]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Move dialogue stuff to Game.{cpp,h}
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36 #include "Awards.h"
37
38 using namespace std;
39
40 // Added more evilness needed for MSVC
41 #ifdef _MSC_VER
42         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
43         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
44 #endif
45
46
47 extern float multiplier;
48 extern XYZ viewer;
49 extern int environment;
50 extern float texscale;
51 extern Terrain terrain;
52 extern int kTextureSize;
53 extern float screenwidth,screenheight;
54 extern float gravity;
55 extern int detail;
56 extern float texdetail;
57 extern Objects objects;
58 extern int slomo;
59 extern float slomodelay;
60 extern bool floatjump;
61 extern float volume;
62 extern Light light;
63 extern float texdetail;
64 extern GLubyte bloodText[512*512*3];
65 extern GLubyte wolfbloodText[512*512*3];
66 extern float terraindetail;
67 extern float camerashake;
68 extern float woozy;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
75 extern float windvar;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
81 extern bool freeze;
82 extern bool autoslomo;
83 extern bool keyboardfrozen;
84 extern int netdatanew;
85 extern bool loadingstuff;
86 extern char mapname[256];
87 extern XYZ windvector;
88 extern bool debugmode;
89 static int music1;
90 extern int mainmenu;
91 extern int oldmainmenu;
92 extern bool visibleloading;
93 extern int loadscreencolor;
94 extern float flashamount,flashr,flashg,flashb;
95 extern int flashdelay;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool foliage;
103 extern bool trilinear;
104 extern bool damageeffects;
105 extern bool showpoints;
106 extern bool showdamagebar; // (des)activate the damage bar
107 extern bool texttoggle;
108 extern bool alwaysblur;
109 extern float gamespeed;
110 extern bool decals;
111 extern bool vblsync;
112 extern bool immediate;
113 extern bool velocityblur;
114 extern float tintr,tintg,tintb;
115 extern bool skyboxtexture;
116 extern float skyboxr;
117 extern float skyboxg;
118 extern float skyboxb;
119 extern float skyboxlightr;
120 extern float skyboxlightg;
121 extern float skyboxlightb;
122 extern float fadestart;
123 extern float slomospeed;
124 extern float slomofreq;
125 extern int tutoriallevel;
126 extern float smoketex;
127 extern float tutorialstagetime;
128 extern int tutorialstage;
129 extern float tutorialmaxtime;
130 extern float tutorialsuccess;
131 extern bool againbonus;
132 extern bool reversaltrain;
133 extern bool canattack;
134 extern bool cananger;
135 extern float damagedealt;
136 extern int maptype;
137 extern int editoractive;
138 extern int editorpathtype;
139
140 extern float hostiletime;
141
142 extern bool gamestarted;
143
144 extern int numhotspots;
145 extern int winhotspot;
146 extern int windialogue;
147 extern int killhotspot;
148 extern XYZ hotspot[40];
149 extern int hotspottype[40];
150 extern float hotspotsize[40];
151 extern char hotspottext[40][256];
152 extern int currenthotspot;
153
154 extern int kBitsPerPixel;
155 extern int hostile;
156
157 extern bool stillloading;
158 extern bool winfreeze;
159
160 extern bool campaign;
161
162 extern float oldgamespeed;
163
164 static const char *rabbitskin[] = {
165 ":Data:Textures:Fur3.jpg",
166 ":Data:Textures:Fur.jpg",
167 ":Data:Textures:Fur2.jpg",
168 ":Data:Textures:Lynx.jpg",
169 ":Data:Textures:Otter.jpg",
170 ":Data:Textures:Opal.jpg",
171 ":Data:Textures:Sable.jpg",
172 ":Data:Textures:Chocolate.jpg",
173 ":Data:Textures:BW2.jpg",
174 ":Data:Textures:WB2.jpg"
175 };
176
177 static const char *wolfskin[] = {
178 ":Data:Textures:Wolf.jpg",
179 ":Data:Textures:Darkwolf.jpg",
180 ":Data:Textures:Snowwolf.jpg"
181 };
182
183 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
184 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
185
186 static const char **creatureskin[] = {rabbitskin, wolfskin};
187
188 /* Return true if PFX is a prefix of STR (case-insensitive).  */
189 static bool stripfx(const char *str, const char *pfx)
190 {
191   return !strncasecmp(str, pfx, strlen(pfx));
192 }
193
194 static const char *cmd_names[] = {
195 #define DECLARE_COMMAND(cmd) #cmd " ",
196 #include "ConsoleCmds.h"
197 #undef  DECLARE_COMMAND
198 };
199
200 typedef void (*console_handler)(Game *game, const char *args);
201
202 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
203 #include "ConsoleCmds.h"
204 #undef  DECLARE_COMMAND
205
206 static console_handler cmd_handlers[] = {
207 #define DECLARE_COMMAND(cmd) ch_##cmd,
208 #include "ConsoleCmds.h"
209 #undef  DECLARE_COMMAND
210 };
211
212 static void ch_quit(Game *game, const char *args)
213 {
214   game->tryquit = 1;
215 }
216
217 static void ch_map(Game *game, const char *args)
218 {
219   char buf[64];
220   snprintf(buf, 63, ":Data:Maps:%s", args);
221   game->Loadlevel(buf);
222   game->whichlevel = -2;
223   campaign = 0;
224 }
225
226 static void ch_save(Game *game, const char *args)
227 {
228   char buf[64];
229   int i, j, k, l, m, templength;
230   float headprop, bodyprop, armprop, legprop;
231   snprintf(buf, 63, ":Data:Maps:%s", args);
232
233
234   int mapvers = 12;;
235
236   FILE                  *tfile;
237   tfile=fopen( ConvertFileName(buf), "wb" );
238   fpackf(tfile, "Bi", mapvers);
239   fpackf(tfile, "Bi", maptype);
240   fpackf(tfile, "Bi", hostile);
241   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
242   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
243   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
244   fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
245   if(player[0].num_weapons>0&&player[0].num_weapons<5)
246     for(j=0;j<player[0].num_weapons;j++){
247       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
248     }
249
250   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
251   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
252   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
253   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
254
255   fpackf(tfile, "Bi", player[0].numclothes);
256
257   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
258
259   fpackf(tfile, "Bi", numdialogues);
260         for(k=0;k<numdialogues;k++){
261                 fpackf(tfile, "Bi", numdialogueboxes[k]);
262                 fpackf(tfile, "Bi", dialoguetype[k]);
263                 for(l=0;l<10;l++){
264                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
265                         fpackf(tfile, "Bf", participantrotation[k][l]);
266                 }
267                 for(l=0;l<numdialogueboxes[k];l++){
268                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
269                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
270                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
271                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
272                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
273
274                         templength=strlen(dialoguetext[k][l]);
275                         fpackf(tfile, "Bi",(templength));
276                         for(m=0;m<templength;m++){
277                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
278                                 if(dialoguetext[k][l][m]=='\0')break;
279                         }
280
281                         templength=strlen(dialoguename[k][l]);
282                         fpackf(tfile, "Bi",templength);
283                         for(m=0;m<templength;m++){
284                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
285                                 if(dialoguename[k][l][m]=='\0')break;
286                         }
287
288                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
289                         fpackf(tfile, "Bi", participantfocus[k][l]);
290                         fpackf(tfile, "Bi", participantaction[k][l]);
291
292                         for(m=0;m<10;m++)
293                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
294
295                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
296                 }
297         }
298
299         for(k=0;k<player[0].numclothes;k++){
300                 templength=strlen(player[0].clothes[k]);
301                 fpackf(tfile, "Bi", templength);
302                 for(l=0;l<templength;l++)
303                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
304                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
305         }
306
307   fpackf(tfile, "Bi", environment);
308
309   fpackf(tfile, "Bi", objects.numobjects);
310
311     for(k=0;k<objects.numobjects;k++){
312       fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
313     }
314
315   fpackf(tfile, "Bi", numhotspots);
316         for(i=0;i<numhotspots;i++){
317                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
318                 templength=strlen(hotspottext[i]);
319                 fpackf(tfile, "Bi",templength);
320                 for(l=0;l<templength;l++)
321                         fpackf(tfile, "Bb", hotspottext[i][l]);
322         }
323
324   fpackf(tfile, "Bi", numplayers);
325   if(numplayers<maxplayers)
326     for(j=1;j<numplayers;j++){
327                 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
328                 if(player[j].num_weapons<5)
329                         for(k=0;k<player[j].num_weapons;k++){
330                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
331                         }
332                 if(player[j].numwaypoints<30){
333                         fpackf(tfile, "Bi", player[j].numwaypoints);
334                         for(k=0;k<player[j].numwaypoints;k++){
335                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
336                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
337                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
