2 && Animation::animations[animTarget].attack != 3) {
                 if (!isRun() || !wasRun()) {
-                    if (targetFrame().speed > currentFrame().speed)
+                    if (targetFrame().speed > currentFrame().speed) {
                         target += multiplier * targetFrame().speed * speed * 2;
-                    if (targetFrame().speed <= currentFrame().speed)
+                    }
+                    if (targetFrame().speed <= currentFrame().speed) {
                         target += multiplier * currentFrame().speed * speed * 2;
+                    }
                 }
                 if (isRun() && wasRun()) {
                     float tempspeed;
                     tempspeed = velspeed;
-                    if (tempspeed < 10 * speedmult)
+                    if (tempspeed < 10 * speedmult) {
                         tempspeed = 10 * speedmult;
+                    }
                     /* FIXME - mixed of target and current here, is that intended? */
                     target += multiplier * Animation::animations[animTarget].frames[frameCurrent].speed * speed * 1.7 * tempspeed / (speed * 45 * scale);
                 }
-            } else if (transspeed)
+            } else if (transspeed) {
                 target += multiplier * transspeed * speed * 2;
-            else {
+            else {
                 if (!isRun() || !wasRun()) {
-                    if (targetFrame().speed > currentFrame().speed)
+                    if (targetFrame().speed > currentFrame().speed) {
                         target += multiplier * targetFrame().speed * 2;
-                    if (targetFrame().speed <= currentFrame().speed)
+                    }
+                    if (targetFrame().speed <= currentFrame().speed) {
                         target += multiplier * currentFrame().speed * 2;
+                    }
                 }
             }
 
-            if (animCurrent != animTarget)
+            if (animCurrent != animTarget) {
                 target = (target + oldtarget) / 2;
+            }
 
             if (target > 1) {
                 frameCurrent = frameTarget;
@@ -4277,12 +4608,15 @@ void Person::DoAnimations()
                 }
                 for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
                     if (skeleton.muscles[i].visible) {
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
+                        }
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
+                        }
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
+                        }
                     }
                 }
 
@@ -4300,24 +4634,33 @@ void Person::DoAnimations()
                 }
                 for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
                     if (skeleton.muscles[i].visible) {
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
+                        }
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
-                        if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
+                        }
+                        if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) {
                             skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
-                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180)
+                        }
+                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) {
                             skeleton.muscles[i].newrotate3 -= 360;
-                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180)
+                        }
+                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) {
                             skeleton.muscles[i].newrotate3 += 360;
-                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180)
+                        }
+                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) {
                             skeleton.muscles[i].newrotate2 -= 360;
-                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180)
+                        }
+                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) {
                             skeleton.muscles[i].newrotate2 += 360;
-                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180)
+                        }
+                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) {
                             skeleton.muscles[i].newrotate1 -= 360;
-                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180)
+                        }
+                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) {
                             skeleton.muscles[i].newrotate1 += 360;
+                        }
                     }
                 }
             }
@@ -4342,8 +4685,9 @@ void Person::DoAnimations()
         }
 
         if (isLanding() && landhard) {
-            if (id == 0)
+            if (id == 0) {
                 camerashake += .4;
+            }
             animTarget = getLandhard();
             frameTarget = 0;
             target = 0;
@@ -4377,23 +4721,29 @@ void Person::DoStuff()
     }
 
     crouchkeydowntime += multiplier;
-    if (!crouchkeydown)
+    if (!crouchkeydown) {
         crouchkeydowntime = 0;
+    }
     jumpkeydowntime += multiplier;
-    if (!jumpkeydown && skeleton.free)
+    if (!jumpkeydown && skeleton.free) {
         jumpkeydowntime = 0;
+    }
 
-    if (hostile || damage > 0 || bloodloss > 0)
+    if (hostile || damage > 0 || bloodloss > 0) {
         immobile = 0;
+    }
 
-    if (isIdle() || isRun())
+    if (isIdle() || isRun()) {
         targetoffset = 0;
+    }
 
-    if (num_weapons == 1 && weaponactive != -1)
+    if (num_weapons == 1 && weaponactive != -1) {
         weaponstuck = -1;
+    }
 
-    if (id == 0)
+    if (id == 0) {
         blooddimamount -= multiplier * .3;
+    }
     speechdelay -= multiplier;
     texupdatedelay -= multiplier;
     interestdelay -= multiplier;
@@ -4404,17 +4754,20 @@ void Person::DoStuff()
         hasvictim = 0;
     }
 
-    if (id == 0)
+    if (id == 0) {
         speed = 1.1 * speedmult;
-    else
+    } else {
         speed = 1.0 * speedmult;
-    if (!skeleton.free)
+    }
+    if (!skeleton.free) {
         rabbitkickragdoll = 0;
+    }
 
     speed *= speedmult;
 
-    if (id != 0 && (creature == rabbittype || difficulty != 2))
+    if (id != 0 && (creature == rabbittype || difficulty != 2)) {
         superruntoggle = 0;
+    }
     if (id != 0 && creature == wolftype && difficulty == 2) {
         superruntoggle = 0;
         if (aitype != passivetype) {
@@ -4423,8 +4776,9 @@ void Person::DoStuff()
                 superruntoggle = 0;
             }
         }
-        if (scale < 0.2)
+        if (scale < 0.2) {
             superruntoggle = 0;
+        }
         if (animTarget == wolfrunninganim && !superruntoggle) {
             animTarget = getRun();
             frameTarget = 0;
@@ -4439,8 +4793,9 @@ void Person::DoStuff()
     if (onfire) {
         burnt += multiplier;
         deathbleeding = 1;
-        if (burnt > .6)
+        if (burnt > .6) {
             burnt = .6;
+        }
         OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3);
 
         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
@@ -4489,8 +4844,9 @@ void Person::DoStuff()
         bleeding -= multiplier * .3;
         if (bloodtoggle == 2) {
             skeleton.drawmodel.textureptr.bind();
-            if ((bleeding <= 0) && (detail != 2))
+            if ((bleeding <= 0) && (detail != 2)) {
                 DoMipmaps();
+            }
         }
     }
 
@@ -4519,10 +4875,11 @@ void Person::DoStuff()
     }
 
     if (deathbleeding > 0 && dead != 2) {
-        if (deathbleeding < 5)
+        if (deathbleeding < 5) {
             bleeddelay -= deathbleeding * multiplier / 4;
-        else
+        } else {
             bleeddelay -= 5 * multiplier / 4;
+        }
         if (bleeddelay < 0 && bloodtoggle) {
             bleeddelay = 1;
             XYZ bloodvel;
@@ -4539,8 +4896,9 @@ void Person::DoStuff()
         }
         bloodloss += deathbleeding * multiplier * 80;
         deathbleeding -= multiplier * 1.6;
-        if (deathbleeding < 0)
+        if (deathbleeding < 0) {
             deathbleeding = 0;
+        }
         if (bloodloss > damagetolerance && Animation::animations[animTarget].attack == neutral) {
             if (weaponactive != -1) {
                 weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
@@ -4548,8 +4906,9 @@ void Person::DoStuff()
                 num_weapons--;
                 if (num_weapons) {
                     weaponids[0] = weaponids[num_weapons];
-                    if (weaponstuck == num_weapons)
+                    if (weaponstuck == num_weapons) {
                         weaponstuck = 0;
+                    }
                 }
                 weaponactive = -1;
                 for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -4607,17 +4966,20 @@ void Person::DoStuff()
             endy = skeleton.skinsize - 1;
             bleeding = 0;
         }
-        if (endx < startx)
+        if (endx < startx) {
             endx = startx;
-        if (endy < starty)
+        }
+        if (endy < starty) {
             endy = starty;
+        }
 
         for (int i = startx; i < endx; i++) {
             for (int j = starty; j < endy; j++) {
                 if (Random() % 2 == 0) {
                     color = Random() % 85 + 170;
-                    if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)
+                    if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) {
                         skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2;
+                    }
                     skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0;
                     skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0;
                 }
@@ -4630,16 +4992,18 @@ void Person::DoStuff()
 
         if (skeleton.free) {
             bleedx += 4 * direction / realtexdetail;
-            if (detail == 2)
+            if (detail == 2) {
                 bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail;
-            else
+            } else {
                 bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail;
+            }
         } else {
             bleedy -= 4 / realtexdetail;
-            if (detail == 2)
+            if (detail == 2) {
                 bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail;
-            else
+            } else {
                 bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail;
+            }
         }
     }
 
@@ -4741,8 +5105,9 @@ void Person::DoStuff()
                     footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1;
                     footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
                 }
-                if (animTarget == sleepanim)
+                if (animTarget == sleepanim) {
                     footvel = DoRotation(footvel, 0, 90, 0);
+                }
                 Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3);
             }
         }
@@ -4783,8 +5148,9 @@ void Person::DoStuff()
                         righthandmorphness = 0;
                         targetrighthandmorphness = 1;
                         righthandmorphend = 1;
-                        if (Random() % 2 == 0)
+                        if (Random() % 2 == 0) {
                             twitchdelay3 = (float)(abs(Random() % 40)) / 5;
+                        }
                     }
                     if (righthandmorphstart == 1 && righthandmorphend == 1) {
                         righthandmorphness = 0;
@@ -4809,10 +5175,11 @@ void Person::DoStuff()
         }
         if (!dead) {
             if (creature == rabbittype) {
-                if (howactive < typesleeping)
+                if (howactive < typesleeping) {
                     twitchdelay2 -= multiplier * 1.5;
-                else
+                } else {
                     twitchdelay2 -= multiplier * 0.5;
+                }
                 if (howactive <= typesleeping) {
                     if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) {
                         tailmorphness = 0;
@@ -4836,20 +5203,22 @@ void Person::DoStuff()
     }
     if (creature == wolftype) {
         twitchdelay2 -= multiplier * 1.5;
-        if (tailmorphend != 0)
+        if (tailmorphend != 0) {
             if ((isRun() || animTarget == jumpupanim || animTarget == jumpdownanim || animTarget == backflipanim) && !skeleton.free) {
                 tailmorphness = 0;
                 targettailmorphness = 1;
                 tailmorphend = 0;
                 twitchdelay2 = .1;
             }
-        if (tailmorphend != 5)
+        }
+        if (tailmorphend != 5) {
             if (animTarget == flipanim || animTarget == frontflipanim || animTarget == rollanim || skeleton.free) {
                 tailmorphness = 0;
                 targettailmorphness = 1;
                 tailmorphend = 5;
                 twitchdelay2 = .1;
             }
+        }
         if (twitchdelay2 <= 0) {
             if (((tailmorphstart == 0 && tailmorphend == 0) || (tailmorphstart == 5 && tailmorphend == 5))) {
                 tailmorphness = 0;
@@ -4886,18 +5255,21 @@ void Person::DoStuff()
     if (dead == 1 || howactive == typesleeping) {
         unconscioustime += multiplier;
         //If unconscious, close eyes and mouth
-        if (righthandmorphend != 0)
+        if (righthandmorphend != 0) {
             righthandmorphness = 0;
+        }
         righthandmorphend = 0;
         targetrighthandmorphness = 1;
 
-        if (lefthandmorphend != 0)
+        if (lefthandmorphend != 0) {
             lefthandmorphness = 0;
+        }
         lefthandmorphend = 0;
         targetlefthandmorphness = 1;
 
-        if (headmorphend != 3 && headmorphend != 5)
+        if (headmorphend != 3 && headmorphend != 5) {
             headmorphness = 0;
+        }
         headmorphend = 3;
         targetheadmorphness = 1;
     }
@@ -4921,25 +5293,29 @@ void Person::DoStuff()
 
     if (dead == 2 || howactive > typesleeping) {
         //If dead, open mouth and hands
-        if (righthandmorphend != 0)
+        if (righthandmorphend != 0) {
             righthandmorphness = 0;
+        }
         righthandmorphend = 0;
         targetrighthandmorphness = 1;
 
-        if (lefthandmorphend != 0)
+        if (lefthandmorphend != 0) {
             lefthandmorphness = 0;
+        }
         lefthandmorphend = 0;
         targetlefthandmorphness = 1;
 
-        if (headmorphend != 2)
+        if (headmorphend != 2) {
             headmorphness = 0;
+        }
         headmorphend = 2;
         targetheadmorphness = 1;
     }
 
     if (stunned > 0 && !dead && headmorphend != 2) {
-        if (headmorphend != 4)
+        if (headmorphend != 4) {
             headmorphness = 0;
+        }
         headmorphend = 4;
         targetheadmorphness = 1;
     }
@@ -4961,8 +5337,9 @@ void Person::DoStuff()
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
-                if (weaponstuck == num_weapons)
+                if (weaponstuck == num_weapons) {
                     weaponstuck = 0;
+                }
             }
             weaponactive = -1;
             for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -4985,12 +5362,15 @@ void Person::DoStuff()
             permanentdamage -= multiplier * 4;
         }
     }
-    if (damage < 0)
+    if (damage < 0) {
         damage = 0;
-    if (permanentdamage < 0)
+    }
+    if (permanentdamage < 0) {
         permanentdamage = 0;
-    if (superpermanentdamage < 0)
+    }
+    if (superpermanentdamage < 0) {
         superpermanentdamage = 0;
+    }
     if (permanentdamage < superpermanentdamage) {
         permanentdamage = superpermanentdamage;
     }
@@ -5014,8 +5394,9 @@ void Person::DoStuff()
             num_weapons--;
             if (num_weapons) {
                 weaponids[0] = weaponids[num_weapons];
-                if (weaponstuck == num_weapons)
+                if (weaponstuck == num_weapons) {
                     weaponstuck = 0;
+                }
             }
             weaponactive = -1;
             for (unsigned i = 0; i < Person::players.size(); i++) {
@@ -5029,8 +5410,9 @@ void Person::DoStuff()
             award_bonus(0, Wolfbonus);
         }
 
-        if (unconscioustime < .1 && (bonus != spinecrusher || bonustime > 1) && (bonus != FinishedBonus || bonustime > 1) && bloodloss < damagetolerance)
+        if (unconscioustime < .1 && (bonus != spinecrusher || bonustime > 1) && (bonus != FinishedBonus || bonustime > 1) && bloodloss < damagetolerance) {
             award_bonus(id, touchofdeath);
+        }
         if (id != 0 && unconscioustime > .1) {
             numafterkill++;
         }
@@ -5043,24 +5425,28 @@ void Person::DoStuff()
     }
 
     if (skeleton.free == 1) {
-        if (id == 0)
+        if (id == 0) {
             pause_sound(whooshsound);
+        }
 
         if (!dead) {
             //If knocked over, open hands and close mouth
-            if (righthandmorphend != 0)
+            if (righthandmorphend != 0) {
                 righthandmorphness = 0;
+            }
             righthandmorphend = 0;
             targetrighthandmorphness = 1;
 
-            if (lefthandmorphend != 0)
+            if (lefthandmorphend != 0) {
                 lefthandmorphness = 0;
+            }
             lefthandmorphend = 0;
             targetlefthandmorphness = 1;
 
             if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) {
-                if (headmorphend != 0)
+                if (headmorphend != 0) {
                     headmorphness = 0;
+                }
                 headmorphend = 0;
                 targetheadmorphness = 1;
             }
@@ -5069,8 +5455,9 @@ void Person::DoStuff()
         skeleton.DoGravity(&scale);
         float damageamount;
         damageamount = skeleton.DoConstraints(&coords, &scale) * 5;
-        if (damage > damagetolerance - damageamount && !dead && (bonus != spinecrusher || bonustime > 1) && (bonus != style || bonustime > 1) && (bonus != cannon || bonustime > 1))
+        if (damage > damagetolerance - damageamount && !dead && (bonus != spinecrusher || bonustime > 1) && (bonus != style || bonustime > 1) && (bonus != cannon || bonustime > 1)) {
             award_bonus(id, deepimpact);
+        }
         DoDamage(damageamount / ((protectionhigh + protectionhead + protectionlow) / 3));
 
         XYZ average;
@@ -5101,8 +5488,9 @@ void Person::DoStuff()
             skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
             if (skeleton.longdead > 2000) {
                 if (skeleton.longdead > 6000) {
-                    if (id == 0)
+                    if (id == 0) {
                         pause_sound(whooshsound);
+                    }
                     skeleton.free = 3;
                     DrawSkeleton();
                     skeleton.free = 2;
@@ -5127,8 +5515,9 @@ void Person::DoStuff()
                 if (dead == 2 && bloodloss >= damagetolerance) {
                     XYZ headpoint;
                     headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords;
-                    if (bleeding <= 0)
+                    if (bleeding <= 0) {
                         DoBlood(1, 255);
+                    }
                     if (bloodtoggle && !bled) {
                         terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
                         for (unsigned int l = 0; l < terrain.patchobjects[whichpatchx][whichpatchz].size(); l++) {
@@ -5151,16 +5540,19 @@ void Person::DoStuff()
             startpoint = coords;
             endpoint = coords;
             endpoint.y -= .7;
-            if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
+            if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) {
                 canrecover = 0;
-            if (velocity.y < -30)
+            }
+            if (velocity.y < -30) {
                 canrecover = 0;
+            }
             for (unsigned int i = 0; i < Object::objects.size(); i++) {
                 if (Object::objects[i]->type != treeleavestype && Object::objects[i]->type != bushtype && Object::objects[i]->type != firetype) {
                     colviewer = startpoint;
                     coltarget = endpoint;
-                    if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
+                    if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                         canrecover = 0;
+                    }
                 }
             }
             if (canrecover) {
@@ -5185,8 +5577,9 @@ void Person::DoStuff()
 
                 targetyaw = -asin(0 - terrainnormal.x);
                 targetyaw *= 360 / 6.28;
-                if (terrainnormal.z < 0)
+                if (terrainnormal.z < 0) {
                     targetyaw = 180 - targetyaw;
+                }
                 yaw = targetyaw;
 
                 frameTarget = 0;
@@ -5210,8 +5603,9 @@ void Person::DoStuff()
         if (findLength(&average) < 10 && !dead && skeleton.free) {
             skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
             if (skeleton.longdead > (damage + 500) * 1.5) {
-                if (id == 0)
+                if (id == 0) {
                     pause_sound(whooshsound);
+                }
                 skeleton.free = 0;
                 velocity = 0;
                 XYZ middle;
@@ -5234,8 +5628,9 @@ void Person::DoStuff()
 
                 targetyaw = -asin(0 - terrainnormal.x);
                 targetyaw *= 360 / 6.28;
-                if (terrainnormal.z < 0)
+                if (terrainnormal.z < 0) {
                     targetyaw = 180 - targetyaw;
+                }
                 yaw = targetyaw;
 
                 targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1;
@@ -5260,35 +5655,42 @@ void Person::DoStuff()
                     if (id == 0) {
                         if (rightkeydown) {
                             targetyaw -= 90;
-                            if (forwardkeydown)
+                            if (forwardkeydown) {
                                 targetyaw += 45;
-                            if (backkeydown)
+                            }
+                            if (backkeydown) {
                                 targetyaw -= 45;
+                            }
                         }
                         if (leftkeydown) {
                             targetyaw += 90;
-                            if (forwardkeydown)
+                            if (forwardkeydown) {
                                 targetyaw -= 45;
-                            if (backkeydown)
+                            }
+                            if (backkeydown) {
                                 targetyaw += 45;
+                            }
                         }
                         if (backkeydown) {
-                            if (!leftkeydown && !rightkeydown)
+                            if (!leftkeydown && !rightkeydown) {
                                 targetyaw += 180;
+                            }
                         }
                         targetyaw += 180;
                     }
                 }
 
-                if (abs(targettilt2) > 50)
+                if (abs(targettilt2) > 50) {
                     targettilt2 = 0;
+                }
                 animCurrent = tempanim;
                 frameCurrent = 0;
                 target = 0;
                 tilt2 = targettilt2;
 
-                if (middle.y > 0 && animTarget != rollanim)
+                if (middle.y > 0 && animTarget != rollanim) {
                     targetoffset.y = middle.y + 1;
+                }
 
                 for (unsigned i = 0; i < skeleton.joints.size(); i++) {
                     tempanimation.frames[0].joints[i].position = skeleton.joints[i].position;
@@ -5299,9 +5701,11 @@ void Person::DoStuff()
 
         bool hasstaff;
         hasstaff = 0;
-        if (num_weapons > 0)
-            if (weapons[0].getType() == staff)
+        if (num_weapons > 0) {
+            if (weapons[0].getType() == staff) {
                 hasstaff = 1;
+            }
+        }
         if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) {
             if (velocity.y > -30) {
                 XYZ tempvelocity;
@@ -5309,8 +5713,9 @@ void Person::DoStuff()
                 Normalise(&tempvelocity);
                 targetyaw = -asin(0 - tempvelocity.x);
                 targetyaw *= 360 / 6.28;
-                if (velocity.z < 0)
+                if (velocity.z < 0) {
                     targetyaw = 180 - targetyaw;
+                }
                 //targetyaw+=180;
 
                 skeleton.free = 0;
@@ -5339,14 +5744,15 @@ void Person::DoStuff()
                 targettilt2 = 0;
             }
         }
-        if (skeleton.freefall == 0)
+        if (skeleton.freefall == 0) {
             freefall = 0;
+        }
     }
 
-    if (aitype != passivetype || skeleton.free == 1)
-        if (findLengthfast(&velocity) > .1)
+    if (aitype != passivetype || skeleton.free == 1) {
+        if (findLengthfast(&velocity) > .1) {
             for (unsigned int i = 0; i < Object::objects.size(); i++) {
-                if (Object::objects[i]->type == firetype)
+                if (Object::objects[i]->type == firetype) {
                     if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
@@ -5360,7 +5766,8 @@ void Person::DoStuff()
                             }
                         }
                     }
-                if (Object::objects[i]->type == bushtype)
+                }
+                if (Object::objects[i]->type == bushtype) {
                     if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
@@ -5385,12 +5792,14 @@ void Person::DoStuff()
                             }
 
                             int howmany = 0;
-                            if (environment == grassyenvironment)
+                            if (environment == grassyenvironment) {
                                 howmany = findLength(&velocity) * 4;
-                            if (environment == snowyenvironment)
+                            }
+                            if (environment == snowyenvironment) {
                                 howmany = findLength(&velocity) * 2;
-                            if (detail == 2)
-                                if (environment != desertenvironment)
+                            }
+                            if (detail == 2) {
+                                if (environment != desertenvironment) {
                                     for (int j = 0; j < howmany; j++) {
                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
@@ -5403,9 +5812,11 @@ void Person::DoStuff()
                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
                                         Sprite::setLastSpriteSpecial(1);
                                     }
+                                }
+                            }
                             howmany = findLength(&velocity) * 4;
-                            if (detail == 2)
-                                if (environment == snowyenvironment)
+                            if (detail == 2) {
+                                if (environment == snowyenvironment) {
                                     for (int j = 0; j < howmany; j++) {
                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
@@ -5418,16 +5829,19 @@ void Person::DoStuff()
                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
                                         Sprite::setLastSpriteSpecial(2);
                                     }
+                                }
+                            }
                         }
                         Object::objects[i]->rotx += velocity.x * multiplier * 6;
                         Object::objects[i]->roty += velocity.z * multiplier * 6;
                         Object::objects[i]->messedwith = .5;
                     }
+                }
                 XYZ tempcoord;
                 if (Object::objects[i]->type == treeleavestype && environment != desertenvironment) {
-                    if (Object::objects[i]->pitch == 0)
+                    if (Object::objects[i]->pitch == 0) {
                         tempcoord = coords;
-                    else {
+                    else {
                         tempcoord = coords - Object::objects[i]->position;
                         tempcoord = DoRotation(tempcoord, 0, -Object::objects[i]->yaw, 0);
                         tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0);
@@ -5445,12 +5859,14 @@ void Person::DoStuff()
                             }
 
                             int howmany = 0;
-                            if (environment == grassyenvironment)
+                            if (environment == grassyenvironment) {
                                 howmany = findLength(&velocity) * 4;
-                            if (environment == snowyenvironment)
+                            }
+                            if (environment == snowyenvironment) {
                                 howmany = findLength(&velocity) * 2;
-                            if (detail == 2)
-                                if (environment != desertenvironment)
+                            }
+                            if (detail == 2) {
+                                if (environment != desertenvironment) {
                                     for (int j = 0; j < howmany; j++) {
                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
@@ -5464,9 +5880,11 @@ void Person::DoStuff()
                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
                                         Sprite::setLastSpriteSpecial(1);
                                     }
+                                }
+                            }
                             howmany = findLength(&velocity) * 4;
-                            if (detail == 2)
-                                if (environment == snowyenvironment)
+                            if (detail == 2) {
+                                if (environment == snowyenvironment) {
                                     for (int j = 0; j < howmany; j++) {
                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
@@ -5480,37 +5898,49 @@ void Person::DoStuff()
                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
                                         Sprite::setLastSpriteSpecial(2);
                                     }
+                                }
+                            }
                         }
                         Object::objects[i]->messedwith = .5;
                     }
                 }
             }
+        }
+    }
 
     if (!skeleton.free) {
         bool play;
         play = 0;
-        if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
+        if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype) {
             play = 1;
-        if (hasvictim)
-            if (aitype != passivetype && victim->skeleton.free && !victim->dead)
+        }
+        if (hasvictim) {
+            if (aitype != passivetype && victim->skeleton.free && !victim->dead) {
                 play = 1;
-        if (Tutorial::active && id != 0)
+            }
+        }
+        if (Tutorial::active && id != 0) {
             play = 0;
+        }
         if (play && aitype != playercontrolled) {
             int whichsound = -1;
             if (speechdelay <= 0) {
                 unsigned int i = abs(Random() % 4);
                 if (creature == rabbittype) {
-                    if (i == 0)
+                    if (i == 0) {
                         whichsound = rabbitchitter;
-                    if (i == 1)
+                    }
+                    if (i == 1) {
                         whichsound = rabbitchitter2;
+                    }
                 }
                 if (creature == wolftype) {
-                    if (i == 0)
+                    if (i == 0) {
                         whichsound = growlsound;
-                    if (i == 1)
+                    }
+                    if (i == 1) {
                         whichsound = growl2sound;
+                    }
                 }
             }
             speechdelay = .3;
@@ -5520,15 +5950,19 @@ void Person::DoStuff()
             }
         }
 
-        if (animTarget == staggerbackhighanim)
+        if (animTarget == staggerbackhighanim) {
             staggerdelay = 1;
-        if (animTarget == staggerbackhardanim)
+        }
+        if (animTarget == staggerbackhardanim) {
             staggerdelay = 1;
+        }
         staggerdelay -= multiplier;
-        if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
+        if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) {
             hasvictim = 1;
-        if (velocity.y < -30 && animTarget == jumpdownanim)
+        }
+        if (velocity.y < -30 && animTarget == jumpdownanim) {
             RagDoll(0);
+        }
         if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) {
             animTarget = getIdle();
             frameTarget = 0;
@@ -5677,7 +6111,7 @@ void Person::DoStuff()
             }
         }
 
-        if (!dead && animTarget != hurtidleanim)
+        if (!dead && animTarget != hurtidleanim) {
             if (behind || animTarget == killanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == spinkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversedanim) {
                 if (headmorphend != 4 || headmorphness == targetheadmorphness) {
                     headmorphend = 4;
@@ -5685,6 +6119,7 @@ void Person::DoStuff()
                     targetheadmorphness = 1;
                 }
             }
+        }
 
         if (weaponactive != -1) {
             if (weapons[weaponids[weaponactive]].getType() != staff) {
@@ -5701,8 +6136,9 @@ void Person::DoStuff()
         terrainnormal = terrain.getNormal(coords.x, coords.z);
 
         if (Animation::animations[animTarget].attack != reversal) {
-            if (!isnormal(coords.x))
+            if (!isnormal(coords.x)) {
                 coords = oldcoords;
+            }
             oldcoords = coords;
         }
 
@@ -5716,46 +6152,56 @@ void Person::DoStuff()
 
         if (isRun() ||
             animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
-            if (onterrain)
+            if (onterrain) {
                 targettilt2 = -facing.y * 20;
-            else
+            } else {
                 targettilt2 = 0;
+            }
         }
         onterrain = 0;
-        if (!isRun() && !Animation::animations[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)
+        if (!isRun() && !Animation::animations[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim) {
             targettilt2 = 0;
+        }
         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
             flatvelocity = velocity;
             flatvelocity.y = 0;
             flatvelspeed = findLength(&flatvelocity);
             targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity);
             targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity);
-            if (velocity.y < 0)
+            if (velocity.y < 0) {
                 targettilt2 *= -1;
-            if (velocity.y < 0)
+            }
+            if (velocity.y < 0) {
                 targettilt *= -1;
-            if (targettilt > 25)
+            }
+            if (targettilt > 25) {
                 targettilt = 25;
-            if (targettilt < -25)
+            }
+            if (targettilt < -25) {
                 targettilt = -25;
+            }
         }
 
-        if (targettilt2 > 45)
+        if (targettilt2 > 45) {
             targettilt2 = 45;
-        if (targettilt2 < -45)
+        }
+        if (targettilt2 < -45) {
             targettilt2 = -45;
-        if (abs(tilt2 - targettilt2) < multiplier * 400)
+        }
+        if (abs(tilt2 - targettilt2) < multiplier * 400) {
             tilt2 = targettilt2;
-        else if (tilt2 > targettilt2) {
+        else if (tilt2 > targettilt2) {
             tilt2 -= multiplier * 400;
         } else if (tilt2 < targettilt2) {
             tilt2 += multiplier * 400;
         }
         if (!Animation::animations[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) {
-            if (tilt2 > 25)
+            if (tilt2 > 25) {
                 tilt2 = 25;
-            if (tilt2 < -25)
+            }
+            if (tilt2 < -25) {
                 tilt2 = -25;
+            }
         }
 
         if (!isnormal(targettilt) && targettilt) {
@@ -5791,8 +6237,9 @@ void Person::DoStuff()
                 velocity.y += gravity * multiplier * 20;
                 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
                 velspeed = findLength(&velocity);
-                if (velspeed < speed * 30 * scale)
+                if (velspeed < speed * 30 * scale) {
                     velspeed = speed * 30 * scale;
+                }
                 velocity = flatfacing * velspeed;
             }
         } else if (isRun()) {
@@ -5934,12 +6381,14 @@ void Person::DoStuff()
             velocity.y += gravity * multiplier;
         }
 
-        if (animTarget != climbanim && animTarget != hanganim && !isWallJump())
+        if (animTarget != climbanim && animTarget != hanganim && !isWallJump()) {
             coords += velocity * multiplier;
+        }
 
         if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
-            if (isFlip() && targetFrame().label == 7)
+            if (isFlip() && targetFrame().label == 7) {
                 RagDoll(0);
+            }
 
             if (animTarget == jumpupanim) {
                 jumppower = -4;
@@ -5955,8 +6404,9 @@ void Person::DoStuff()
             }
 
             if (animTarget == jumpdownanim || isFlip()) {
-                if (isFlip())
+                if (isFlip()) {
                     jumppower = -4;
+                }
                 animTarget = getLanding();
                 emit_sound_at(landsound, coords, 128.);
 
@@ -5966,8 +6416,9 @@ void Person::DoStuff()
             }
         }
 
-        if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump())
+        if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump()) {
             coords.y += gravity * multiplier * 2;
+        }
         if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) {
             coords.y = terrain.getHeight(coords.x, coords.z);
             onterrain = 1;
@@ -6008,8 +6459,9 @@ void Person::DoStuff()
             }
         }
 
-        if (skiddingdelay < 0)
+        if (skiddingdelay < 0) {
             skiddingdelay += multiplier;
+        }
         if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) {
             skiddingdelay = -1;
             if (!onterrain || environment == grassyenvironment) {
@@ -6024,8 +6476,9 @@ void Person::DoStuff()
             Normalise(&terrainnormal);
             targetyaw = -asin(0 - terrainnormal.x);
             targetyaw *= 360 / 6.28;
-            if (terrainnormal.z < 0)
+            if (terrainnormal.z < 0) {
                 targetyaw = 180 - targetyaw;
+            }
             targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70;
         }
 