338                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
339                         }
340                         fpackf(tfile, "Bi", player[j].waypoint);
341                 } else {
342                         player[j].numwaypoints=0;
343                         player[j].waypoint=0;
344                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
345                 }
346
347                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
348                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
349                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
350                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
351
352                 if(player[j].creature==wolftype) {
353                         headprop=player[j].proportionhead.x/1.1;
354                         bodyprop=player[j].proportionbody.x/1.1;
355                         armprop=player[j].proportionarms.x/1.1;
356                         legprop=player[j].proportionlegs.x/1.1;
357                 } else if(player[j].creature==rabbittype){
358                         headprop=player[j].proportionhead.x/1.2;
359                         bodyprop=player[j].proportionbody.x/1.05;
360                         armprop=player[j].proportionarms.x/1.00;
361                         legprop=player[j].proportionlegs.x/1.1;
362                 }
363
364                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
365
366                 fpackf(tfile, "Bi", player[j].numclothes);
367                 if(player[j].numclothes)
368                         for(k=0;k<player[j].numclothes;k++){
369                                 int templength;
370                                 templength=strlen(player[j].clothes[k]);
371                                 fpackf(tfile, "Bi", templength);
372                                 for(l=0;l<templength;l++)
373                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
374                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
375                         }
376     }
377
378   fpackf(tfile, "Bi", game->numpathpoints);
379         for(j=0;j<game->numpathpoints;j++){
380                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
381                 for(k=0;k<game->numpathpointconnect[j];k++){
382                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
383                 }
384         }
385
386   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
387
388   fclose(tfile);
389 }
390
391 static void ch_cellar(Game *game, const char *args)
392 {
393   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
394 }
395
396 static void ch_tint(Game *game, const char *args)
397 {
398   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
399 }
400
401 static void ch_tintr(Game *game, const char *args)
402 {
403   tintr = atof(args);
404 }
405
406 static void ch_tintg(Game *game, const char *args)
407 {
408   tintg = atof(args);
409 }
410
411 static void ch_tintb(Game *game, const char *args)
412 {
413   tintb = atof(args);
414 }
415
416 static void ch_speed(Game *game, const char *args)
417 {
418   player[0].speedmult = atof(args);
419 }
420
421 static void ch_strength(Game *game, const char *args)
422 {
423   player[0].power = atof(args);
424 }
425
426 static void ch_power(Game *game, const char *args)
427 {
428   player[0].power = atof(args);
429 }
430
431 static void ch_size(Game *game, const char *args)
432 {
433   player[0].scale = atof(args) * .2;
434 }
435
436 static int find_closest()
437 {
438   int closest = 0;
439   float closestdist = 1.0/0.0;
440
441   for (int i = 1; i < numplayers; i++) {
442     float distance;
443     distance = findDistancefast(&player[i].coords,&player[0].coords);
444     if (distance < closestdist) {
445       closestdist = distance;
446       closest = i;
447     }
448   }
449   return closest;
450 }
451
452 static void ch_sizenear(Game *game, const char *args)
453 {
454   int closest = find_closest();
455
456   if (closest)
457     player[closest].scale = atof(args) * .2;
458 }
459
460 static void set_proportion(int pnum, const char *args)
461 {
462   float headprop,bodyprop,armprop,legprop;
463
464   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
465
466   if(player[pnum].creature==wolftype){
467     player[pnum].proportionhead=1.1*headprop;
468     player[pnum].proportionbody=1.1*bodyprop;
469     player[pnum].proportionarms=1.1*armprop;
470     player[pnum].proportionlegs=1.1*legprop;
471   } else if(player[pnum].creature==rabbittype){
472     player[pnum].proportionhead=1.2*headprop;
473     player[pnum].proportionbody=1.05*bodyprop;
474     player[pnum].proportionarms=1.00*armprop;
475     player[pnum].proportionlegs=1.1*legprop;
476     player[pnum].proportionlegs.y=1.05*legprop;
477   }
478 }
479
480 static void ch_proportion(Game *game, const char *args)
481 {
482   set_proportion(0, args);
483 }
484
485 static void ch_proportionnear(Game *game, const char *args)
486 {
487   int closest = find_closest();
488   if (closest)
489     set_proportion(closest, args);
490 }
491
492 static void set_protection(int pnum, const char *args)
493 {
494   float head, high, low;
495   sscanf(args, "%f%f%f", &head, &high, &low);
496
497   player[pnum].protectionhead = head;
498   player[pnum].protectionhigh = high;
499   player[pnum].protectionlow  = low;
500 }
501
502 static void ch_protection(Game *game, const char *args)
503 {
504   set_protection(0, args);
505 }
506
507 static void ch_protectionnear(Game *game, const char *args)
508 {
509   int closest = find_closest();
510   if (closest)
511     set_protection(closest, args);
512 }
513
514 static void set_armor(int pnum, const char *args)
515 {
516   float head, high, low;
517   sscanf(args, "%f%f%f", &head, &high, &low);
518
519   player[pnum].armorhead = head;
520   player[pnum].armorhigh = high;
521   player[pnum].armorlow  = low;
522 }
523
524 static void ch_armor(Game *game, const char *args)
525 {
526   set_armor(0, args);
527 }
528
529 static void ch_armornear(Game *game, const char *args)
530 {
531   int closest = find_closest();
532   if (closest)
533     set_armor(closest, args);
534 }
535
536 static void ch_protectionreset(Game *game, const char *args)
537 {
538   set_protection(0, "1 1 1");
539   set_armor(0, "1 1 1");
540 }
541
542 static void set_metal(int pnum, const char *args)
543 {
544   float head, high, low;
545   sscanf(args, "%f%f%f", &head, &high, &low);
546
547   player[pnum].metalhead = head;
548   player[pnum].metalhigh = high;
549   player[pnum].metallow  = low;
550 }
551
552 static void ch_metal(Game *game, const char *args)
553 {
554   set_metal(0, args);
555 }
556
557 static void set_noclothes(int pnum, Game *game, const char *args)
558 {
559   player[pnum].numclothes = 0;
560   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
561                         &player[pnum].skeleton.drawmodel.textureptr,1,
562                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
563 }
564
565 static void ch_noclothes(Game *game, const char *args)
566 {
567   set_noclothes(0, game, args);
568 }
569
570 static void ch_noclothesnear(Game *game, const char *args)
571 {
572   int closest = find_closest();
573   if (closest)
574     set_noclothes(closest, game, args);
575 }
576
577
578 static void set_clothes(int pnum, Game *game, const char *args)
579 {
580   char buf[64];
581   snprintf(buf, 63, ":Data:Textures:%s.png", args);
582
583   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
584     return;
585
586   player[pnum].DoMipmaps();
587   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
588   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
589   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
590   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
591   player[pnum].numclothes++;
592 }
593
594 static void ch_clothes(Game *game, const char *args)
595 {
596   set_clothes(0, game, args);
597 }
598
599 static void ch_clothesnear(Game *game, const char *args)
600 {
601   int closest = find_closest();
602   if (closest)
603     set_clothes(closest, game, args);
604 }
605
606 static void ch_belt(Game *game, const char *args)
607 {
608   player[0].skeleton.clothes = !player[0].skeleton.clothes;
609 }
610
611
612 static void ch_cellophane(Game *game, const char *args)
613 {
614   cellophane = !cellophane;
615   float mul = cellophane ? 0 : 1;
616
617   for (int i = 0; i < numplayers; i++) {
618     player[i].proportionhead.z = player[i].proportionhead.x * mul;
619     player[i].proportionbody.z = player[i].proportionbody.x * mul;
620     player[i].proportionarms.z = player[i].proportionarms.x * mul;
621     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
622   }
623 }
624
625 static void ch_funnybunny(Game *game, const char *args)
626 {
627   player[0].skeleton.id=0;
628   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
629                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
630                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
631                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
632                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
633                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
634   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
635                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
636   player[0].creature=rabbittype;
637   player[0].scale=.2;
638   player[0].headless=0;
639   player[0].damagetolerance=200;
640   set_proportion(0, "1 1 1 1");
641 }
642
643 static void ch_wolfie(Game *game, const char *args)
644 {
645   player[0].skeleton.id=0;
646   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
647                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
648                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
649                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