@@ -6116,12 +6569,15 @@ int Person::DrawSkeleton()
         XYZ terrainlight;
         float terrainheight;
         float distance;
-        if (!isnormal(yaw))
+        if (!isnormal(yaw)) {
             yaw = 0;
-        if (!isnormal(tilt))
+        }
+        if (!isnormal(tilt)) {
             tilt = 0;
-        if (!isnormal(tilt2))
+        }
+        if (!isnormal(tilt2)) {
             tilt2 = 0;
+        }
         oldplayerdetail = playerdetail;
         playerdetail = 0;
         if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) {
@@ -6133,8 +6589,9 @@ int Person::DrawSkeleton()
         if (distsq(&viewer, &coords) < viewdistance * viewdistance / 256 && (detail != 1 && detail != 2)) {
             playerdetail = 1;
         }
-        if (id == 0)
+        if (id == 0) {
             playerdetail = 1;
+        }
         if (playerdetail != oldplayerdetail) {
             updatedelay = 0;
             normalsupdatedelay = 0;
@@ -6164,30 +6621,34 @@ int Person::DrawSkeleton()
 
                 if (onterrain && (cond1 && cond2) && !skeleton.free) {
                     IKHelper(this, 1);
-                    if (creature == wolftype)
+                    if (creature == wolftype) {
                         IKHelper(this, 1);
+                    }
                 }
 
                 if (onterrain && (cond1 && !cond2) && !skeleton.free) {
                     IKHelper(this, target);
-                    if (creature == wolftype)
+                    if (creature == wolftype) {
                         IKHelper(this, target);
+                    }
                 }
 
                 if (onterrain && (!cond1 && cond2) && !skeleton.free) {
                     IKHelper(this, 1 - target);
-                    if (creature == wolftype)
+                    if (creature == wolftype) {
                         IKHelper(this, 1 - target);
+                    }
                 }
             }
 
-            if (!skeleton.free && (!Animation::animations[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || targetFrame().label == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping()))
+            if (!skeleton.free && (!Animation::animations[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || targetFrame().label == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping())) {
                 DoHead();
-            else {
+            else {
                 targetheadyaw = -targetyaw;
                 targetheadpitch = 0;
-                if (Animation::animations[animTarget].attack == 3)
+                if (Animation::animations[animTarget].attack == 3) {
                     targetheadyaw += 180;
+                }
             }
             for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
                 skeleton.drawmodel.vertex[i] = 0;
@@ -6236,16 +6697,19 @@ int Person::DrawSkeleton()
                         start = tailmorphstart;
                         endthing = tailmorphend;
                     }
-                    if (calcrot)
+                    if (calcrot) {
                         skeleton.FindRotationMuscle(i, animTarget);
+                    }
                     mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
                     glMatrixMode(GL_MODELVIEW);
                     glPushMatrix();
                     glLoadIdentity();
-                    if (!skeleton.free)
+                    if (!skeleton.free) {
                         glRotatef(tilt2, 1, 0, 0);
-                    if (!skeleton.free)
+                    }
+                    if (!skeleton.free) {
                         glRotatef(tilt, 0, 0, 1);
+                    }
 
                     glTranslatef(mid.x, mid.y, mid.z);
 
@@ -6264,22 +6728,26 @@ int Person::DrawSkeleton()
                             XYZ& v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
-                            if (p1 == abdomen || p2 == abdomen)
+                            if (p1 == abdomen || p2 == abdomen) {
                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
-                            if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
+                            }
+                            if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
-                            if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
+                            }
+                            if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
-                            if (p1 == head || p2 == head)
+                            }
+                            if (p1 == head || p2 == head) {
                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
+                            }
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale;
@@ -6292,22 +6760,26 @@ int Person::DrawSkeleton()
                             XYZ& v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
-                            if (p1 == abdomen || p2 == abdomen)
+                            if (p1 == abdomen || p2 == abdomen) {
                                 glTranslatef(v0.x * proportionbody.x,
                                              v0.y * proportionbody.y,
                                              v0.z * proportionbody.z);
-                            if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
+                            }
+                            if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
                                 glTranslatef(v0.x * proportionarms.x,
                                              v0.y * proportionarms.y,
                                              v0.z * proportionarms.z);
-                            if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
+                            }
+                            if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
                                 glTranslatef(v0.x * proportionlegs.x,
                                              v0.y * proportionlegs.y,
                                              v0.z * proportionlegs.z);
-                            if (p1 == head || p2 == head)
+                            }
+                            if (p1 == head || p2 == head) {
                                 glTranslatef(v0.x * proportionhead.x,
                                              v0.y * proportionhead.y,
                                              v0.z * proportionhead.z);
+                            }
 
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
                             skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale;
@@ -6324,10 +6796,12 @@ int Person::DrawSkeleton()
                     glMatrixMode(GL_MODELVIEW);
                     glPushMatrix();
                     glLoadIdentity();
-                    if (!skeleton.free)
+                    if (!skeleton.free) {
                         glRotatef(tilt2, 1, 0, 0);
-                    if (!skeleton.free)
+                    }
+                    if (!skeleton.free) {
                         glRotatef(tilt, 0, 0, 1);
+                    }
                     glTranslatef(mid.x, mid.y, mid.z);
                     skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
                     glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0);
@@ -6342,22 +6816,26 @@ int Person::DrawSkeleton()
                         XYZ& v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
                         glMatrixMode(GL_MODELVIEW);
                         glPushMatrix();
-                        if (p1 == abdomen || p2 == abdomen)
+                        if (p1 == abdomen || p2 == abdomen) {
                             glTranslatef(v0.x * proportionbody.x,
                                          v0.y * proportionbody.y,
                                          v0.z * proportionbody.z);
-                        if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
+                        }
+                        if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
                             glTranslatef(v0.x * proportionarms.x,
                                          v0.y * proportionarms.y,
                                          v0.z * proportionarms.z);
-                        if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
+                        }
+                        if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
                             glTranslatef(v0.x * proportionlegs.x,
                                          v0.y * proportionlegs.y,
                                          v0.z * proportionlegs.z);
-                        if (p1 == head || p2 == head)
+                        }
+                        if (p1 == head || p2 == head) {
                             glTranslatef(v0.x * proportionhead.x,
                                          v0.y * proportionhead.y,
                                          v0.z * proportionhead.z);
+                        }
                         glGetFloatv(GL_MODELVIEW_MATRIX, M);
                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale;
@@ -6370,17 +6848,22 @@ int Person::DrawSkeleton()
             }
             if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) {
                 normalsupdatedelay = 1;
-                if (playerdetail || skeleton.free == 3)
+                if (playerdetail || skeleton.free == 3) {
                     skeleton.drawmodel.CalculateNormals(0);
-                if (!playerdetail || skeleton.free == 3)
+                }
+                if (!playerdetail || skeleton.free == 3) {
                     skeleton.drawmodellow.CalculateNormals(0);
-                if (skeleton.clothes)
+                }
+                if (skeleton.clothes) {
                     skeleton.drawmodelclothes.CalculateNormals(0);
+                }
             } else {
-                if (playerdetail || skeleton.free == 3)
+                if (playerdetail || skeleton.free == 3) {
                     skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm();
-                if (!playerdetail || skeleton.free == 3)
+                }
+                if (!playerdetail || skeleton.free == 3) {
                     skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm();
+                }
                 if (skeleton.clothes) {
                     skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm();
                 }
@@ -6388,14 +6871,18 @@ int Person::DrawSkeleton()
         }
         framemult = .01;
         updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1);
-        if (updatedelaychange > -realmultiplier * 30)
+        if (updatedelaychange > -realmultiplier * 30) {
             updatedelaychange = -realmultiplier * 30;
-        if (updatedelaychange > -framemult * 4)
+        }
+        if (updatedelaychange > -framemult * 4) {
             updatedelaychange = -framemult * 4;
-        if (skeleton.free == 1)
+        }
+        if (skeleton.free == 1) {
             updatedelaychange *= 6;
-        if (id == 0)
+        }
+        if (id == 0) {
             updatedelaychange *= 8;
+        }
         updatedelay += updatedelaychange;
 
         glMatrixMode(GL_MODELVIEW);
@@ -6440,14 +6927,17 @@ int Person::DrawSkeleton()
         terrainlight = terrain.getLighting(coords.x, coords.z);
         distance = distsq(&viewer, &coords);
         distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
-        if (distance > 1)
+        if (distance > 1) {
             distance = 1;
+        }
         if (distance > 0) {
             terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1;
-            if (terrainheight < 1)
+            if (terrainheight < 1) {
                 terrainheight = 1;
-            if (terrainheight > 1.7)
+            }
+            if (terrainheight > 1.7) {
                 terrainheight = 1.7;
+            }
 
             glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance);
             glDisable(GL_BLEND);
@@ -6465,11 +6955,12 @@ int Person::DrawSkeleton()
                 glDepthMask(0);
                 glEnable(GL_LIGHTING);
                 glEnable(GL_BLEND);
-                if (canattack && cananger)
+                if (canattack && cananger) {
                     if (Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed) {
                         glDisable(GL_TEXTURE_2D);
                         glColor4f(1, 0, 0, 0.8);
                     }
+                }
                 glMatrixMode(GL_TEXTURE);
                 glPushMatrix();
                 glTranslatef(0, -smoketex, 0);
@@ -6477,20 +6968,22 @@ int Person::DrawSkeleton()
             }
             if (playerdetail) {
                 if (!showpoints) {
-                    if (Tutorial::active && (id != 0))
+                    if (Tutorial::active && (id != 0)) {
                         skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
-                    else
+                    } else {
                         skeleton.drawmodel.draw();
+                    }
                 }
             }
             if (!playerdetail) {
-                if (Tutorial::active && (id != 0))
+                if (Tutorial::active && (id != 0)) {
                     skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
-                else
+                } else {
                     skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
+                }
             }
 
-            if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed))
+            if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed)) {
                 if (Tutorial::active && id != 0) {
                     glPopMatrix();
                     glMatrixMode(GL_MODELVIEW);
@@ -6499,30 +6992,34 @@ int Person::DrawSkeleton()
                     glDepthMask(0);
                     glEnable(GL_LIGHTING);
                     glEnable(GL_BLEND);
-                    if (canattack && cananger)
+                    if (canattack && cananger) {
                         if (Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed) {
                             glDisable(GL_TEXTURE_2D);
                             glColor4f(1, 0, 0, 0.8);
                         }
+                    }
                     glMatrixMode(GL_TEXTURE);
                     glPushMatrix();
                     glTranslatef(0, -smoketex * .6, 0);
                     glTranslatef(smoketex * .6, 0, 0);
                     if (playerdetail) {
                         if (!showpoints) {
-                            if (Tutorial::active && (id != 0))
+                            if (Tutorial::active && (id != 0)) {
                                 skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
-                            else
+                            } else {
                                 skeleton.drawmodel.draw();
+                            }
                         }
                     }
                     if (!playerdetail) {
-                        if (Tutorial::active && (id != 0))
+                        if (Tutorial::active && (id != 0)) {
                             skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
-                        else
+                        } else {
                             skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
+                        }
                     }
                 }
+            }
 
             if (Tutorial::active && id != 0) {
                 glPopMatrix();
@@ -6532,10 +7029,12 @@ int Person::DrawSkeleton()
             if (skeleton.clothes) {
                 glDepthMask(0);
                 glEnable(GL_BLEND);
-                if (!immediate)
+                if (!immediate) {
                     skeleton.drawmodelclothes.draw();
-                if (immediate)
+                }
+                if (immediate) {
                     skeleton.drawmodelclothes.drawimmediate();
+                }
                 glDepthMask(1);
             }
         }
@@ -6557,8 +7056,9 @@ int Person::DrawSkeleton()
                             }
                         }
                         weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
-                        if (creature == wolftype)
+                        if (creature == wolftype) {
                             weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
+                        }
                     }
                     if (weapons[i].getType() == staff) {
                         for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
@@ -6579,17 +7079,21 @@ int Person::DrawSkeleton()
                         vec2 = (jointPos(rightwrist) - jointPos(rightshoulder));
                         CrossProduct(&vec1, &vec2, &tempnormthing);
                         Normalise(&tempnormthing);
-                        if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)
+                        if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim) {
                             weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow));
+                        }
                     }
                 }
                 if (weaponactive != k && weaponstuck != k) {
-                    if (weapons[i].getType() == knife)
+                    if (weapons[i].getType() == knife) {
                         weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35;
-                    if (weapons[i].getType() == sword)
+                    }
+                    if (weapons[i].getType() == sword) {
                         weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
-                    if (weapons[i].getType() == staff)
+                    }
+                    if (weapons[i].getType() == staff) {
                         weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
+                    }
                     for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
                         if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
                             weaponrotatemuscle = j;
@@ -6597,10 +7101,11 @@ int Person::DrawSkeleton()
                     }
                 }
                 if (weaponstuck == k) {
-                    if (weaponstuckwhere == 0)
+                    if (weaponstuckwhere == 0) {
                         weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
-                    else
+                    } else {
                         weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8;
+                    }
                     for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
                         if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
                             weaponrotatemuscle = j;
@@ -6647,8 +7152,9 @@ int Person::DrawSkeleton()
                             weapons[i].rotation3 = 0;
                             weapons[i].smallrotation = -90;
                             weapons[i].smallrotation2 = 0;
-                            if (temppoint1.x > temppoint2.x)
+                            if (temppoint1.x > temppoint2.x) {
                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
+                            }
                         }
                         if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) {
                             XYZ temppoint1, temppoint2;
@@ -6666,8 +7172,9 @@ int Person::DrawSkeleton()
                             weapons[i].rotation3 = 0;
                             weapons[i].smallrotation = 90;
                             weapons[i].smallrotation2 = 0;
-                            if (temppoint1.x > temppoint2.x)
+                            if (temppoint1.x > temppoint2.x) {
                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
+                            }
                         }
                         if (animTarget == knifethrowanim) {
                             weapons[i].smallrotation = 90;
@@ -6710,8 +7217,9 @@ int Person::DrawSkeleton()
                             weapons[i].rotation3 = 0;
                             weapons[i].smallrotation = 90;
                             weapons[i].smallrotation2 = 0;
-                            if (temppoint1.x > temppoint2.x)
+                            if (temppoint1.x > temppoint2.x) {
                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
+                            }
                         }
                     }
                     if (weapons[i].getType() == staff) {
@@ -6733,8 +7241,9 @@ int Person::DrawSkeleton()
                             weapons[i].rotation3 = 0;
                             weapons[i].smallrotation = 90;
                             weapons[i].smallrotation2 = 0;
-                            if (temppoint1.x > temppoint2.x)
+                            if (temppoint1.x > temppoint2.x) {
                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
+                            }
                         }
                     }
                 }
@@ -6753,10 +7262,11 @@ int Person::DrawSkeleton()
                     }
                 }
                 if (weaponstuck == k) {
-                    if (weaponstuckwhere == 0)
+                    if (weaponstuckwhere == 0) {
                         weapons[i].smallrotation = 180;
-                    else
+                    } else {
                         weapons[i].smallrotation = 0;
+                    }
                     weapons[i].smallrotation2 = 10;
                 }
             }
@@ -6764,14 +7274,18 @@ int Person::DrawSkeleton()
     }
 
     calcrot = 0;
-    if (skeleton.free)
+    if (skeleton.free) {
         calcrot = 1;
-    if (Animation::animations[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump())
+    }
+    if (Animation::animations[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump()) {
         calcrot = 1;
-    if (animCurrent != animTarget)
+    }
+    if (animCurrent != animTarget) {
         calcrot = 1;
-    if (skeleton.free == 2)
+    }
+    if (skeleton.free == 2) {
         calcrot = 0;
+    }
 
     return 0;
 }
@@ -6793,10 +7307,12 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
 
     oldp1 = *p1;
     *p1 = *p1 - *move;
-    if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius)
+    if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius) {
         return -1;
-    if (*rotate)
+    }
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
+    }
     for (int i = 0; i < 4; i++) {
         for (unsigned int j = 0; j < model->Triangles.size(); j++) {
             if (model->Triangles[j].facenormal.y <= slopethreshold) {
@@ -6804,20 +7320,24 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
                 distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z)));
                 if (distance < radius) {
                     point = *p1 - model->Triangles[j].facenormal * distance;
-                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) {
                         intersecting = 1;
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
                                                                 &model->vertex[model->Triangles[j].vertex[1]],
                                                                 p1, &radius);
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]],
                                                                 &model->vertex[model->Triangles[j].vertex[2]],
                                                                 p1, &radius);
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
                                                                 &model->vertex[model->Triangles[j].vertex[2]],
                                                                 p1, &radius);
+                    }
                     end = *p1 - point;
                     if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
                         start = *p1;
@@ -6826,8 +7346,9 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
                         if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->Triangles[j].facenormal, &point)) {
                             p1->y = point.y + radius;
                             if ((animTarget == jumpdownanim || isFlip())) {
-                                if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4))
+                                if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4)) {
                                     RagDoll(0);
+                                }
 