650                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
651                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
652   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
653                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
654   player[0].creature=wolftype;
655   player[0].damagetolerance=300;
656   set_proportion(0, "1 1 1 1");
657 }
658
659 static void ch_wolfieisgod(Game *game, const char *args)
660 {
661   ch_wolfie(game, args);
662 }
663
664 static void ch_wolf(Game *game, const char *args)
665 {
666   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
667                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
668 }
669
670 static void ch_snowwolf(Game *game, const char *args)
671 {
672   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
673                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
674 }
675
676 static void ch_darkwolf(Game *game, const char *args)
677 {
678   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
679                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
680 }
681
682 static void ch_lizardwolf(Game *game, const char *args)
683 {
684   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
685                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
686 }
687
688 static void ch_white(Game *game, const char *args)
689 {
690   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
691                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
692 }
693
694 static void ch_brown(Game *game, const char *args)
695 {
696   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
697                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
698 }
699
700 static void ch_black(Game *game, const char *args)
701 {
702   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
703                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
704 }
705
706 static void ch_sizemin(Game *game, const char *args)
707 {
708   int i;
709   for (i = 1; i < numplayers; i++)
710     if (player[i].scale < 0.8 * 0.2)
711       player[i].scale = 0.8 * 0.2;
712 }
713
714 static void ch_tutorial(Game *game, const char *args)
715 {
716   tutoriallevel = atoi(args);
717 }
718
719 static void ch_hostile(Game *game, const char *args)
720 {
721   hostile = atoi(args);
722 }
723
724 static void ch_indemo(Game *game, const char *args)
725 {
726   game->indemo=1;
727   hotspot[numhotspots]=player[0].coords;
728   hotspotsize[numhotspots]=0;
729   hotspottype[numhotspots]=-111;
730   strcpy(hotspottext[numhotspots],"mapname");
731   numhotspots++;
732 }
733
734 static void ch_notindemo(Game *game, const char *args)
735 {
736   game->indemo=0;
737   numhotspots--;
738 }
739
740 static void ch_type(Game *game, const char *args)
741 {
742   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
743         for (i = 0; i < n; i++)
744                 if (stripfx(args, editortypenames[i])) {
745                         editoractive = i;
746                         break;
747                 }
748 }
749
750 static void ch_path(Game *game, const char *args)
751 {
752   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
753   for (i = 0; i < n; i++)
754     if (stripfx(args, pathtypenames[i])) {
755                 editorpathtype = i;
756                 break;
757     }
758 }
759
760 static void ch_hs(Game *game, const char *args)
761 {
762   hotspot[numhotspots]=player[0].coords;
763
764   float size;
765   int type, shift;
766   sscanf(args, "%f%d %n", &size, &type, &shift);
767
768   hotspotsize[numhotspots] = size;
769   hotspottype[numhotspots] = type;
770
771   strcpy(hotspottext[numhotspots], args + shift);
772   strcat(hotspottext[numhotspots], "\n");
773
774   numhotspots++;
775 }
776
777 static void ch_dialogue(Game *game, const char *args)
778 {
779   int dlg, i, j;
780   char buf1[32], buf2[64];
781
782   sscanf(args, "%d %31s", &dlg, buf1);
783   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
784
785   dialoguetype[numdialogues] = dlg;
786
787   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
788   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
789
790   ifstream ipstream(ConvertFileName(buf2));
791   ipstream.ignore(256,':');
792   ipstream >> numdialogueboxes[numdialogues];
793   for(i=0;i<numdialogueboxes[numdialogues];i++){
794     ipstream.ignore(256,':');
795     ipstream.ignore(256,':');
796     ipstream.ignore(256,' ');
797     ipstream >> dialogueboxlocation[numdialogues][i];
798     ipstream.ignore(256,':');
799     ipstream >> dialogueboxcolor[numdialogues][i][0];
800     ipstream >> dialogueboxcolor[numdialogues][i][1];
801     ipstream >> dialogueboxcolor[numdialogues][i][2];
802     ipstream.ignore(256,':');
803     ipstream.getline(dialoguename[numdialogues][i],64);
804     ipstream.ignore(256,':');
805     ipstream.ignore(256,' ');
806     ipstream.getline(dialoguetext[numdialogues][i],128);
807     for(j=0;j<128;j++){
808       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
809     }
810     ipstream.ignore(256,':');
811     ipstream >> dialogueboxsound[numdialogues][i];
812   }
813
814   for(i=0;i<numdialogueboxes[numdialogues];i++){
815     for(j=0;j<numplayers;j++){
816       participantfacing[numdialogues][i][j]=player[j].facing;
817     }
818   }
819   ipstream.close();
820
821   directing=1;
822   indialogue=0;
823   whichdialogue=numdialogues;
824
825   numdialogues++;
826 }
827
828 static void ch_fixdialogue(Game *game, const char *args)
829 {
830   char buf1[32], buf2[64];
831   int whichdi, i, j;
832
833   sscanf(args, "%d %31s", &whichdi, buf1);
834   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
835
836   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
837   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
838
839   ifstream ipstream(ConvertFileName(buf2));
840   ipstream.ignore(256,':');
841   ipstream >> numdialogueboxes[whichdi];
842   for(i=0;i<numdialogueboxes[whichdi];i++){
843     ipstream.ignore(256,':');
844     ipstream.ignore(256,':');
845     ipstream.ignore(256,' ');
846     ipstream >> dialogueboxlocation[whichdi][i];
847     ipstream.ignore(256,':');
848     ipstream >> dialogueboxcolor[whichdi][i][0];
849     ipstream >> dialogueboxcolor[whichdi][i][1];
850     ipstream >> dialogueboxcolor[whichdi][i][2];
851     ipstream.ignore(256,':');
852     ipstream.getline(dialoguename[whichdi][i],64);
853     ipstream.ignore(256,':');
854     ipstream.ignore(256,' ');
855     ipstream.getline(dialoguetext[whichdi][i],128);
856     for(j=0;j<128;j++){
857       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
858     }
859     ipstream.ignore(256,':');
860     ipstream >> dialogueboxsound[whichdi][i];
861   }
862
863   ipstream.close();
864 }
865
866 static void ch_fixtype(Game *game, const char *args)
867 {
868   int dlg;
869   sscanf(args, "%d", &dlg);
870   dialoguetype[0] = dlg;
871 }
872
873 static void ch_fixrotation(Game *game, const char *args)
874 {
875   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
876 }
877
878 static void ch_ddialogue(Game *game, const char *args)
879 {
880   if (numdialogues)
881     numdialogues--;
882 }
883
884 static void ch_dhs(Game *game, const char *args)
885 {
886   if (numhotspots)
887     numhotspots--;
888 }
889
890 static void ch_immobile(Game *game, const char *args)
891 {
892   player[0].immobile = 1;
893 }
894
895 static void ch_allimmobile(Game *game, const char *args)
896 {
897   for (int i = 1; i < numplayers; i++)
898     player[i].immobile = 1;
899 }
900
901 static void ch_mobile(Game *game, const char *args)
902 {
903   player[0].immobile = 0;
904 }
905
906 static void ch_default(Game *game, const char *args)
907 {
908   player[0].armorhead=1;
909   player[0].armorhigh=1;
910   player[0].armorlow=1;
911   player[0].protectionhead=1;
912   player[0].protectionhigh=1;
913   player[0].protectionlow=1;
914   player[0].metalhead=1;
915   player[0].metalhigh=1;
916   player[0].metallow=1;
917   player[0].power=1;
918   player[0].speedmult=1;
919   player[0].scale=1;
920
921   if(player[0].creature==wolftype){
922     player[0].proportionhead=1.1;
923     player[0].proportionbody=1.1;
924     player[0].proportionarms=1.1;
925     player[0].proportionlegs=1.1;
926   } else if(player[0].creature==rabbittype){
927     player[0].proportionhead=1.2;
928     player[0].proportionbody=1.05;
929     player[0].proportionarms=1.00;
930     player[0].proportionlegs=1.1;
931     player[0].proportionlegs.y=1.05;
932   }
933
934   player[0].numclothes=0;
935   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
936                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
937                         &player[0].skeleton.skinsize);
938
939   editoractive=typeactive;
940   player[0].immobile=0;
941 }
942
943 static void ch_play(Game *game, const char *args)
944 {
945   int dlg, i;
946   sscanf(args, "%d", &dlg);
947   whichdialogue = dlg;
948
949   if (whichdialogue >= numdialogues)
950     return;
951
952   for(i=0;i<numdialogueboxes[whichdialogue];i++){
953     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
954     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
955     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
956     player[participantfocus[whichdialogue][i]].velocity=0;
957     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
958     player[participantfocus[whichdialogue][i]].targetframe=0;
959   }
960
961   directing=0;
962   indialogue=0;
963
964   XYZ temppos;
965   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
966   temppos=temppos-viewer;
967   Normalise(&temppos);
968   temppos+=viewer;
969
970   int whichsoundplay;
971   whichsoundplay=rabbitchitter;
972   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
973   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
974   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
975   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
976   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
977   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
978   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
979   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
980   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
981   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
982   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
983   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
984   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
985   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
986   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
987   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
988   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
989   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
990   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
991   emit_sound_at(whichsoundplay, temppos);
992 }
993
994 static void ch_mapkilleveryone(Game *game, const char *args)
995 {
996   maptype = mapkilleveryone;
997 }
998
999 static void ch_mapkillmost(Game *game, const char *args)
1000 {
1001   maptype = mapkillmost;
1002 }
1003
1004 static void ch_mapkillsomeone(Game *game, const char *args)
1005 {
1006   maptype = mapkillsomeone;
1007 }
1008
1009 static void ch_mapgosomewhere(Game *game, const char *args)
1010 {
1011   maptype = mapgosomewhere;
1012 }
1013
1014 static void ch_viewdistance(Game *game, const char *args)
1015 {
1016   viewdistance = atof(args)*100;
1017 }
1018
1019 static void ch_fadestart(Game *game, const char *args)
1020 {
1021   fadestart = atof(args);
1022 }
1023
1024 static void ch_slomo(Game *game, const char *args)
1025 {
1026   slomospeed = atof(args);
1027   slomo = !slomo;
1028   slomodelay = 1000;
1029 }
1030
1031 static void ch_slofreq(Game *game, const char *args)
1032 {
1033   slomofreq = atof(args);
1034 }
1035
1036 static void ch_skytint(Game *game, const char *args)
1037 {
1038   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1039
1040   skyboxlightr=skyboxr;
1041   skyboxlightg=skyboxg;
1042   skyboxlightb=skyboxb;
1043
1044   game->SetUpLighting();
1045
1046   terrain.DoShadows();
1047   objects.DoShadows();
1048 }
1049
1050 static void ch_skylight(Game *game, const char *args)
1051 {
1052   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1053
1054   game->SetUpLighting();
1055
1056   terrain.DoShadows();
1057   objects.DoShadows();
1058 }
1059
1060 static void ch_skybox(Game *game, const char *args)
1061 {
1062   skyboxtexture = !skyboxtexture;
1063
1064   game->SetUpLighting();
1065
1066   terrain.DoShadows();
1067   objects.DoShadows();
1068 }
1069
1070 static void cmd_dispatch(Game *game, const char *cmd)
1071 {
1072   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1073
1074   for (i = 0; i < n_cmds; i++)
1075     if (stripfx(cmd, cmd_names[i]))
1076       {
1077         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1078         break;
1079       }
1080   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1081 }
1082
1083 /********************> Tick() <*****/
1084 extern bool save_image(const char * fname);
1085 void Screenshot (void)
1086 {
1087         char temp[1024];
1088         time_t  t = time(NULL);
1089         struct  tm *tme = localtime(&t);
1090         sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1091
1092         #if defined(_WIN32)
1093         mkdir("Screenshots");
1094         #else
1095         mkdir("Screenshots", S_IRWXU);
1096         #endif
1097         
1098         save_image(temp);
1099 }
1100
1101
1102
1103 void    Game::SetUpLighting(){
1104         if(environment==snowyenvironment){
1105                 light.color[0]=.65;
1106                 light.color[1]=.65;
1107                 light.color[2]=.7;
1108                 light.ambient[0]=.4;
1109                 light.ambient[1]=.4;
1110                 light.ambient[2]=.44;
1111         }
1112         if(environment==desertenvironment){
1113                 light.color[0]=.95;
1114                 light.color[1]=.95;
1115                 light.color[2]=.95;
1116                 light.ambient[0]=.4;
1117                 light.ambient[1]=.35;
1118                 light.ambient[2]=.3;
1119         }
1120
1121         if(environment==grassyenvironment){
1122                 light.color[0]=.95;
1123                 light.color[1]=.95;
1124                 light.color[2]=1;
1125                 light.ambient[0]=.4;
1126                 light.ambient[1]=.4;
1127                 light.ambient[2]=.44;
1128         }
1129         if(!skyboxtexture){
1130                 light.color[0]=1;
1131                 light.color[1]=1;
1132                 light.color[2]=1;
1133                 light.ambient[0]=.4;
1134                 light.ambient[1]=.4;
1135                 light.ambient[2]=.4;
1136         }
1137         float average;
1138         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1139         light.color[0]*=(skyboxlightr+average)/2;
1140         light.color[1]*=(skyboxlightg+average)/2;
1141         light.color[2]*=(skyboxlightb+average)/2;
1142         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1143         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1144         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1145         /*
1146         light.ambient[0]=0;
1147         light.ambient[1]=0;
1148         light.ambient[2]=0;     */
1149 }
1150
1151 int Game::findPathDist(int start,int end){
1152         int i,j,k,smallestcount,count,connected;
1153         int last,last2,last3,last4;
1154         int closest;
1155
1156         smallestcount=1000;
1157         for(i=0;i<50;i++){
1158                 count=0;
1159                 last=start;
1160                 last2=-1;
1161                 last3=-1;
1162                 last4=-1;
1163                 while(last!=end&&count<30){
1164                         closest=-1;
1165                         for(j=0;j<numpathpoints;j++){
1166                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1167                                 {
1168                                         connected=0;
1169                                         if(numpathpointconnect[j])
1170                                                 for(k=0;k<numpathpointconnect[j];k++){
1171                                                         if(pathpointconnect[j][k]==last)connected=1;
1172                                                 }
1173                                                 if(!connected)
1174                                                         if(numpathpointconnect[last])
1175                                                                 for(k=0;k<numpathpointconnect[last];k++){
1176                                                                         if(pathpointconnect[last][k]==j)connected=1;
1177                                                                 }
1178                                                                 if(connected)
1179                                                                         if(closest==-1||Random()%2==0){
1180                                                                                 closest=j;
1181                                                                         }
1182                                 }
1183                         }
1184                         last4=last3;
1185                         last3=last2;
1186                         last2=last;
1187                         last=closest;
1188                         count++;
1189                 }
1190                 if(count<smallestcount)smallestcount=count;
1191         }
1192         return smallestcount;
1193 }
1194
1195 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1196         static XYZ colpoint,colviewer,coltarget;
1197         static float minx,minz,maxx,maxz,miny,maxy;
1198         static int i;
1199
1200         //startpoint.y+=.7;
1201         //endpoint.y+=.7;
1202         //startpoint.y-=.1;
1203         //endpoint.y-=.1;
1204
1205         minx=startpoint.x;
1206         if(minx>endpoint.x)minx=endpoint.x;
1207         miny=startpoint.y;
1208         if(miny>endpoint.y)miny=endpoint.y;
1209         minz=startpoint.z;
1210         if(minz>endpoint.z)minz=endpoint.z;
1211
1212         maxx=startpoint.x;
1213         if(maxx<endpoint.x)maxx=endpoint.x;
1214         maxy=startpoint.y;
1215         if(maxy<endpoint.y)maxy=endpoint.y;
1216         maxz=startpoint.z;
1217         if(maxz<endpoint.z)maxz=endpoint.z;
1218
1219         minx-=1;
1220         miny-=1;
1221         minz-=1;
1222         maxx+=1;
1223         maxy+=1;
1224         maxz+=1;
1225
1226         for(i=0;i<objects.numobjects;i++){
1227                 if(objects.position[i].x>minx-objects.model[i].boundingsphereradius&&objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&objects.position[i].y>miny-objects.model[i].boundingsphereradius&&objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&objects.position[i].z>minz-objects.model[i].boundingsphereradius&&objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1228                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1229                                 colviewer=startpoint;
1230                                 coltarget=endpoint;
1231                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1232                         }
1233                 }
1234         }
1235
1236         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1237
1238         return -1;
1239 }
1240
1241 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1242         static XYZ colpoint,colviewer,coltarget;
1243         static float minx,minz,maxx,maxz,miny,maxy;
1244         static int i;
1245
1246         //startpoint.y+=.7;
1247         //endpoint.y+=.7;
1248         //startpoint.y-=.1;
1249         //endpoint.y-=.1;
1250
1251         minx=startpoint.x;