                                 if (animTarget == jumpupanim) {
                                     jumppower = -4;
@@ -6843,8 +7364,9 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
                                 }
 
                                 if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) {
-                                    if (isFlip())
+                                    if (isFlip()) {
                                         jumppower = -4;
+                                    }
                                     animTarget = getLanding();
                                     emit_sound_at(landsound, coords, 128.);
 
@@ -6874,21 +7396,26 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
                 distance = abs((model->Triangles[j].facenormal.x * start.x) + (model->Triangles[j].facenormal.y * start.y) + (model->Triangles[j].facenormal.z * start.z) - ((model->Triangles[j].facenormal.x * v0.x) + (model->Triangles[j].facenormal.y * v0.y) + (model->Triangles[j].facenormal.z * v0.z)));
                 if (distance < radius * .5) {
                     point = start - model->Triangles[j].facenormal * distance;
-                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &v0, &v1, &v2))
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &v0, &v1, &v2)) {
                         intersecting = 1;
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
-                    if (!intersecting)
+                    }
+                    if (!intersecting) {
                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
+                    }
                     end = *p1 - point;
                     if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
                         if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
                             start = velocity;
                             velocity -= DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
-                            if (findLengthfast(&start) < findLengthfast(&velocity))
+                            if (findLengthfast(&start) < findLengthfast(&velocity)) {
                                 velocity = start;
+                            }
                         }
                         *p1 += model->Triangles[j].facenormal * (distance - radius * .5);
                     }
@@ -6901,11 +7428,13 @@ int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate,
             }
         }
     }
-    if (*rotate)
+    if (*rotate) {
         *p = DoRotation(*p, 0, *rotate, 0);
+    }
     *p = *p + *move;
-    if (*rotate)
+    if (*rotate) {
         *p1 = DoRotation(*p1, 0, *rotate, 0);
+    }
     *p1 += *move;
     return firstintersecting;
 }
@@ -6927,21 +7456,27 @@ int findPathDist(int start, int end)
             for (int j = 0; j < Game::numpathpoints; j++) {
                 if (j != last && j != last2 && j != last3 && j != last4) {
                     connected = 0;
-                    if (Game::numpathpointconnect[j])
+                    if (Game::numpathpointconnect[j]) {
                         for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
-                            if (Game::pathpointconnect[j][k] == last)
+                            if (Game::pathpointconnect[j][k] == last) {
                                 connected = 1;
+                            }
                         }
-                    if (!connected)
-                        if (Game::numpathpointconnect[last])
+                    }
+                    if (!connected) {
+                        if (Game::numpathpointconnect[last]) {
                             for (int k = 0; k < Game::numpathpointconnect[last]; k++) {
-                                if (Game::pathpointconnect[last][k] == j)
+                                if (Game::pathpointconnect[last][k] == j) {
                                     connected = 1;
+                                }
                             }
-                    if (connected)
+                        }
+                    }
+                    if (connected) {
                         if (closest == -1 || Random() % 2 == 0) {
                             closest = j;
                         }
+                    }
                 }
             }
             last4 = last3;
@@ -6996,36 +7531,46 @@ bool Person::addClothes(const int& clothesId)
         float tintg = clothestintg[clothesId];
         float tintb = clothestintb[clothesId];
 
-        if (tintr > 1)
+        if (tintr > 1) {
             tintr = 1;
-        if (tintg > 1)
+        }
+        if (tintg > 1) {
             tintg = 1;
-        if (tintb > 1)
+        }
+        if (tintb > 1) {
             tintb = 1;
+        }
 
-        if (tintr < 0)
+        if (tintr < 0) {
             tintr = 0;
-        if (tintg < 0)
+        }
+        if (tintg < 0) {
             tintg = 0;
-        if (tintb < 0)
+        }
+        if (tintb < 0) {
             tintb = 0;
+        }
 
         int bytesPerPixel = texture.bpp / 8;
 
         int tempnum = 0;
         alphanum = 255;
         for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if (bytesPerPixel == 3)
+            if (bytesPerPixel == 3) {
                 alphanum = 255;
-            else if ((i + 1) % 4 == 0)
+            } else if ((i + 1) % 4 == 0) {
                 alphanum = texture.data[i];
+            }
             if ((i + 1) % 4 || bytesPerPixel == 3) {
-                if ((i % 4) == 0)
+                if ((i % 4) == 0) {
                     texture.data[i] *= tintr;
-                if ((i % 4) == 1)
+                }
+                if ((i % 4) == 1) {
                     texture.data[i] *= tintg;
-                if ((i % 4) == 2)
+                }
+                if ((i % 4) == 2) {
                     texture.data[i] *= tintb;
+                }
                 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
                 tempnum++;
             }
@@ -7041,14 +7586,16 @@ void Person::doAI()
     if (aitype != playercontrolled && !Dialog::inDialog()) {
         jumpclimb = 0;
         //disable movement in editor
-        if (Game::editorenabled)
+        if (Game::editorenabled) {
             stunned = 1;
+        }
 
         pause = 0;
         if (distsqflat(&Person::players[0]->coords, &coords) < 30 &&
             Person::players[0]->coords.y > coords.y + 2 &&
-            !Person::players[0]->onterrain)
+            !Person::players[0]->onterrain) {
             pause = 1;
+        }
 
         //pathfinding
         if (aitype == pathfindtype) {
@@ -7070,13 +7617,14 @@ void Person::doAI()
                 for (int j = 0; j < Game::numpathpoints; j++) {
                     for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
                         DistancePointLine(&finalfinaltarget, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
-                        if (sq(tempdist) < closestdistance)
+                        if (sq(tempdist) < closestdistance) {
                             if (findDistance(&colpoint, &Game::pathpoint[j]) + findDistance(&colpoint, &Game::pathpoint[Game::pathpointconnect[j][k]]) <
                                 findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
                                 closestdistance = sq(tempdist);
                                 closest = j;
                                 finaltarget = colpoint;
                             }
+                        }
                     }
                 }
                 finalpathfindpoint = closest;
@@ -7090,15 +7638,16 @@ void Person::doAI()
                 closestdistance = -1;
                 if (lastpathfindpoint == -1) {
                     for (int j = 0; j < Game::numpathpoints; j++) {
-                        if (j != lastpathfindpoint)
+                        if (j != lastpathfindpoint) {
                             if (closest == -1 || (distsq(&coords, &Game::pathpoint[j]) < closestdistance)) {
                                 closestdistance = distsq(&coords, &Game::pathpoint[j]);
                                 closest = j;
                             }
+                        }
                     }
                     targetpathfindpoint = closest;
-                    for (int j = 0; j < Game::numpathpoints; j++)
-                        if (j != lastpathfindpoint)
+                    for (int j = 0; j < Game::numpathpoints; j++) {
+                        if (j != lastpathfindpoint) {
                             for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
                                 DistancePointLine(&coords, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
                                 if (sq(tempdist) < closestdistance) {
@@ -7109,23 +7658,32 @@ void Person::doAI()
                                     }
                                 }
                             }
+                        }
+                    }
                     targetpathfindpoint = closest;
                 } else {
-                    for (int j = 0; j < Game::numpathpoints; j++)
+                    for (int j = 0; j < Game::numpathpoints; j++) {
                         if (j != lastpathfindpoint &&
                             j != lastpathfindpoint2 &&
                             j != lastpathfindpoint3 &&
                             j != lastpathfindpoint4) {
                             bool connected = 0;
-                            if (Game::numpathpointconnect[j])
-                                for (int k = 0; k < Game::numpathpointconnect[j]; k++)
-                                    if (Game::pathpointconnect[j][k] == lastpathfindpoint)
+                            if (Game::numpathpointconnect[j]) {
+                                for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
+                                    if (Game::pathpointconnect[j][k] == lastpathfindpoint) {
                                         connected = 1;
-                            if (!connected)
-                                if (Game::numpathpointconnect[lastpathfindpoint])
-                                    for (int k = 0; k < Game::numpathpointconnect[lastpathfindpoint]; k++)
-                                        if (Game::pathpointconnect[lastpathfindpoint][k] == j)
+                                    }
+                                }
+                            }
+                            if (!connected) {
+                                if (Game::numpathpointconnect[lastpathfindpoint]) {
+                                    for (int k = 0; k < Game::numpathpointconnect[lastpathfindpoint]; k++) {
+                                        if (Game::pathpointconnect[lastpathfindpoint][k] == j) {
                                             connected = 1;
+                                        }
+                                    }
+                                }
+                            }
                             if (connected) {
                                 tempdist = findPathDist(j, finalpathfindpoint);
                                 if (closest == -1 || tempdist < closestdistance) {
@@ -7134,6 +7692,7 @@ void Person::doAI()
                                 }
                             }
                         }
+                    }
                     targetpathfindpoint = closest;
                 }
             }
@@ -7148,12 +7707,15 @@ void Person::doAI()
                 lastpathfindpoint3 = lastpathfindpoint2;
                 lastpathfindpoint2 = lastpathfindpoint;
                 lastpathfindpoint = targetpathfindpoint;
-                if (lastpathfindpoint2 == -1)
+                if (lastpathfindpoint2 == -1) {
                     lastpathfindpoint2 = lastpathfindpoint;
-                if (lastpathfindpoint3 == -1)
+                }
+                if (lastpathfindpoint3 == -1) {
                     lastpathfindpoint3 = lastpathfindpoint2;
-                if (lastpathfindpoint4 == -1)
+                }
+                if (lastpathfindpoint4 == -1) {
                     lastpathfindpoint4 = lastpathfindpoint3;
+                }
                 targetpathfindpoint = -1;
             }
             if (distsqflat(&coords, &finalfinaltarget) <
@@ -7171,13 +7733,16 @@ void Person::doAI()
             attackkeydown = 0;
             throwkeydown = 0;
 
-            if (avoidcollided > .8 && !jumpkeydown && collided < .8)
+            if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
                 targetyaw += 90 * (whichdirection * 2 - 1);
+            }
 
-            if (collided < 1 || animTarget != jumpupanim)
+            if (collided < 1 || animTarget != jumpupanim) {
                 jumpkeydown = 0;
-            if ((collided > .8 && jumppower >= 5))
+            }
+            if ((collided > .8 && jumppower >= 5)) {
                 jumpkeydown = 1;
+            }
 
             if ((!Tutorial::active || cananger) &&
                 hostile &&
@@ -7187,21 +7752,23 @@ void Person::doAI()
                 if (distsq(&coords, &Person::players[0]->coords) < 12 &&
                     Animation::animations[Person::players[0]->animTarget].height != lowheight &&
                     !Game::editorenabled &&
-                    (Person::players[0]->coords.y < coords.y + 5 || Person::players[0]->onterrain))
+                    (Person::players[0]->coords.y < coords.y + 5 || Person::players[0]->onterrain)) {
                     aitype = attacktypecutoff;
+                }
                 if (distsq(&coords, &Person::players[0]->coords) < 30 &&
                     Animation::animations[Person::players[0]->animTarget].height == highheight &&
-                    !Game::editorenabled)
+                    !Game::editorenabled) {
                     aitype = attacktypecutoff;
+                }
 
                 if (losupdatedelay < 0 && !Game::editorenabled && occluded < 2) {
                     losupdatedelay = .2;
-                    for (unsigned j = 0; j < Person::players.size(); j++)
-                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
-                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
-                                if (distsq(&coords, &Person::players[j]->coords) < 400)
-                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
-                                        if (Person::players[j]->coords.y < coords.y + 5 || Person::players[j]->onterrain)
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) {
+                                if (distsq(&coords, &Person::players[j]->coords) < 400) {
+                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0) {
+                                        if (Person::players[j]->coords.y < coords.y + 5 || Person::players[j]->onterrain) {
                                             if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(DoRotation(jointPos(head), 0, yaw, 0) * scale + coords, DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords) ||
                                                 (Person::players[j]->animTarget == hanganim &&
                                                  normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
@@ -7210,25 +7777,34 @@ void Person::doAI()
                                                 lastseen = Person::players[j]->coords;
                                                 lastseentime = 12;
                                             }
+                                        }
+                                    }
+                                }
+                            }
+                        }
+                    }
                 }
             }
-            if (aitype == attacktypecutoff && Game::musictype != 2)
+            if (aitype == attacktypecutoff && Game::musictype != 2) {
                 if (creature != wolftype) {
                     stunned = .6;
                     surprised = .6;
                 }
+            }
         }
 
-        if (aitype != passivetype && Game::leveltime > .5)
+        if (aitype != passivetype && Game::leveltime > .5) {
             howactive = typeactive;
+        }
 
         if (aitype == passivetype) {
             aiupdatedelay -= multiplier;
             losupdatedelay -= multiplier;
             lastseentime += multiplier;
             pausetime -= multiplier;
-            if (lastseentime > 1)
+            if (lastseentime > 1) {
                 lastseentime = 1;
+            }
 
             if (aiupdatedelay < 0) {
                 if (numwaypoints > 1 && howactive == typeactive && pausetime <= 0) {
@@ -7237,18 +7813,21 @@ void Person::doAI()
                     aiupdatedelay = .05;
 
                     if (distsqflat(&coords, &waypoints[waypoint]) < 1) {
-                        if (waypointtype[waypoint] == wppause)
+                        if (waypointtype[waypoint] == wppause) {
                             pausetime = 4;
+                        }
                         waypoint++;
-                        if (waypoint > numwaypoints - 1)
+                        if (waypoint > numwaypoints - 1) {
                             waypoint = 0;
+                        }
                     }
                 }
 
-                if (numwaypoints > 1 && howactive == typeactive && pausetime <= 0)
+                if (numwaypoints > 1 && howactive == typeactive && pausetime <= 0) {
                     forwardkeydown = 1;
-                else
+                } else {
                     forwardkeydown = 0;
+                }
                 leftkeydown = 0;
                 backkeydown = 0;
                 rightkeydown = 0;
@@ -7257,40 +7836,47 @@ void Person::doAI()
                 throwkeydown = 0;
 
                 if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
-                    if (!avoidsomething)
+                    if (!avoidsomething) {
                         targetyaw += 90 * (whichdirection * 2 - 1);
-                    else {
+                    else {
                         XYZ leftpos, rightpos;
                         float leftdist, rightdist;
                         leftpos = coords + DoRotation(facing, 0, 90, 0);
                         rightpos = coords - DoRotation(facing, 0, 90, 0);
                         leftdist = distsq(&leftpos, &avoidwhere);
                         rightdist = distsq(&rightpos, &avoidwhere);
-                        if (leftdist < rightdist)
+                        if (leftdist < rightdist) {
                             targetyaw += 90;
-                        else
+                        } else {
                             targetyaw -= 90;
+                        }
                     }
                 }
             }
-            if (collided < 1 || animTarget != jumpupanim)
+            if (collided < 1 || animTarget != jumpupanim) {
                 jumpkeydown = 0;
-            if ((collided > .8 && jumppower >= 5))
+            }
+            if ((collided > .8 && jumppower >= 5)) {
                 jumpkeydown = 1;
+            }
 