1252         if(minx>endpoint.x)minx=endpoint.x;
1253         miny=startpoint.y;
1254         if(miny>endpoint.y)miny=endpoint.y;
1255         minz=startpoint.z;
1256         if(minz>endpoint.z)minz=endpoint.z;
1257
1258         maxx=startpoint.x;
1259         if(maxx<endpoint.x)maxx=endpoint.x;
1260         maxy=startpoint.y;
1261         if(maxy<endpoint.y)maxy=endpoint.y;
1262         maxz=startpoint.z;
1263         if(maxz<endpoint.z)maxz=endpoint.z;
1264
1265         minx-=1;
1266         miny-=1;
1267         minz-=1;
1268         maxx+=1;
1269         maxy+=1;
1270         maxz+=1;
1271
1272         if(what!=1000){
1273                 if(objects.position[what].x>minx-objects.model[what].boundingsphereradius&&objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&objects.position[what].y>miny-objects.model[what].boundingsphereradius&&objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&objects.position[what].z>minz-objects.model[what].boundingsphereradius&&objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1274                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1275                                 colviewer=startpoint;
1276                                 coltarget=endpoint;
1277                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1278                         }
1279                 }
1280         }
1281
1282         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1283
1284         return -1;
1285 }
1286
1287 void    Game::Setenvironment(int which)
1288 {
1289         LOGFUNC;
1290
1291         LOG(" Setting environment...");
1292
1293         float temptexdetail;
1294         environment=which;
1295
1296         pause_sound(stream_music1snow);
1297         pause_sound(stream_music1grass);
1298         pause_sound(stream_music1desert);
1299         pause_sound(stream_wind);
1300         pause_sound(stream_desertambient);
1301
1302
1303         if(environment==snowyenvironment){
1304                 windvector=0;
1305                 windvector.z=3;
1306                 if(ambientsound)
1307                   emit_stream_np(stream_wind);
1308
1309                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1310                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1311                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1312                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1313
1314                 footstepsound = footstepsn1;
1315                 footstepsound2 = footstepsn2;
1316                 footstepsound3 = footstepst1;
1317                 footstepsound4 = footstepst2;
1318
1319                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1320
1321                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1322
1323                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1324
1325
1326
1327
1328                 temptexdetail=texdetail;
1329                 if(texdetail>1)texdetail=4;
1330                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1331                         ":Data:Textures:Skybox(snow):Left.jpg",
1332                         ":Data:Textures:Skybox(snow):Back.jpg",
1333                         ":Data:Textures:Skybox(snow):Right.jpg",
1334                         ":Data:Textures:Skybox(snow):Up.jpg",
1335                         ":Data:Textures:Skybox(snow):Down.jpg",
1336                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1337                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1338
1339
1340
1341
1342                 texdetail=temptexdetail;
1343         }
1344         if(environment==desertenvironment){
1345                 windvector=0;
1346                 windvector.z=2;
1347                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1348                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1349                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1350                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1351
1352
1353                 if(ambientsound)
1354                   emit_stream_np(stream_desertambient);
1355
1356                 footstepsound = footstepsn1;
1357                 footstepsound2 = footstepsn2;
1358                 footstepsound3 = footstepsn1;
1359                 footstepsound4 = footstepsn2;
1360
1361                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1362
1363                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1364
1365                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1366
1367
1368
1369                 temptexdetail=texdetail;
1370                 if(texdetail>1)texdetail=4;
1371                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1372                         ":Data:Textures:Skybox(sand):Left.jpg",
1373                         ":Data:Textures:Skybox(sand):Back.jpg",
1374                         ":Data:Textures:Skybox(sand):Right.jpg",
1375                         ":Data:Textures:Skybox(sand):Up.jpg",
1376                         ":Data:Textures:Skybox(sand):Down.jpg",
1377                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1378                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1379
1380
1381
1382
1383                 texdetail=temptexdetail;
1384         }
1385         if(environment==grassyenvironment){
1386                 windvector=0;
1387                 windvector.z=2;
1388                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1389                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1390                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1391                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1392
1393                 if(ambientsound)
1394                   emit_stream_np(stream_wind, 100.);
1395
1396                 footstepsound = footstepgr1;
1397                 footstepsound2 = footstepgr2;
1398                 footstepsound3 = footstepst1;
1399                 footstepsound4 = footstepst2;
1400
1401                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1402
1403                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1404
1405                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1406
1407
1408
1409                 temptexdetail=texdetail;
1410                 if(texdetail>1)texdetail=4;
1411                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1412                         ":Data:Textures:Skybox(grass):Left.jpg",
1413                         ":Data:Textures:Skybox(grass):Back.jpg",
1414                         ":Data:Textures:Skybox(grass):Right.jpg",
1415                         ":Data:Textures:Skybox(grass):Up.jpg",
1416                         ":Data:Textures:Skybox(grass):Down.jpg",
1417                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1418                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1419
1420
1421
1422                 texdetail=temptexdetail;
1423         }
1424         temptexdetail=texdetail;
1425         texdetail=1;
1426         terrain.load(":Data:Textures:heightmap.png");
1427
1428         texdetail=temptexdetail;
1429 }
1430
1431
1432 void    Game::Loadlevel(int which){
1433         stealthloading=0;
1434
1435         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1436         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1437         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1438         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1439         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1440         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1441         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1442         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1443         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1444         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1445         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1446         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1447         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1448         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1449         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1450         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1451         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1452         else Loadlevel((char *)":Data:Maps:mapsave");
1453
1454         whichlevel=which;
1455 }
1456
1457 void    Game::Loadlevel(char *name){
1458         int i,j,k,l,m;
1459         static int oldlevel;
1460         int templength;
1461         float lamefloat;
1462         int lameint;
1463
1464         float headprop,legprop,armprop,bodyprop;
1465
1466         LOGFUNC;
1467
1468         LOG(std::string("Loading level...") + name);
1469
1470         if(!gameon)visibleloading=1;
1471
1472         if(stealthloading)visibleloading=0;
1473
1474         if(!stillloading)loadtime=0;
1475         gamestarted=1;
1476
1477         numenvsounds=0;
1478         //visibleloading=1;
1479         if(tutoriallevel!=-1)tutoriallevel=0;
1480         else tutoriallevel=1;
1481
1482         if(tutoriallevel==1)tutorialstage=0;
1483         if(tutorialstage==0){
1484                 tutorialstagetime=0;
1485                 tutorialmaxtime=1;
1486         }
1487         loadingstuff=1;
1488         if(!firstload){
1489                 oldlevel=50;
1490         }
1491         pause_sound(whooshsound);
1492         pause_sound(stream_firesound);
1493
1494         // Change the map filename into something that is os specific
1495         char *FixedFN = ConvertFileName(name);
1496
1497         int mapvers;
1498         FILE                    *tfile;
1499         tfile=fopen( FixedFN, "rb" );
1500         if(tfile)
1501         {
1502                 pause_sound(stream_firesound);
1503
1504
1505                 scoreadded=0;
1506                 windialogue=0;
1507
1508                 hostiletime=0;
1509
1510                 won=0;
1511
1512                 //campaign=0;
1513                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1514
1515                 numdialogues=0;
1516
1517                 for(i=0;i<20;i++)
1518                 {
1519                         dialoguegonethrough[i]=0;
1520                 }
1521
1522                 indialogue=-1;
1523                 cameramode=0;
1524
1525                 damagedealt=0;
1526                 damagetaken=0;
1527
1528                 if(accountactive)difficulty=accountactive->getDifficulty();
1529
1530                 if(difficulty!=2)minimap=1;
1531                 else minimap=0;
1532
1533                 numhotspots=0;
1534                 currenthotspot=-1;
1535                 bonustime=1;
1536
1537                 skyboxtexture=1;
1538                 skyboxr=1;
1539                 skyboxg=1;
1540                 skyboxb=1;
1541
1542                 freeze=0;
1543                 winfreeze=0;
1544
1545                 for(i=0;i<100;i++)
1546                 {
1547                         bonusnum[i]=0;
1548                 }
1549
1550                 numfalls=0;
1551                 numflipfail=0;
1552                 numseen=0;
1553                 numstaffattack=0;
1554                 numswordattack=0;
1555                 numknifeattack=0;
1556                 numunarmedattack=0;
1557                 numescaped=0;
1558                 numflipped=0;
1559                 numwallflipped=0;
1560                 numthrowkill=0;
1561                 numafterkill=0;
1562                 numreversals=0;
1563                 numattacks=0;
1564                 maxalarmed=0;
1565                 numresponded=0;
1566
1567                 bonustotal=startbonustotal;
1568                 bonus=0;
1569                 gameon=1;
1570                 changedelay=0;
1571                 if(console)
1572                 {
1573                         emit_sound_np(consolesuccesssound);
1574                         freeze=0;
1575                         console=0;
1576                 }
1577
1578                 if(!stealthloading)
1579                 {
1580                         terrain.numdecals=0;
1581                         Sprite::deleteSprites();
1582                         for(i=0;i<objects.numobjects;i++)
1583                         {
1584                                 objects.model[i].numdecals=0;
1585                         }
1586
1587                         j=objects.numobjects;
1588                         for(i=0;i<j;i++)
1589                         {
1590                                 objects.DeleteObject(0);
1591                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1592                         }
1593
1594                         for(i=0;i<subdivision;i++)
1595                         {
1596                                 for(j=0;j<subdivision;j++)
1597                                 {
1598                                         terrain.patchobjectnum[i][j]=0;
1599                                 }
1600                         }
1601                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1602                 }
1603
1604                 weapons.numweapons=0;
1605
1606                 funpackf(tfile, "Bi", &mapvers);
1607                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1608                 else indemo=0;
1609                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1610                 else maptype=mapkilleveryone;
1611                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1612                 else hostile=1;
1613                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1614                 else
1615                 {
1616                         viewdistance=100;
1617                         fadestart=.6;
1618                 }
1619                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1620                 else
1621                 {
1622                         skyboxtexture=1;
1623                         skyboxr=1;
1624                         skyboxg=1;
1625                         skyboxb=1;
1626                 }
1627                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1628                 else
1629                 {
1630                         skyboxlightr=skyboxr;
1631                         skyboxlightg=skyboxg;
1632                         skyboxlightb=skyboxb;
1633                 }
1634                 if(!stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1635                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1636                 player[0].originalcoords=player[0].coords;
1637                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1638                 {
1639                         for(j=0;j<player[0].num_weapons;j++)
1640                         {
1641                                 player[0].weaponids[j]=weapons.numweapons;
1642                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1643                                 weapons.owner[weapons.numweapons]=0;
1644                                 weapons.numweapons++;
1645                         }
1646                 }
1647
1648                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1649
1650                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1651                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1652                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1653                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1654
1655                 funpackf(tfile, "Bi", &player[0].numclothes);
1656
1657                 if(mapvers>=9)
1658                 {
1659                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1660                 }
1661                 else
1662                 {
1663                         player[0].whichskin=0;
1664                         player[0].creature=rabbittype;
1665                 }
1666
1667                 player[0].lastattack=-1;
1668                 player[0].lastattack2=-1;
1669                 player[0].lastattack3=-1;
1670
1671                 if(mapvers>=8)
1672                 {
1673                         funpackf(tfile, "Bi", &numdialogues);
1674                         if(numdialogues)
1675                         {
1676                                 for(k=0;k<numdialogues;k++)
1677                                 {
1678                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1679                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1680                                         for(l=0;l<10;l++)
1681                                         {
1682                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1683                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1684                                         }
1685                                         if(numdialogueboxes)
1686                                         {
1687                                                 for(l=0;l<numdialogueboxes[k];l++)
1688                                                 {
1689                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1690                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1691                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1692                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1693                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1694
1695                                                         bool doneread;
1696
1697                                                         funpackf(tfile, "Bi",&templength);
1698                                                         if(templength>128||templength<=0)templength=128;
1699                                                         for(m=0;m<templength;m++){
1700                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1701                                                                 if(dialoguetext[k][l][m]=='\0')break;
1702                                                         }
1703                                                         dialoguetext[k][l][m] = 0;
1704
1705                                                         funpackf(tfile, "Bi",&templength);
1706                                                         if(templength>64||templength<=0)templength=64;
1707                                                         for(m=0;m<templength;m++){
1708                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1709                                                                 if(dialoguename[k][l][m]=='\0'){
1710                                                                         break;
1711                                                                 }
1712                                                         }
1713                                                         dialoguename[k][l][m] = 0;
1714                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1715                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1716                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1717
1718                                                         for(m=0;m<10;m++)
1719                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1720
1721                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1722                                                 }
1723                                         }
1724                                 }
1725                         }
1726                 }
1727                 else numdialogues=0;
1728
1729                 if(player[0].numclothes)
1730                 {
1731                         for(k=0;k<player[0].numclothes;k++)
1732                         {
1733                                 funpackf(tfile, "Bi", &templength);