             //hearing sounds
             if (!Game::editorenabled) {
-                if (howactive <= typesleeping)
-                    if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
+                if (howactive <= typesleeping) {
+                    if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile) {
                         for (int j = 0; j < numenvsounds; j++) {
                             float vol = howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
-                            if (vol > 0 && distsq(&coords, &envsound[j]) < 2 * (vol + vol * (creature == rabbittype) * 3))
+                            if (vol > 0 && distsq(&coords, &envsound[j]) < 2 * (vol + vol * (creature == rabbittype) * 3)) {
                                 aitype = attacktypecutoff;
+                            }
                         }
+                    }
+                }
 
                 if (aitype != passivetype) {
-                    if (howactive == typesleeping)
+                    if (howactive == typesleeping) {
                         setTargetAnimation(getupfromfrontanim);
+                    }
                     howactive = typeactive;
                 }
             }
@@ -7301,11 +7887,13 @@ void Person::doAI()
                 distsq(&coords, &Person::players[0]->coords) < 400 &&
                 occluded < 25) {
                 if (distsq(&coords, &Person::players[0]->coords) < 12 &&
-                    Animation::animations[Person::players[0]->animTarget].height != lowheight && !Game::editorenabled)
+                    Animation::animations[Person::players[0]->animTarget].height != lowheight && !Game::editorenabled) {
                     aitype = attacktypecutoff;
+                }
                 if (distsq(&coords, &Person::players[0]->coords) < 30 &&
-                    Animation::animations[Person::players[0]->animTarget].height == highheight && !Game::editorenabled)
+                    Animation::animations[Person::players[0]->animTarget].height == highheight && !Game::editorenabled) {
                     aitype = attacktypecutoff;
+                }
 
                 //wolf smell
                 if (creature == wolftype) {
@@ -7314,19 +7902,24 @@ void Person::doAI()
                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
                             float smelldistance = 50;
                             if (j == 0 && Person::players[j]->num_weapons > 0) {
-                                if (weapons[Person::players[j]->weaponids[0]].bloody)
+                                if (weapons[Person::players[j]->weaponids[0]].bloody) {
                                     smelldistance = 100;
-                                if (Person::players[j]->num_weapons == 2)
-                                    if (weapons[Person::players[j]->weaponids[1]].bloody)
+                                }
+                                if (Person::players[j]->num_weapons == 2) {
+                                    if (weapons[Person::players[j]->weaponids[1]].bloody) {
                                         smelldistance = 100;
+                                    }
+                                }
                             }
-                            if (j != 0)
+                            if (j != 0) {
                                 smelldistance = 100;
+                            }
                             windsmell = windvector;
                             Normalise(&windsmell);
                             windsmell = windsmell * 2 + Person::players[j]->coords;
-                            if (distsq(&coords, &windsmell) < smelldistance && !Game::editorenabled)
+                            if (distsq(&coords, &windsmell) < smelldistance && !Game::editorenabled) {
                                 aitype = attacktypecutoff;
+                            }
                         }
                     }
                 }
@@ -7335,9 +7928,9 @@ void Person::doAI()
                     losupdatedelay = .2;
                     for (unsigned j = 0; j < Person::players.size(); j++) {
                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
-                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
-                                if (distsq(&coords, &Person::players[j]->coords) < 400)
-                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
+                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) {
+                                if (distsq(&coords, &Person::players[j]->coords) < 400) {
+                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0) {
                                         if ((-1 == Object::checkcollide(
                                                        DoRotation(jointPos(head), 0, yaw, 0) *
                                                                scale +
@@ -7349,11 +7942,15 @@ void Person::doAI()
                                             (Person::players[j]->animTarget == hanganim &&
                                              normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
                                             lastseentime -= .2;
-                                            if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
+                                            if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight) {
                                                 lastseentime -= .4;
-                                            else
+                                            } else {
                                                 lastseentime -= .6;
+                                            }
                                         }
+                                    }
+                                }
+                            }
                             if (lastseentime <= 0) {
                                 aitype = searchtype;
                                 lastchecktime = 12;
@@ -7383,8 +7980,9 @@ void Person::doAI()
         if (aitype == searchtype) {
             aiupdatedelay -= multiplier;
             losupdatedelay -= multiplier;
-            if (!pause)
+            if (!pause) {
                 lastseentime -= multiplier;
+            }
             lastchecktime -= multiplier;
 
             if (isRun() && !onground) {
@@ -7394,8 +7992,9 @@ void Person::doAI()
                     XYZ test = coords + facing;
                     test.y -= 10;
                     j = Object::checkcollide(test2, test, laststanding);
-                    if (j == -1)
+                    if (j == -1) {
                         j = Object::checkcollide(test2, test);
+                    }
                     if (j == -1) {
                         velocity = 0;
                         setTargetAnimation(getStop());
@@ -7410,8 +8009,9 @@ void Person::doAI()
                         lastpathfindpoint2 = -1;
                         lastpathfindpoint3 = -1;
                         lastpathfindpoint4 = -1;
-                    } else
+                    } else {
                         laststanding = j;
+                    }
                 }
             }
             //check out last seen location
@@ -7437,33 +8037,37 @@ void Person::doAI()
                 throwkeydown = 0;
 
                 if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
-                    if (!avoidsomething)
+                    if (!avoidsomething) {
                         targetyaw += 90 * (whichdirection * 2 - 1);
-                    else {
+                    else {
                         XYZ leftpos, rightpos;
                         float leftdist, rightdist;
                         leftpos = coords + DoRotation(facing, 0, 90, 0);
                         rightpos = coords - DoRotation(facing, 0, 90, 0);
                         leftdist = distsq(&leftpos, &avoidwhere);
                         rightdist = distsq(&rightpos, &avoidwhere);
-                        if (leftdist < rightdist)
+                        if (leftdist < rightdist) {
                             targetyaw += 90;
-                        else
+                        } else {
                             targetyaw -= 90;
+                        }
                     }
                 }
             }
-            if (collided < 1 || animTarget != jumpupanim)
+            if (collided < 1 || animTarget != jumpupanim) {
                 jumpkeydown = 0;
-            if ((collided > .8 && jumppower >= 5))
+            }
+            if ((collided > .8 && jumppower >= 5)) {
                 jumpkeydown = 1;
+            }
 
-            if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
+            if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile)) {
                 for (int k = 0; k < numenvsounds; k++) {
                     if (distsq(&coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (creature == rabbittype) * 3)) {
                         aitype = attacktypecutoff;
                     }
                 }
+            }
 
             if (!Person::players[0]->dead &&
                 losupdatedelay < 0 &&
@@ -7475,10 +8079,10 @@ void Person::doAI()
                     aitype = attacktypecutoff;
                     lastseentime = 1;
                 }
-                if (abs(Random() % 2) || Animation::animations[animTarget].height != lowheight)
+                if (abs(Random() % 2) || Animation::animations[animTarget].height != lowheight) {
                     //TODO: factor out canSeePlayer()
-                    if (distsq(&coords, &Person::players[0]->coords) < 400)
-                        if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
+                    if (distsq(&coords, &Person::players[0]->coords) < 400) {
+                        if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0) {
                             if ((Object::checkcollide(
                                      DoRotation(jointPos(head), 0, yaw, 0) *
                                              scale +
@@ -7494,6 +8098,9 @@ void Person::doAI()
                                 aitype = attacktypecutoff;
                                 lastseentime = 1;
                             }
+                        }
+                    }
+                }
             }
             //player escaped
             if (lastseentime < 0) {
@@ -7510,8 +8117,9 @@ void Person::doAI()
             }
         }
 
-        if (aitype != gethelptype)
+        if (aitype != gethelptype) {
             runninghowlong = 0;
+        }
 
         //get help from buddies
         if (aitype == gethelptype) {
@@ -7554,8 +8162,9 @@ void Person::doAI()
                 XYZ flatfacing = Person::players[ally]->coords;
                 facing.y += jointPos(head).y * scale;
                 flatfacing.y += Person::players[ally]->jointPos(head).y * Person::players[ally]->scale;
-                if (-1 != Object::checkcollide(facing, flatfacing))
+                if (-1 != Object::checkcollide(facing, flatfacing)) {
                     lastseentime -= .1;
+                }
 
                 //no available ally, run back to player
                 if (ally <= 0 ||
@@ -7585,19 +8194,20 @@ void Person::doAI()
                     }
 
                     if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
-                        if (!avoidsomething)
+                        if (!avoidsomething) {
                             targetyaw += 90 * (whichdirection * 2 - 1);
-                        else {
+                        else {
                             XYZ leftpos, rightpos;
                             float leftdist, rightdist;
                             leftpos = coords + DoRotation(facing, 0, 90, 0);
                             rightpos = coords - DoRotation(facing, 0, 90, 0);
                             leftdist = distsq(&leftpos, &avoidwhere);
                             rightdist = distsq(&rightpos, &avoidwhere);
-                            if (leftdist < rightdist)
+                            if (leftdist < rightdist) {
                                 targetyaw += 90;
-                            else
+                            } else {
                                 targetyaw -= 90;
+                            }
                         }
                     }
                 }
@@ -7608,10 +8218,12 @@ void Person::doAI()
                 crouchkeydown = 0;
                 attackkeydown = 0;
             }
-            if (collided < 1 || animTarget != jumpupanim)
+            if (collided < 1 || animTarget != jumpupanim) {
                 jumpkeydown = 0;
-            if (collided > .8 && jumppower >= 5)
+            }
+            if (collided > .8 && jumppower >= 5) {
                 jumpkeydown = 1;
+            }
         }
 
         //retreiving a weapon on the ground
@@ -7626,7 +8238,7 @@ void Person::doAI()
                 if (ally < 0) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (unsigned k = 0; k < weapons.size(); k++)
+                    for (unsigned k = 0; k < weapons.size(); k++) {
                         if (weapons[k].owner == -1) {
                             float distance = distsq(&coords, &weapons[k].position);
                             if (closestdist == -1 || distance < closestdist) {
@@ -7635,20 +8247,23 @@ void Person::doAI()
                             }
                             closest = k;
                         }
-                    if (closest != -1)
+                    }
+                    if (closest != -1) {
                         ally = closest;
-                    else
+                    } else {
                         ally = -1;
+                    }
                 }
 
                 lastseentime = 12;
 
-                if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
+                if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile)) {
                     if (ally < 0 || weaponactive != -1 || lastchecktime <= 0) {
                         aitype = attacktypecutoff;
                         lastseentime = 1;
                     }
-                if (!Person::players[0]->dead)
+                }
+                if (!Person::players[0]->dead) {
                     if (ally >= 0) {
                         if (weapons[ally].owner != -1 ||
                             distsq(&coords, &weapons[ally].position) > 16) {
@@ -7662,22 +8277,24 @@ void Person::doAI()
                         forwardkeydown = 1;
 
                         if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
-                            if (!avoidsomething)
+                            if (!avoidsomething) {
                                 targetyaw += 90 * (whichdirection * 2 - 1);
-                            else {
+                            else {
                                 XYZ leftpos, rightpos;
                                 float leftdist, rightdist;
                                 leftpos = coords + DoRotation(facing, 0, 90, 0);
                                 rightpos = coords - DoRotation(facing, 0, 90, 0);
                                 leftdist = distsq(&leftpos, &avoidwhere);
                                 rightdist = distsq(&rightpos, &avoidwhere);
-                                if (leftdist < rightdist)
+                                if (leftdist < rightdist) {
                                     targetyaw += 90;
-                                else
+                                } else {
                                     targetyaw -= 90;
+                                }
                             }
                         }
                     }
+                }
 
                 leftkeydown = 0;
                 backkeydown = 0;
@@ -7686,20 +8303,23 @@ void Person::doAI()
                 throwkeydown = 1;
                 crouchkeydown = 0;
                 if (animTarget != crouchremoveknifeanim &&
-                    animTarget != removeknifeanim)
+                    animTarget != removeknifeanim) {
                     throwtogglekeydown = 0;
+                }
                 drawkeydown = 0;
             }
-            if (collided < 1 || animTarget != jumpupanim)
+            if (collided < 1 || animTarget != jumpupanim) {
                 jumpkeydown = 0;
-            if ((collided > .8 && jumppower >= 5))
+            }
+            if ((collided > .8 && jumppower >= 5)) {
                 jumpkeydown = 1;
+            }
         }
 
         if (aitype == attacktypecutoff) {
             aiupdatedelay -= multiplier;
             //dodge or reverse rabbit kicks, knife throws, flips
-            if (damage < damagetolerance * 2 / 3)
+            if (damage < damagetolerance * 2 / 3) {
                 if ((Person::players[0]->animTarget == rabbitkickanim ||
                      Person::players[0]->animTarget == knifethrowanim ||
                      (Person::players[0]->isFlip() &&
@@ -7707,8 +8327,9 @@ void Person::doAI()
                     !Person::players[0]->skeleton.free &&
                     (aiupdatedelay < .1)) {
                     attackkeydown = 0;
-                    if (isIdle())
+                    if (isIdle()) {
                         crouchkeydown = 1;
+                    }
                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
                             if (isIdle() || isCrouch() || isRun() || isFlip()) {
@@ -7728,19 +8349,22 @@ void Person::doAI()
                     forwardkeydown = 0;
                     aiupdatedelay = .02;
                 }
+            }
             //get confused by flips
             if (Person::players[0]->isFlip() &&
                 !Person::players[0]->skeleton.free &&
                 Person::players[0]->animTarget != walljumprightkickanim &&
                 Person::players[0]->animTarget != walljumpleftkickanim) {
-                if (distsq(&Person::players[0]->coords, &coords) < 25)
-                    if ((1 - damage / damagetolerance) > .5)
+                if (distsq(&Person::players[0]->coords, &coords) < 25) {
+                    if ((1 - damage / damagetolerance) > .5) {
                         stunned = 1;
+                    }
+                }
             }
             //go for weapon on the ground
-            if (wentforweapon < 3)
-                for (unsigned k = 0; k < weapons.size(); k++)
-                    if (creature != wolftype)
+            if (wentforweapon < 3) {
+                for (unsigned k = 0; k < weapons.size(); k++) {
+                    if (creature != wolftype) {
                         if (num_weapons == 0 &&
                             weapons[k].owner == -1 &&
                             weapons[k].velocity.x == 0 &&
@@ -7753,9 +8377,12 @@ void Person::doAI()
                                 ally = -1;
                             }
                         }
+                    }
+                }
+            }
             //dodge/reverse walljump kicks
-            if (damage < damagetolerance / 2)
-                if (Animation::animations[animTarget].height != highheight)
+            if (damage < damagetolerance / 2) {
+                if (Animation::animations[animTarget].height != highheight) {
                     if (damage < damagetolerance * .5 &&
                         ((Person::players[0]->animTarget == walljumprightkickanim ||
                           Person::players[0]->animTarget == walljumpleftkickanim) &&
@@ -7765,16 +8392,19 @@ void Person::doAI()
                            difficulty != 2)))) {
                         crouchkeydown = 1;
                     }
+                }
+            }
             //walked off a ledge (?)
-            if (isRun() && !onground)
+            if (isRun() && !onground) {
                 if (coords.y > terrain.getHeight(coords.x, coords.z) + 10) {
                     XYZ test2 = coords + facing;
                     test2.y += 5;
                     XYZ test = coords + facing;
                     test.y -= 10;
                     j = Object::checkcollide(test2, test, laststanding);
-                    if (j == -1)
+                    if (j == -1) {
                         j = Object::checkcollide(test2, test);
+                    }
                     if (j == -1) {
                         velocity = 0;
                         setTargetAnimation(getStop());
@@ -7788,9 +8418,11 @@ void Person::doAI()
                         lastpathfindpoint2 = -1;
                         lastpathfindpoint3 = -1;
                         lastpathfindpoint4 = -1;
-                    } else
+                    } else {
                         laststanding = j;
+                    }
                 }
+            }
             //lose sight of player in the air (?)
             if (Person::players[0]->coords.y > coords.y + 5 &&
                 Animation::animations[Person::players[0]->animTarget].height != highheight &&
@@ -7812,37 +8444,41 @@ void Person::doAI()
                 animTarget != backhandspringanim &&
                 animTarget != dodgebackanim) {
                 //draw weapon
-                if (weaponactive == -1 && num_weapons > 0)
+                if (weaponactive == -1 && num_weapons > 0) {
                     drawkeydown = Random() % 2;
-                else
+                } else {
                     drawkeydown = 0;
+                }
                 rabbitkickenabled = Random() % 2;
                 //chase player
                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
                 XYZ targetpoint = Person::players[0]->coords;
                 if (distsq(&Person::players[0]->coords, &coords) <
-                    distsq(&rotatetarget, &coords))
+                    distsq(&rotatetarget, &coords)) {
                     targetpoint += Person::players[0]->velocity *
                                    findDistance(&Person::players[0]->coords, &coords) / findLength(&velocity);
+                }
                 targetyaw = roughDirectionTo(coords, targetpoint);
                 lookyaw = targetyaw;
                 aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
 
-                if (distsq(&coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || weaponactive != -1))
+                if (distsq(&coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || weaponactive != -1)) {
                     forwardkeydown = 1;
-                else if ((distsq(&coords, &Person::players[0]->coords) > 16 ||
-                          distsq(&coords, &Person::players[0]->coords) < 9) &&
-                         Person::players[0]->weaponactive != -1)
+                else if ((distsq(&coords, &Person::players[0]->coords) > 16 ||
+                            distsq(&coords, &Person::players[0]->coords) < 9) &&
+                           Person::players[0]->weaponactive != -1) {
                     forwardkeydown = 1;
-                else if (Random() % 6 == 0 || (creature == wolftype && Random() % 3 == 0))
+                } else if (Random() % 6 == 0 || (creature == wolftype && Random() % 3 == 0)) {
                     forwardkeydown = 1;
-                else
+                } else {
                     forwardkeydown = 0;
+                }
                 //chill out around the corpse
                 if (Person::players[0]->dead) {
                     forwardkeydown = 0;
-                    if (Random() % 10 == 0)
+                    if (Random() % 10 == 0) {
                         forwardkeydown = 1;
+                    }
                     if (Random() % 100 == 0) {
                         aitype = pathfindtype;
                         finalfinaltarget = waypoints[waypoint];
@@ -7860,15 +8496,18 @@ void Person::doAI()
                 crouchkeydown = 0;
                 throwkeydown = 0;
 
-                if (avoidcollided > .8 && !jumpkeydown && collided < .8)
+                if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
                     targetyaw += 90 * (whichdirection * 2 - 1);
+                }
                 //attack!!!
-                if (Random() % 2 == 0 || weaponactive != -1 || creature == wolftype)
+                if (Random() % 2 == 0 || weaponactive != -1 || creature == wolftype) {
                     attackkeydown = 1;
-                else
+                } else {
                     attackkeydown = 0;
-                if (isRun() && Random() % 6 && distsq(&coords, &Person::players[0]->coords) > 7)
+                }
+                if (isRun() && Random() % 6 && distsq(&coords, &Person::players[0]->coords) > 7) {
                     attackkeydown = 0;
+                }
 
                 //TODO: wat
                 if (aitype != playercontrolled &&
@@ -7876,7 +8515,7 @@ void Person::doAI()
                      isCrouch() ||
                      isRun())) {
                     int target = -2;
-                    for (unsigned j = 0; j < Person::players.size(); j++)
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
                         if (j != id && !Person::players[j]->skeleton.free &&
                             Person::players[j]->hasvictim &&
                             (Tutorial::active && reversaltrain ||
@@ -7891,7 +8530,7 @@ void Person::doAI()
                              Person::players[j]->animTarget == swordslashanim &&
                                  weaponactive != -1 ||
                              Person::players[j]->animTarget == staffhitanim ||
-                             Person::players[j]->animTarget == staffspinhitanim))
+                             Person::players[j]->animTarget == staffspinhitanim)) {
                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
                                 Person::players[j]->victim == Person::players[id] &&
                                 (Person::players[j]->animTarget == sweepanim ||
@@ -7911,38 +8550,49 @@ void Person::doAI()
                                     target = j;
                                 }
                             }
-                    if (target >= 0)
+                        }
+                    }
+                    if (target >= 0) {
                         Person::players[target]->Reverse();
+                    }
                 }
 
-                if (collided < 1)
+                if (collided < 1) {
                     jumpkeydown = 0;
+                }
                 if (collided > .8 && jumppower >= 5 ||
                     distsq(&coords, &Person::players[0]->coords) > 400 &&
                         onterrain &&
-                        creature == rabbittype)
+                        creature == rabbittype) {
                     jumpkeydown = 1;
+                }
                 //TODO: why are we controlling the human?
-                if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
+                if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0) {
                     Person::players[0]->jumpkeydown = 0;
+                }
                 if (Person::players[0]->animTarget == jumpdownanim &&
-                    distsq(&Person::players[0]->coords, &coords) < 40)
+                    distsq(&Person::players[0]->coords, &coords) < 40) {
                     crouchkeydown = 1;
-                if (jumpkeydown)
+                }
+                if (jumpkeydown) {
                     attackkeydown = 0;
+                }
 
-                if (Tutorial::active)
-                    if (!canattack)
+                if (Tutorial::active) {
+                    if (!canattack) {
                         attackkeydown = 0;
+                    }
+                }
 
                 XYZ facing = coords;
                 XYZ flatfacing = Person::players[0]->coords;
                 facing.y += jointPos(head).y * scale;
                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
-                if (occluded >= 2)
+                if (occluded >= 2) {
                     if (-1 != Object::checkcollide(facing, flatfacing)) {
-                        if (!pause)
+                        if (!pause) {
                             lastseentime -= .2;
+                        }
                         if (lastseentime <= 0 &&
                             (creature != wolftype ||
                              weaponstuck == -1)) {
@@ -7951,25 +8601,30 @@ void Person::doAI()
                             lastseen = Person::players[0]->coords;
                             lastseentime = 12;
                         }
-                    } else
+                    } else {
                         lastseentime = 1;
+                    }
+                }
             }
         }
         if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
             (aitype == attacktypecutoff ||
-             aitype == searchtype))
+             aitype == searchtype)) {
             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
                 XYZ test = Person::players[0]->coords;
                 test.y -= 40;
-                if (-1 == Object::checkcollide(Person::players[0]->coords, test))
+                if (-1 == Object::checkcollide(Person::players[0]->coords, test)) {
                     stunned = 1;
+                }
             }
+        }
         //stunned
         if (aitype == passivetype && !(numwaypoints > 1) ||
             stunned > 0 ||
             pause && damage > superpermanentdamage) {
-            if (pause)
+            if (pause) {
                 lastseentime = 1;
+            }
             targetyaw = yaw;
             forwardkeydown = 0;
             leftkeydown = 0;
index 42ee250786c0356cf0a2d8c11bdaf75343d41163..dc41e1169004fc23d5f0320012993992427e1fd7 100644 (file)
@@ -175,8 +175,9 @@ void Weapon::doStuff(int i)
             Person::players[owner]->num_weapons--;
             if (Person::players[owner]->num_weapons) {
                 Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
-                if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons)
+                if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons) {
                     Person::players[owner]->weaponstuck = 0;
+                }
             }
         }
         owner = -1;
@@ -205,12 +206,13 @@ void Weapon::doStuff(int i)
                         Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360);
                         normalrot = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0);
                         velocity = 0;
-                        if (type == knife)
+                        if (type == knife) {
                             position = colpoint - normalrot * .1;
-                        else if (type == sword)
+                        } else if (type == sword) {
                             position = colpoint - normalrot * .2;
-                        else if (type == staff)
+                        } else if (type == staff) {
                             position = colpoint - normalrot * .2;
+                        }
                         XYZ temppoint1, temppoint2;
                         float distance;
 
@@ -223,8 +225,9 @@ void Weapon::doStuff(int i)
                         temppoint2.y = 0;
                         rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
                         rotation1 *= 360 / 6.28;
-                        if (temppoint1.x > temppoint2.x)
+                        if (temppoint1.x > temppoint2.x) {
                             rotation1 = 360 - rotation1;
+                        }
 
                         rotation3 = 0;
                         smallrotation = 90;
@@ -268,14 +271,16 @@ void Weapon::doStuff(int i)
 
                             Person::players[j]->aitype = attacktypecutoff;
                         } else {
-                            if (j != 0)
+                            if (j != 0) {
                                 numthrowkill++;
+                            }
                             Person::players[j]->num_weapons++;
                             Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
-                            if (normaldotproduct(Person::players[j]->facing, velocity) > 0)
+                            if (normaldotproduct(Person::players[j]->facing, velocity) > 0) {
                                 Person::players[j]->weaponstuckwhere = 1;
-                            else
+                            } else {
                                 Person::players[j]->weaponstuckwhere = 0;
+                            }
 
                             Person::players[j]->weaponids[Person::players[j]->num_weapons - 1] = i;
 
@@ -284,20 +289,25 @@ void Weapon::doStuff(int i)
                             Person::players[j]->jointVel(neck) += velocity * 2;
                             Person::players[j]->jointVel(rightshoulder) += velocity * 2;
                             Person::players[j]->jointVel(leftshoulder) += velocity * 2;
-                            if (bloodtoggle && !Tutorial::active)
+                            if (bloodtoggle && !Tutorial::active) {
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
-                            if (Tutorial::active)
+                            }
+                            if (Tutorial::active) {
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
+                            }
                             footvel = tippoint - position;
                             Normalise(&footvel);
-                            if (bloodtoggle && !Tutorial::active)
+                            if (bloodtoggle && !Tutorial::active) {
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
+                            }
 
                             if (!Tutorial::active) {
-                                if (Person::players[j]->weaponstuckwhere == 0)
+                                if (Person::players[j]->weaponstuckwhere == 0) {
                                     Person::players[j]->DoBloodBig(2, 205);
-                                if (Person::players[j]->weaponstuckwhere == 1)
+                                }
+                                if (Person::players[j]->weaponstuckwhere == 1) {
                                     Person::players[j]->DoBloodBig(2, 200);
+                                }
                                 Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
                                 Person::players[j]->deathbleeding = 1;
                                 Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
@@ -308,10 +318,11 @@ void Weapon::doStuff(int i)
 
                             emit_sound_at(fleshstabsound, position, 128.);
 
-                            if (Animation::animations[Person::players[0]->animTarget].height == highheight)
+                            if (Animation::animations[Person::players[0]->animTarget].height == highheight) {
                                 award_bonus(0, ninja);
-                            else
+                            } else {
                                 award_bonus(0, Bullseyebonus);
+                            }
                         }
                     } else {
                         missed = 1;
@@ -364,14 +375,17 @@ void Weapon::doStuff(int i)
                 XYZ terrainlight;
                 terrainlight = terrain.getLighting(position.x, position.z);
                 if (environment == snowyenvironment) {
-                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                         Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                    }
                 } else if (environment == grassyenvironment) {
-                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                         Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                    }
                 } else if (environment == desertenvironment) {
-                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                    if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                         Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                    }
                 }
 
                 bloody = 0;
@@ -404,8 +418,9 @@ void Weapon::doStuff(int i)
             bigtilt = 0;
             bigtilt2 = 0;
             bigrotation = 0;
-            if (temppoint1.x > temppoint2.x)
+            if (temppoint1.x > temppoint2.x) {
                 rotation1 = 360 - rotation1;
+            }
         }
     }
 
@@ -489,22 +504,25 @@ void Weapon::doStuff(int i)
                         position += terrainnormal * .002;
 
                         bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
-                        if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                        if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
                             bounceness = 0;
+                        }
                         frictionness = abs(normaldotproduct(velocity, terrainnormal));
                         velocity -= bounceness;
-                        if (1 - friction * frictionness > 0)
+                        if (1 - friction * frictionness > 0) {
                             velocity *= 1 - friction * frictionness;
-                        else
+                        } else {
                             velocity = 0;
+                        }
                         velocity += bounceness * elasticity;
 
                         if (findLengthfast(&bounceness) > 1) {
                             int whichsound;
-                            if (type == staff)
+                            if (type == staff) {
                                 whichsound = footstepsound3 + abs(Random() % 2);
-                            else
+                            } else {
                                 whichsound = clank1sound + abs(Random() % 4);
+                            }
                             emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
                         }
                     }
@@ -519,27 +537,30 @@ void Weapon::doStuff(int i)
                         tippoint += terrainnormal * .002;
 
                         bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
-                        if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                        if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
                             bounceness = 0;
+                        }
                         frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
                         tipvelocity -= bounceness;
-                        if (1 - friction * frictionness > 0)
+                        if (1 - friction * frictionness > 0) {
                             tipvelocity *= 1 - friction * frictionness;
-                        else
+                        } else {
                             tipvelocity = 0;
+                        }
                         tipvelocity += bounceness * elasticity;
 
                         if (findLengthfast(&bounceness) > 1) {
                             int whichsound;
-                            if (type == staff)
+                            if (type == staff) {
                                 whichsound = footstepsound3 + abs(Random() % 2);
-                            else
+                            } else {
                                 whichsound = clank1sound + abs(Random() % 4);
+                            }
                             emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
                         }
                     }
 
-                    if ((Object::objects[k]->type != boxtype && Object::objects[k]->type != platformtype && Object::objects[k]->type != walltype && Object::objects[k]->type != weirdtype) || Object::objects[k]->pitch != 0)
+                    if ((Object::objects[k]->type != boxtype && Object::objects[k]->type != platformtype && Object::objects[k]->type != walltype && Object::objects[k]->type != weirdtype) || Object::objects[k]->pitch != 0) {
                         for (int m = 0; m < 2; m++) {
                             mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
                             oldmid2 = mid;
@@ -555,22 +576,25 @@ void Weapon::doStuff(int i)
                                 ReflectVector(&velocity, &terrainnormal);
 
                                 bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
-                                if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                                if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
                                     bounceness = 0;
+                                }
                                 frictionness = abs(normaldotproduct(velocity, terrainnormal));
                                 velocity -= bounceness;
-                                if (1 - friction * frictionness > 0)
+                                if (1 - friction * frictionness > 0) {
                                     velocity *= 1 - friction * frictionness;
-                                else
+                                } else {
                                     velocity = 0;
+                                }
                                 velocity += bounceness * elasticity;
 
                                 if (findLengthfast(&bounceness) > 1) {
                                     int whichsound;
-                                    if (type == staff)
+                                    if (type == staff) {
                                         whichsound = footstepsound3 + abs(Random() % 2);
-                                    else
+                                    } else {
                                         whichsound = clank1sound + abs(Random() % 4);
+                                    }
                                     emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
                                 }
                                 position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
@@ -590,28 +614,31 @@ void Weapon::doStuff(int i)
                                 ReflectVector(&tipvelocity, &terrainnormal);
 
                                 bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
-                                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
                                     bounceness = 0;
+                                }
                                 frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
                                 tipvelocity -= bounceness;
-                                if (1 - friction * frictionness > 0)
+                                if (1 - friction * frictionness > 0) {
                                     tipvelocity *= 1 - friction * frictionness;
-                                else
+                                } else {
                                     tipvelocity = 0;
+                                }
                                 tipvelocity += bounceness * elasticity;
 