1734                                 for(l=0;l<templength;l++)
1735                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1736                                 player[0].clothes[k][templength]='\0';
1737                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1738                         }
1739                 }
1740
1741                 funpackf(tfile, "Bi", &environment);
1742
1743                 funpackf(tfile, "Bi", &objects.numobjects);
1744                 if(objects.numobjects)
1745                 {
1746                         for(i=0;i<objects.numobjects;i++)
1747                         {
1748                                 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1749                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1750                         }
1751                 }
1752
1753                 if(mapvers>=7)
1754                 {
1755                         funpackf(tfile, "Bi", &numhotspots);
1756                         if(numhotspots)
1757                         {
1758                                 for(i=0;i<numhotspots;i++)
1759                                 {
1760                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1761                                         funpackf(tfile, "Bi", &templength);
1762                                         if(templength)
1763                                                 for(l=0;l<templength;l++)
1764                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1765                                         hotspottext[i][templength]='\0';
1766                                         if(hotspottype[i]==-111)indemo=1;
1767                                 }
1768                         }
1769                 }
1770                 else numhotspots=0;
1771
1772                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1773
1774                 if(!stealthloading)
1775                 {
1776                         objects.center=0;
1777                         for(i=0;i<objects.numobjects;i++)
1778                         {
1779                                 objects.center+=objects.position[i];
1780                         }
1781                         objects.center/=objects.numobjects;
1782
1783
1784                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1785
1786                         float maxdistance=0;
1787                         float tempdist;
1788                         int whichclosest;
1789                         for(i=0;i<objects.numobjects;i++)
1790                         {
1791                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1792                                 if(tempdist>maxdistance)
1793                                 {
1794                                         whichclosest=i;
1795                                         maxdistance=tempdist;
1796                                 }
1797                         }
1798                         objects.radius=fast_sqrt(maxdistance);
1799                 }
1800
1801                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1802                 //mapcenter=objects.center;
1803                 //mapradius=objects.radius;
1804
1805                 funpackf(tfile, "Bi", &numplayers);
1806                 int howmanyremoved=0;
1807                 bool removeanother=0;
1808                 if(numplayers>1&&numplayers<maxplayers)
1809                 {
1810                         for(i=1;i<numplayers;i++)
1811                         {
1812                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1813                                 removeanother=0;
1814
1815                                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1816                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1817                                 else player[i-howmanyremoved].howactive=typeactive;
1818                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1819                                 else player[i-howmanyremoved].scale=-1;
1820                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1821                                 else player[i-howmanyremoved].immobile=0;
1822                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1823                                 else player[i-howmanyremoved].rotation=0;
1824                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1825                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1826                                         removeanother=1;
1827                                         howmanyremoved++;
1828                                 }
1829                                 if(!removeanother)
1830                                 {
1831                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1832                                         {
1833                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1834                                                 {
1835                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1836                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1837                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1838                                                         weapons.numweapons++;
1839                                                 }
1840                                         }
1841                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1842                                         //player[i-howmanyremoved].numwaypoints=10;
1843                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1844                                         {
1845                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1846                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1847                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1848                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1849                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1850                                         }
1851
1852                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1853                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1854
1855                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1856                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1857                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1858                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1859
1860                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1861                                         else
1862                                         {
1863                                                 headprop=1;
1864                                                 bodyprop=1;
1865                                                 armprop=1;
1866                                                 legprop=1;
1867                                         }
1868                                         if(player[i-howmanyremoved].creature==wolftype)
1869                                         {
1870                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1871                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1872                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1873                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1874                                         }
1875
1876                                         if(player[i-howmanyremoved].creature==rabbittype)
1877                                         {
1878                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1879                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1880                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1881                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1882                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1883                                         }
1884
1885                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1886                                         if(player[i-howmanyremoved].numclothes)
1887                                         {
1888                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
1889                                                 {
1890                                                         int templength;
1891                                                         funpackf(tfile, "Bi", &templength);
1892                                                         for(l=0;l<templength;l++)
1893                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1894                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
1895                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1896                                                 }
1897                                         }
1898                                 }
1899                         }
1900                 }
1901                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1902
1903                 numplayers-=howmanyremoved;
1904                 funpackf(tfile, "Bi", &numpathpoints);
1905                 if(numpathpoints>30||numpathpoints<0)
1906                         numpathpoints=0;
1907                 if(numpathpoints)
1908                 {
1909                         for(j=0;j<numpathpoints;j++)
1910                         {
1911                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1912                                 for(k=0;k<numpathpointconnect[j];k++){
1913                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1914                                 }
1915                         }
1916                 }
1917                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1918