                                 if (findLengthfast(&bounceness) > 1) {
                                     int whichsound;
-                                    if (type == staff)
+                                    if (type == staff) {
                                         whichsound = footstepsound3 + abs(Random() % 2);
-                                    else
+                                    } else {
                                         whichsound = clank1sound + abs(Random() % 4);
+                                    }
                                     emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
                                 }
                                 tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
                             }
                         }
-                    else {
+                    else {
                         start = position;
                         end = tippoint;
                         whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
@@ -657,35 +684,40 @@ void Weapon::doStuff(int i)
             whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
             if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
                 hitsomething = 1;
-                if (whichhit != -1)
+                if (whichhit != -1) {
                     position = colpoint * terrain.scale;
-                else
+                } else {
                     position.y = terrain.getHeight(position.x, position.z);
+                }
 
                 terrainnormal = terrain.getNormal(position.x, position.z);
                 ReflectVector(&velocity, &terrainnormal);
                 position += terrainnormal * .002;
                 bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
-                if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
                     bounceness = 0;
+                }
                 frictionness = abs(normaldotproduct(velocity, terrainnormal));
                 velocity -= bounceness;
-                if (1 - friction * frictionness > 0)
+                if (1 - friction * frictionness > 0) {
                     velocity *= 1 - friction * frictionness;
-                else
+                } else {
                     velocity = 0;
-                if (terrain.getOpacity(position.x, position.z) < .2)
+                }
+                if (terrain.getOpacity(position.x, position.z) < .2) {
                     velocity += bounceness * elasticity * .3;
-                else
+                } else {
                     velocity += bounceness * elasticity;
+                }
 
                 if (findLengthfast(&bounceness) > 1) {
                     int whichsound;
                     if (terrain.getOpacity(position.x, position.z) > .2) {
-                        if (type == staff)
+                        if (type == staff) {
                             whichsound = footstepsound3 + abs(Random() % 2);
-                        else
+                        } else {
                             whichsound = clank1sound + abs(Random() % 4);
+                        }
                     } else {
                         whichsound = footstepsound + abs(Random() % 2);
                     }
@@ -696,49 +728,57 @@ void Weapon::doStuff(int i)
                         XYZ terrainlight;
                         terrainlight = terrain.getLighting(position.x, position.z);
                         if (environment == snowyenvironment) {
-                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                            }
                         } else if (environment == grassyenvironment) {
-                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                            }
                         } else if (environment == desertenvironment) {
-                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                            }
                         }
                     }
                 }
             }
             whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
             if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
-                if (whichhit != -1)
+                if (whichhit != -1) {
                     tippoint = colpoint * terrain.scale;
-                else
+                } else {
                     tippoint.y = terrain.getHeight(tippoint.x, tippoint.z);
+                }
 
                 terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
                 ReflectVector(&tipvelocity, &terrainnormal);
                 tippoint += terrainnormal * .002;
                 bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
-                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
                     bounceness = 0;
+                }
                 frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
                 tipvelocity -= bounceness;
-                if (1 - friction * frictionness > 0)
+                if (1 - friction * frictionness > 0) {
                     tipvelocity *= 1 - friction * frictionness;
-                else
+                } else {
                     tipvelocity = 0;
-                if (terrain.getOpacity(tippoint.x, tippoint.z) < .2)
+                }
+                if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
                     tipvelocity += bounceness * elasticity * .3;
-                else
+                } else {
                     tipvelocity += bounceness * elasticity;
+                }
 
                 if (findLengthfast(&bounceness) > 1) {
                     int whichsound;
                     if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
-                        if (type == staff)
+                        if (type == staff) {
                             whichsound = footstepsound3 + abs(Random() % 2);
-                        else
+                        } else {
                             whichsound = clank1sound + abs(Random() % 4);
+                        }
                     } else {
                         whichsound = footstepsound + abs(Random() % 2);
                     }
@@ -749,14 +789,17 @@ void Weapon::doStuff(int i)
                         XYZ terrainlight;
                         terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
                         if (environment == snowyenvironment) {
-                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
+                            }
                         } else if (environment == grassyenvironment) {
-                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
+                            }
                         } else if (environment == desertenvironment) {
-                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4)
+                            if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
                                 Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
+                            }
                         }
                     }
                 }
@@ -775,26 +818,31 @@ void Weapon::doStuff(int i)
                 ReflectVector(&velocity, &terrainnormal);
                 //mid+=terrainnormal*.002;
                 bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
-                if (findLengthfast(&velocity) < findLengthfast(&bounceness))
+                if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
                     bounceness = 0;
+                }
                 frictionness = abs(normaldotproduct(velocity, terrainnormal));
                 velocity -= bounceness;
-                if (1 - friction * frictionness > 0)
+                if (1 - friction * frictionness > 0) {
                     velocity *= 1 - friction * frictionness;
-                else
+                } else {
                     velocity = 0;
-                if (terrain.getOpacity(mid.x, mid.z) < .2)
+                }
+                if (terrain.getOpacity(mid.x, mid.z) < .2) {
                     velocity += bounceness * elasticity * .3;
-                else
+                } else {
                     velocity += bounceness * elasticity;
+                }
 
                 if (findLengthfast(&bounceness) > 1) {
                     int whichsound;
                     if (terrain.getOpacity(mid.x, mid.z) > .2) {
-                        if (type == staff)
+                        if (type == staff) {
                             whichsound = footstepsound3 + abs(Random() % 2);
-                        if (type != staff)
+                        }
+                        if (type != staff) {
                             whichsound = clank1sound + abs(Random() % 4);
+                        }
                     } else {
                         whichsound = footstepsound + abs(Random() % 2);
                     }
@@ -818,26 +866,31 @@ void Weapon::doStuff(int i)
                 ReflectVector(&tipvelocity, &terrainnormal);
                 //mid+=terrainnormal*.002;
                 bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
-                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness))
+                if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
                     bounceness = 0;
+                }
                 frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
                 tipvelocity -= bounceness;
-                if (1 - friction * frictionness > 0)
+                if (1 - friction * frictionness > 0) {
                     tipvelocity *= 1 - friction * frictionness;
-                else
+                } else {
                     tipvelocity = 0;
-                if (terrain.getOpacity(mid.x, mid.z) < .2)
+                }
+                if (terrain.getOpacity(mid.x, mid.z) < .2) {
                     tipvelocity += bounceness * elasticity * .3;
-                else
+                } else {
                     tipvelocity += bounceness * elasticity;
+                }
 
                 if (findLengthfast(&bounceness) > 1) {
                     int whichsound;
                     if (terrain.getOpacity(mid.x, mid.z) > .2) {
-                        if (type == staff)
+                        if (type == staff) {
                             whichsound = footstepsound3 + abs(Random() % 2);
-                        if (type != staff)
+                        }
+                        if (type != staff) {
                             whichsound = clank1sound + abs(Random() % 4);
+                        }
                     } else {
                         whichsound = footstepsound + abs(Random() % 2);
                     }
@@ -871,8 +924,9 @@ void Weapon::doStuff(int i)
             bigtilt = 0;
             bigtilt2 = 0;
             bigrotation = 0;
-            if (temppoint1.x > temppoint2.x)
+            if (temppoint1.x > temppoint2.x) {
                 rotation1 = 360 - rotation1;
+            }
 
             //Stop moving
             if (findLengthfast(&velocity) < .3 && findLengthfast(&tipvelocity) < .3 && hitsomething) {
@@ -890,10 +944,12 @@ void Weapon::doStuff(int i)
     if (blooddrip && bloody) {
         blooddripdelay -= blooddrip * multiplier / 2;
         blooddrip -= multiplier;
-        if (blooddrip < 0)
+        if (blooddrip < 0) {
             blooddrip = 0;
-        if (blooddrip > 5)
+        }
+        if (blooddrip > 5) {
             blooddrip = 5;
+        }
         if (blooddripdelay < 0 && bloodtoggle) {
             blooddripdelay = 1;
             XYZ bloodvel;
@@ -963,14 +1019,17 @@ void Weapon::draw()
         bool draw = false;
         if (owner == -1) {
             draw = true;
-            if (velocity.x && !physics)
+            if (velocity.x && !physics) {
                 drawhowmany = 10;
-            else
+            } else {
                 drawhowmany = 1;
+            }
         } else {
-            if (Person::players[owner]->occluded < 25)
-                if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3)
+            if (Person::players[owner]->occluded < 25) {
+                if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3) {
                     draw = true;
+                }
+            }
             if (
                 (Person::players[owner]->animTarget == knifeslashstartanim ||
                  Person::players[owner]->animTarget == swordsneakattackanim ||
@@ -1012,10 +1071,11 @@ void Weapon::draw()
                 glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
-                if (owner == -1)
+                if (owner == -1) {
                     glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
-                else
+                } else {
                     glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
+                }
                 glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
                 glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
                 glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
@@ -1037,23 +1097,29 @@ void Weapon::draw()
                 glEnable(GL_LIGHTING);
                 switch (type) {
                     case knife:
-                        if (!bloody || !bloodtoggle)
+                        if (!bloody || !bloodtoggle) {
                             throwingknifemodel.drawdifftex(knifetextureptr);
+                        }
                         if (bloodtoggle) {
-                            if (bloody == 1)
+                            if (bloody == 1) {
                                 throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
-                            if (bloody == 2)
+                            }
+                            if (bloody == 2) {
                                 throwingknifemodel.drawdifftex(bloodknifetextureptr);
+                            }
                         }
                         break;
                     case sword:
-                        if (!bloody || !bloodtoggle)
+                        if (!bloody || !bloodtoggle) {
                             swordmodel.drawdifftex(swordtextureptr);
+                        }
                         if (bloodtoggle) {
-                            if (bloody == 1)
+                            if (bloody == 1) {
                                 swordmodel.drawdifftex(lightbloodswordtextureptr);
-                            if (bloody == 2)
+                            }
+                            if (bloody == 2) {
                                 swordmodel.drawdifftex(bloodswordtextureptr);
+                            }
                         }
                         break;
                     case staff:
@@ -1074,8 +1140,9 @@ void Weapon::draw()
             lastdrawnbigtilt2 = bigtilt2;
             lastdrawnsmallrotation = smallrotation;
             lastdrawnsmallrotation2 = smallrotation2;
-            if (owner != -1)
+            if (owner != -1) {
                 lastdrawnanim = Person::players[owner]->animCurrent;
+            }
         }
         if (owner != -1) {
             glMatrixMode(GL_MODELVIEW);
index 3d5fed1eaaa8c9bfd560535a8427d9cee4c3f47f..4a034373b83ed5b1f0a52366ddf4af21f0dc1da2 100644 (file)
@@ -92,14 +92,18 @@ void Tutorial::Do(float multiplier)
 
                 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                     if (Random() % 2 == 0) {
-                        if (!Person::players[1]->skeleton.free)
+                        if (!Person::players[1]->skeleton.free) {
                             temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                        if (Person::players[1]->skeleton.free)
+                        }
+                        if (Person::players[1]->skeleton.free) {
                             temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                        if (!Person::players[1]->skeleton.free)
+                        }
+                        if (!Person::players[1]->skeleton.free) {
                             temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                        if (Person::players[1]->skeleton.free)
+                        }
+                        if (Person::players[1]->skeleton.free) {
                             temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                        }
                         Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                     }
                 }
@@ -123,8 +127,9 @@ void Tutorial::Do(float multiplier)
                 if (bonus == cannon) {
                     bonus = Slicebonus;
                     againbonus = 1;
-                } else
+                } else {
                     againbonus = 0;
+                }
                 break;
             case 27:
                 maxtime = 4;
@@ -297,10 +302,11 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->num_weapons = 1;
                 Person::players[1]->weaponids[0] = 0;
 
-                if (Person::players[0]->weaponactive != -1)
+                if (Person::players[0]->weaponactive != -1) {
                     weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
-                else
+                } else {
                     weapons[0].setType(staff);
+                }
                 break;
             case 49:
                 canattack = 0;
@@ -330,14 +336,18 @@ void Tutorial::Do(float multiplier)
 
                 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                     if (Random() % 2 == 0) {
-                        if (!Person::players[1]->skeleton.free)
+                        if (!Person::players[1]->skeleton.free) {
                             temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                        if (Person::players[1]->skeleton.free)
+                        }
+                        if (Person::players[1]->skeleton.free) {
                             temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                        if (!Person::players[1]->skeleton.free)
+                        }
+                        if (!Person::players[1]->skeleton.free) {
                             temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                        if (Person::players[1]->skeleton.free)
+                        }
+                        if (Person::players[1]->skeleton.free) {
                             temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                        }
                         Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                     }
                 }
@@ -354,96 +364,118 @@ void Tutorial::Do(float multiplier)
             default:
                 break;
         }
-        if (stage <= 51)
+        if (stage <= 51) {
             stagetime = 0;
+        }
     }
 
     //Tutorial success
     if (stagetime < maxtime - 3) {
         switch (stage) {
             case 3:
-                if (Game::deltah || Game::deltav)
+                if (Game::deltah || Game::deltav) {
                     success += multiplier;
+                }
                 break;
             case 4:
-                if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
+                if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) {
                     success += multiplier;
+                }
                 break;
             case 5:
-                if (Person::players[0]->jumpkeydown)
+                if (Person::players[0]->jumpkeydown) {
                     success = 1;
+                }
                 break;
             case 6:
-                if (Person::players[0]->isCrouch())
+                if (Person::players[0]->isCrouch()) {
                     success = 1;
+                }
                 break;
             case 7:
-                if (Person::players[0]->animTarget == rollanim)
+                if (Person::players[0]->animTarget == rollanim) {
                     success = 1;
+                }
                 break;
             case 8:
-                if (Person::players[0]->animTarget == sneakanim)
+                if (Person::players[0]->animTarget == sneakanim) {
                     success += multiplier;
+                }
                 break;
             case 9:
-                if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+                if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) {
                     success += multiplier;
+                }
                 break;
             case 11:
-                if (Person::players[0]->isWallJump())
+                if (Person::players[0]->isWallJump()) {
                     success = 1;
+                }
                 break;
             case 12:
-                if (Person::players[0]->animTarget == flipanim)
+                if (Person::players[0]->animTarget == flipanim) {
                     success = 1;
+                }
                 break;
             case 15:
-                if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+                if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) {
                     success = 1;
+                }
                 break;
             case 16:
-                if (Person::players[0]->animTarget == winduppunchanim)
+                if (Person::players[0]->animTarget == winduppunchanim) {
                     success = 1;
+                }
                 break;
             case 17:
-                if (Person::players[0]->animTarget == spinkickanim)
+                if (Person::players[0]->animTarget == spinkickanim) {
                     success = 1;
+                }
                 break;
             case 18:
-                if (Person::players[0]->animTarget == sweepanim)
+                if (Person::players[0]->animTarget == sweepanim) {
                     success = 1;
+                }
                 break;
             case 19:
-                if (Person::players[0]->animTarget == dropkickanim)
+                if (Person::players[0]->animTarget == dropkickanim) {
                     success = 1;
+                }
                 break;
             case 20:
-                if (Person::players[0]->animTarget == rabbitkickanim)
+                if (Person::players[0]->animTarget == rabbitkickanim) {
                     success = 1;
+                }
                 break;
             case 21:
-                if (bonus == cannon)
+                if (bonus == cannon) {
                     success = 1;
+                }
                 break;
             case 22:
-                if (bonus == spinecrusher)
+                if (bonus == spinecrusher) {
                     success = 1;
+                }
                 break;
             case 23:
-                if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+                if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) {
                     success = 1;
+                }
                 break;
             case 24:
-                if (Person::players[0]->animTarget == rabbittacklinganim)
+                if (Person::players[0]->animTarget == rabbittacklinganim) {
                     success = 1;
+                }
                 break;
             case 25:
-                if (Person::players[0]->animTarget == backhandspringanim)
+                if (Person::players[0]->animTarget == backhandspringanim) {
                     success = 1;
+                }
                 break;
             case 28:
-                if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) {
                     success = 1;
+                }
                 break;
             case 29:
                 if (Person::players[0]->escapednum == 2) {
@@ -809,14 +841,18 @@ void Tutorial::DoStuff(float multiplier)
 
             for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                 if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
+                    if (!Person::players[1]->skeleton.free) {
                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
+                    }
+                    if (Person::players[1]->skeleton.free) {
                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
+                    }
+                    if (!Person::players[1]->skeleton.free) {
                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
+                    }
+                    if (Person::players[1]->skeleton.free) {
                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                    }
                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                 }
             }
@@ -825,14 +861,18 @@ void Tutorial::DoStuff(float multiplier)
             for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                 Person::players[1]->skeleton.joints[i].velocity = 0;
                 if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
+                    if (!Person::players[1]->skeleton.free) {
                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
+                    }
+                    if (Person::players[1]->skeleton.free) {
                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
+                    }
+                    if (!Person::players[1]->skeleton.free) {
                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
+                    }
+                    if (Person::players[1]->skeleton.free) {
                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                    }
                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                 }
             }
index 52f863e34c7a6ba491f3530b5adce1a0042011d2..82072fc1aa764580a1ad1000e579022a34542dd3 100644 (file)
@@ -224,13 +224,16 @@ void Account::winCampaignLevel(int choice, float score, float time)
 void Account::winLevel(int level, float score, float time)
 {
     if (!devtools) {
-        if (score > highscore[level])
+        if (score > highscore[level]) {
             highscore[level] = score;
-        if (time < fasttime[level] || fasttime[level] == 0)
+        }
+        if (time < fasttime[level] || fasttime[level] == 0) {
             fasttime[level] = time;
+        }
     }
-    if (progress < level + 1)
+    if (progress < level + 1) {
         progress = level + 1;
+    }
 }
 
 void Account::loadFile(string filename)
index e3f709e580691a58c3f17dca3822b47167ba1af6..8b12b62d69829db61c478befd5310ebd4fff170f 100644 (file)
@@ -70,18 +70,24 @@ void DefaultSettings()
 
 void SaveSettings()
 {
-    if (newdetail < 0)
+    if (newdetail < 0) {
         newdetail = 0;
-    if (newdetail > 2)
+    }
+    if (newdetail > 2) {
         newdetail = 2;
-    if (newscreenwidth > 3000)
+    }
+    if (newscreenwidth > 3000) {
         newscreenwidth = screenwidth;
-    if (newscreenwidth < 0)
+    }
+    if (newscreenwidth < 0) {
         newscreenwidth = screenwidth;
-    if (newscreenheight > 3000)
+    }
+    if (newscreenheight > 3000) {
         newscreenheight = screenheight;
-    if (newscreenheight < 0)
+    }
+    if (newscreenheight < 0) {
         newscreenheight = screenheight;
+    }
     errno = 0;
     ofstream opstream(Folders::getConfigFilePath());
     if (opstream.fail()) {
@@ -121,8 +127,9 @@ void SaveSettings()
     opstream << "\nInvert mouse:\n";
     opstream << invertmouse;
     opstream << "\nGamespeed:\n";
-    if (oldgamespeed == 0)
+    if (oldgamespeed == 0) {
         oldgamespeed = 1;
+    }
     opstream << oldgamespeed;
     opstream << "\nDamage effects(blackout, doublevision):\n";
     opstream << damageeffects;
@@ -187,8 +194,9 @@ bool LoadSettings()
 
         // skip blank lines
         // assume lines starting with spaces are all blank
-        if (strlen(setting) == 0 || setting[0] == ' ' || setting[0] == '\t')
+        if (strlen(setting) == 0 || setting[0] == ' ' || setting[0] == '\t') {
             continue;
+        }
         //~ printf("setting : %s\n",setting);
 
         if (ipstream.eof() || ipstream.fail()) {
@@ -302,14 +310,18 @@ bool LoadSettings()
 
     ipstream.close();
 
-    if (detail > 2)
+    if (detail > 2) {
         detail = 2;
-    if (detail < 0)
+    }
+    if (detail < 0) {
         detail = 0;
-    if (screenwidth < 0)
+    }
+    if (screenwidth < 0) {
         screenwidth = 1024;
-    if (screenheight < 0)
+    }
+    if (screenheight < 0) {
         screenheight = 768;
+    }
 
     newdetail = detail;
     return true;
index 2bf9bdad0ed429d6f869481f702934141b538e6d..751da930b65a46a75bb4cdafc87476a08ae2dcb9 100644 (file)
@@ -106,11 +106,13 @@ std::string Folders::getGenericDirectory(const char* ENVVAR, const std::string&
 const char* Folders::getHomeDirectory()
 {
     const char* homedir = getenv("HOME");
-    if (homedir != NULL)
+    if (homedir != NULL) {
         return homedir;
+    }
     struct passwd* pw = getpwuid(getuid());
-    if (pw != NULL)
+    if (pw != NULL) {
         return pw->pw_dir;
+    }
     return NULL;
 }
 #endif
index cff8dd194afb2d61fd7f7221f05b9b0cbb6a61e4..124f1b7658cb660ed4dddc4e7fc34c44f7367ec5 100644 (file)
@@ -163,15 +163,18 @@ static bool load_png(const char* file_name, ImageRec& tex)
     }
 
     png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
-    if (png_ptr == NULL)
+    if (png_ptr == NULL) {
         goto png_done;
+    }
 
     info_ptr = png_create_info_struct(png_ptr);
-    if (info_ptr == NULL)
+    if (info_ptr == NULL) {
         goto png_done;
+    }
 
-    if (setjmp(png_jmpbuf(png_ptr)))
+    if (setjmp(png_jmpbuf(png_ptr))) {
         goto png_done;
+    }
 
     png_init_io(png_ptr, fp);
     png_read_png(png_ptr, info_ptr,
@@ -180,19 +183,23 @@ static bool load_png(const char* file_name, ImageRec& tex)
     png_get_IHDR(png_ptr, info_ptr, &width, &height,
                  &bit_depth, &color_type, &interlace_type, NULL, NULL);
 
-    if (bit_depth != 8) // transform SHOULD handle this...
+    if (bit_depth != 8) // transform SHOULD handle this...
         goto png_done;
+    }
 
-    if (color_type & PNG_COLOR_MASK_PALETTE) // !!! FIXME?
+    if (color_type & PNG_COLOR_MASK_PALETTE) // !!! FIXME?
         goto png_done;
+    }
 
-    if ((color_type & PNG_COLOR_MASK_COLOR) == 0) // !!! FIXME?
+    if ((color_type & PNG_COLOR_MASK_COLOR) == 0) // !!! FIXME?
         goto png_done;
+    }
 
     hasalpha = ((color_type & PNG_COLOR_MASK_ALPHA) != 0);
     row_pointers = png_get_rows(png_ptr, info_ptr);
-    if (!row_pointers)
+    if (!row_pointers) {
         goto png_done;
+    }
 
     if (!hasalpha) {
         png_byte* dst = tex.data;
@@ -212,8 +219,9 @@ static bool load_png(const char* file_name, ImageRec& tex)
     else {
         png_byte* dst = tex.data;
         int pitch = width * 4;
-        for (int i = height - 1; i >= 0; i--, dst += pitch)
+        for (int i = height - 1; i >= 0; i--, dst += pitch) {
             memcpy(dst, row_pointers[i], pitch);
+        }
     }
 
     tex.sizeX = width;
@@ -226,8 +234,9 @@ png_done:
         cerr << "There was a problem loading " << file_name << endl;
     }
     png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
-    if (fp)
+    if (fp) {
         fclose(fp);
+    }
     return (retval);
 }
 
@@ -247,33 +256,40 @@ static bool save_screenshot_png(const char* file_name)
 
     png_bytep* row_pointers = new png_bytep[kContextHeight];
     png_bytep screenshot = new png_byte[kContextWidth * kContextHeight * 3];
-    if ((!screenshot) || (!row_pointers))
+    if ((!screenshot) || (!row_pointers)) {
         goto save_png_done;
+    }
 
     glGetError();
     glReadPixels(0, 0, kContextWidth, kContextHeight,
                  GL_RGB, GL_UNSIGNED_BYTE, screenshot);
-    if (glGetError() != GL_NO_ERROR)
+    if (glGetError() != GL_NO_ERROR) {
         goto save_png_done;
+    }
 
-    for (int i = 0; i < kContextHeight; i++)
+    for (int i = 0; i < kContextHeight; i++) {
         row_pointers[i] = screenshot + ((kContextWidth * ((kContextHeight - 1) - i)) * 3);
+    }
 
     png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
-    if (png_ptr == NULL)
+    if (png_ptr == NULL) {
         goto save_png_done;
+    }
 
     info_ptr = png_create_info_struct(png_ptr);
-    if (info_ptr == NULL)
+    if (info_ptr == NULL) {
         goto save_png_done;
+    }
 
-    if (setjmp(png_jmpbuf(png_ptr)))
+    if (setjmp(png_jmpbuf(png_ptr))) {
         goto save_png_done;
+    }
 
     png_init_io(png_ptr, fp);
 
-    if (setjmp(png_jmpbuf(png_ptr)))
+    if (setjmp(png_jmpbuf(png_ptr))) {
         goto save_png_done;
+    }
 
     png_set_IHDR(png_ptr, info_ptr, kContextWidth, kContextHeight,
                  8, PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE,
@@ -281,13 +297,15 @@ static bool save_screenshot_png(const char* file_name)
 
     png_write_info(png_ptr, info_ptr);
 
-    if (setjmp(png_jmpbuf(png_ptr)))
+    if (setjmp(png_jmpbuf(png_ptr))) {
         goto save_png_done;
+    }
 
     png_write_image(png_ptr, row_pointers);
 
-    if (setjmp(png_jmpbuf(png_ptr)))
+    if (setjmp(png_jmpbuf(png_ptr))) {
         goto save_png_done;
+    }
 
     png_write_end(png_ptr, NULL);
     retval = true;
@@ -296,9 +314,11 @@ save_png_done:
     png_destroy_write_struct(&png_ptr, &info_ptr);
     delete[] screenshot;
     delete[] row_pointers;
-    if (fp)
+    if (fp) {
         fclose(fp);
-    if (!retval)
+    }
+    if (!retval) {
         unlink(file_name);
+    }
     return retval;
 }
index 169809ac8d46771b83f16b68d6f16023c92d95ed..3e37f646a81462aa9666054f6c6e2cfadf2b18ea 100644 (file)
@@ -154,8 +154,9 @@ SDL_bool sdlEventProc(const SDL_Event& e)
             if ((e.key.keysym.scancode == SDL_SCANCODE_G) &&
                 (e.key.keysym.mod & KMOD_CTRL)) {
                 SDL_bool mode = SDL_TRUE;
-                if ((SDL_GetWindowFlags(sdlwindow) & SDL_WINDOW_FULLSCREEN) == 0)
+                if ((SDL_GetWindowFlags(sdlwindow) & SDL_WINDOW_FULLSCREEN) == 0) {
                     mode = (SDL_GetWindowGrab(sdlwindow) ? SDL_FALSE : SDL_TRUE);
+                }
                 SDL_SetWindowGrab(sdlwindow, mode);
                 SDL_SetRelativeMouseMode(mode);
             } else if ((e.key.keysym.scancode == SDL_SCANCODE_RETURN) && (e.key.keysym.mod & KMOD_ALT)) {
@@ -181,11 +182,12 @@ bool SetUp()
 
     DefaultSettings();
 
-    if (!SDL_WasInit(SDL_INIT_VIDEO))
+    if (!SDL_WasInit(SDL_INIT_VIDEO)) {
         if (SDL_Init(SDL_INIT_VIDEO) == -1) {
             fprintf(stderr, "SDL_Init() failed: %s\n", SDL_GetError());
             return false;
         }
+    }
     if (!LoadSettings()) {
         fprintf(stderr, "Failed to load config, creating default\n");
         SaveSettings();
@@ -200,10 +202,12 @@ bool SetUp()
     for (int displayIdx = 0; displayIdx < SDL_GetNumVideoDisplays(); ++displayIdx) {
         for (int i = 0; i < SDL_GetNumDisplayModes(displayIdx); ++i) {
             SDL_DisplayMode mode;
-            if (SDL_GetDisplayMode(displayIdx, i, &mode) == -1)
+            if (SDL_GetDisplayMode(displayIdx, i, &mode) == -1) {
                 continue;
-            if ((mode.w < 640) || (mode.h < 480))
+            }
+            if ((mode.w < 640) || (mode.h < 480)) {
                 continue; // sane lower limit.
+            }
             pair<int, int> resolution(mode.w, mode.h);
             resolutions.insert(resolution);
         }
@@ -278,8 +282,9 @@ bool SetUp()
         return false;
     }
 
-    if (SDL_GL_SetSwapInterval(-1) == -1) // try swap_tear first.
+    if (SDL_GL_SetSwapInterval(-1) == -1) // try swap_tear first.
         SDL_GL_SetSwapInterval(1);
+    }
 
     SDL_ShowCursor(0);
     if (!commandLineOptions[NOMOUSEGRAB].last()->type()) {
@@ -318,14 +323,16 @@ static void DoMouse()
         deltav *= usermousesensitivity;
         mousecoordh += deltah;
         mousecoordv += deltav;
-        if (mousecoordh < 0)
+        if (mousecoordh < 0) {
             mousecoordh = 0;
-        else if (mousecoordh >= kContextWidth)
+        } else if (mousecoordh >= kContextWidth) {
             mousecoordh = kContextWidth - 1;
-        if (mousecoordv < 0)
+        }
+        if (mousecoordv < 0) {
             mousecoordv = 0;
-        else if (mousecoordv >= kContextHeight)
+        } else if (mousecoordv >= kContextHeight) {
             mousecoordv = kContextHeight - 1;
+        }
     }
 }
 
@@ -338,25 +345,30 @@ void DoFrameRate(int update)
     AbsoluteTime currTime = UpTime();
     double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else // else milliseconds
+    } else { // else milliseconds
         deltaTime /= 1000.0;
+    }
 
     multiplier = deltaTime;
-    if (multiplier < .001)
+    if (multiplier < .001) {
         multiplier = .001;
-    if (multiplier > 10)
+    }
+    if (multiplier > 10) {
         multiplier = 10;
-    if (update)
+    }
+    if (update) {
         frametime = currTime; // reset for next time interval
+    }
 
     deltaTime = (float)AbsoluteDeltaToDuration(currTime, time);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else // else milliseconds
+    } else { // else milliseconds
         deltaTime /= 1000.0;
+    }
     frames++;
     if (0.001 <= deltaTime) { // has update interval passed
         if (update) {
@@ -373,26 +385,32 @@ void DoUpdate()
     static float oldmult;
 
     DoFrameRate(1);
-    if (multiplier > .6)
+    if (multiplier > .6) {
         multiplier = .6;
+    }
 
     fps = 1 / multiplier;
 
     count = multiplier * sps;
-    if (count < 2)
+    if (count < 2) {
         count = 2;
+    }
 
     realmultiplier = multiplier;
     multiplier *= gamespeed;
-    if (difficulty == 1)
+    if (difficulty == 1) {
         multiplier *= .9;
-    if (difficulty == 0)
+    }
+    if (difficulty == 0) {
         multiplier *= .8;
+    }
 
-    if (loading == 4)
+    if (loading == 4) {
         multiplier *= .00001;
-    if (slomo && !mainmenu)
+    }
+    if (slomo && !mainmenu) {
         multiplier *= slomospeed;
+    }
     oldmult = multiplier;
     multiplier /= (float)count;
 
@@ -478,15 +496,16 @@ static char* findBinaryInPath(const char* bin, char* envr)
     do {
         size_t size;
         ptr = strchr(start, ':'); /* find next $PATH separator. */
-        if (ptr)
+        if (ptr) {
             *ptr = '\0';
-
+        }
         size = strlen(start) + strlen(bin) + 2;
         if (size > alloc_size) {
             char* x = (char*)realloc(exe, size);
             if (x == NULL) {
-                if (exe != NULL)
+                if (exe != NULL) {
                     free(exe);
+                }
                 return (NULL);
             } /* if */
 
@@ -496,8 +515,9 @@ static char* findBinaryInPath(const char* bin, char* envr)
 
         /* build full binary path... */
         strcpy(exe, start);
-        if ((exe[0] == '\0') || (exe[strlen(exe) - 1] != '/'))
+        if ((exe[0] == '\0') || (exe[strlen(exe) - 1] != '/')) {
             strcat(exe, "/");
+        }
         strcat(exe, bin);
 
         if (access(exe, X_OK) == 0) { /* Exists as executable? We're done. */
@@ -508,8 +528,9 @@ static char* findBinaryInPath(const char* bin, char* envr)
         start = ptr + 1; /* start points to beginning of next element. */
     } while (ptr != NULL);
 
-    if (exe != NULL)
+    if (exe != NULL) {
         free(exe);
+    }
 
     return (NULL); /* doesn't exist in path. */
 } /* findBinaryInPath */
@@ -522,17 +543,20 @@ char* calcBaseDir(const char* argv0)
 
     if (strchr(argv0, '/')) {
         retval = strdup(argv0);
-        if (retval)
+        if (retval) {
             *((char*)strrchr(retval, '/')) = '\0';
+        }
         return (retval);
     }
 
     envr = getenv("PATH");
-    if (!envr)
+    if (!envr) {
         return NULL;
+    }
     envr = strdup(envr);
-    if (!envr)
+    if (!envr) {
         return NULL;
+    }
     retval = findBinaryInPath(argv0, envr);
     free(envr);
     return (retval);