1919                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1920
1921                 SetUpLighting();
1922                 if(environment!=oldenvironment)Setenvironment(environment);
1923                 oldenvironment=environment;
1924
1925                 if(!stealthloading)
1926                 {
1927                         j=objects.numobjects;
1928                         objects.numobjects=0;
1929                         for(i=0;i<j;i++)
1930                         {
1931                                 //if(objects.type[i]!=spiketype)
1932                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1933                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1934                         }
1935
1936                         //if(skyboxtexture){
1937                         terrain.DoShadows();
1938                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1939                         objects.DoShadows();
1940                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1941                         /*}
1942                         else terrain.DoLighting();
1943                         */
1944                 }
1945
1946                 fclose(tfile);
1947
1948                 oldlevel=whichlevel;
1949
1950
1951                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
1952                 for(i=0;i<numplayers;i++)
1953                 {
1954                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1955                         player[i].burnt=0;
1956                         player[i].bled=0;
1957                         player[i].onfire=0;
1958                         if(i==0||player[i].scale<0)player[i].scale=.2;
1959                         player[i].skeleton.free=0;
1960                         player[i].skeleton.id=i;
1961                         //if(Random()%2==0)player[i].creature=wolftype;
1962                         //else player[i].creature=rabbittype;
1963                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
1964                         if(player[i].creature!=wolftype)player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",0);
1965                         else
1966                         {
1967                                 if(player[i].creature!=wolftype){
1968                                         player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
1969                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1970                                 }
1971                                 if(player[i].creature==wolftype){
1972                                         player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
1973                                 }
1974                         }
1975
1976
1977                         int texsize;
1978                         texsize=512*512*3/texdetail/texdetail;
1979                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
1980                         //player[i].skeleton.skinText.resize(texsize);
1981
1982                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1983
1984                         if(player[i].numclothes)
1985                         {
1986                                 for(j=0;j<player[i].numclothes;j++)
1987                                 {
1988                                         tintr=player[i].clothestintr[j];
1989                                         tintg=player[i].clothestintg[j];
1990                                         tintb=player[i].clothestintb[j];
1991                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1992                                 }
1993                                 player[i].DoMipmaps();
1994                         }
1995
1996                         player[i].currentanimation=bounceidleanim;
1997                         player[i].targetanimation=bounceidleanim;
1998                         player[i].currentframe=0;
1999                         player[i].targetframe=1;
2000                         player[i].target=0;
2001                         player[i].speed=1+(float)(Random()%100)/1000;
2002                         if(difficulty==0)player[i].speed-=.2;
2003                         if(difficulty==1)player[i].speed-=.1;
2004
2005                         player[i].velocity=0;
2006                         player[i].oldcoords=player[i].coords;
2007                         player[i].realoldcoords=player[i].coords;
2008
2009                         player[i].id=i;
2010                         player[i].skeleton.id=i;
2011                         player[i].updatedelay=0;
2012                         player[i].normalsupdatedelay=0;
2013
2014                         player[i].aitype=passivetype;
2015                         player[i].aitarget=0;
2016                         player[i].madskills=0;
2017
2018                         if(i==0)
2019                         {
2020                                 player[i].proportionhead=1.2;
2021                                 player[i].proportionbody=1.05;
2022                                 player[i].proportionarms=1.00;
2023                                 player[i].proportionlegs=1.1;
2024                                 player[i].proportionlegs.y=1.05;
2025                         }
2026                         player[i].headless=0;
2027                         player[i].currentoffset=0;
2028                         player[i].targetoffset=0;
2029                         /*player[i].armorhead=1;
2030                         player[i].armorhigh=1;
2031                         player[i].armorlow=1;
2032                         player[i].protectionhead=1;
2033                         player[i].protectionhigh=1;
2034                         player[i].protectionlow=1;
2035                         player[i].metalhead=1;
2036                         player[i].metalhigh=1;
2037                         player[i].metallow=1;
2038                         player[i].power=1;
2039                         player[i].speedmult=1;*/
2040
2041                         player[i].damagetolerance=200;
2042
2043                         if(player[i].creature==wolftype)
2044                         {
2045                                 /*player[i].proportionhead=1.1;
2046                                 player[i].proportionbody=1.1;
2047                                 player[i].proportionarms=1.1;
2048                                 player[i].proportionlegs=1.1;
2049                                 player[i].proportionlegs.y=1.1;*/
2050                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2051
2052                                 player[i].damagetolerance=300;
2053                         }
2054
2055                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2056                         if(cellophane)
2057                         {
2058                                 player[i].proportionhead.z=0;
2059                                 player[i].proportionbody.z=0;
2060                                 player[i].proportionarms.z=0;
2061                                 player[i].proportionlegs.z=0;
2062                         }
2063
2064                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2065
2066                         player[i].headmorphness=0;
2067                         player[i].targetheadmorphness=1;
2068                         player[i].headmorphstart=0;
2069                         player[i].headmorphend=0;
2070
2071                         player[i].pausetime=0;
2072
2073                         player[i].dead=0;
2074                         player[i].jumppower=5;
2075                         player[i].damage=0;
2076                         player[i].permanentdamage=0;
2077                         player[i].superpermanentdamage=0;
2078
2079                         player[i].forwardkeydown=0;
2080                         player[i].leftkeydown=0;
2081                         player[i].backkeydown=0;
2082                         player[i].rightkeydown=0;
2083                         player[i].jumpkeydown=0;
2084                         player[i].crouchkeydown=0;
2085                         player[i].throwkeydown=0;
2086
2087                         player[i].collided=-10;
2088                         player[i].loaded=1;
2089                         player[i].bloodloss=0;
2090                         player[i].weaponactive=-1;
2091                         player[i].weaponstuck=-1;
2092                         player[i].bleeding=0;
2093                         player[i].deathbleeding=0;
2094                         player[i].stunned=0;
2095                         player[i].hasvictim=0;
2096                         player[i].wentforweapon=0;
2097                 }
2098
2099                 player[0].aitype=playercontrolled;
2100                 player[0].weaponactive=-1;
2101
2102                 if(difficulty==1)
2103                 {
2104                         //player[0].speedmult=1/.9;
2105                         player[0].power=1/.9;
2106                 }
2107
2108                 if(difficulty==0)
2109                 {
2110                         //player[0].speedmult=1/.8;
2111                         player[0].power=1/.8;
2112                 }
2113
2114                 //player[0].weaponstuck=1;
2115
2116                 if(difficulty==1)player[0].damagetolerance=250;
2117                 if(difficulty==0)player[0].damagetolerance=300;
2118                 if(difficulty==0)player[0].armorhead*=1.5;
2119                 if(difficulty==0)player[0].armorhigh*=1.5;
2120                 if(difficulty==0)player[0].armorlow*=1.5;
2121                 cameraloc=player[0].coords;
2122                 cameraloc.y+=5;
2123                 rotation=player[0].rotation;
2124
2125                 hawkcoords=player[0].coords;
2126                 hawkcoords.y+=30;
2127
2128                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2129                 //weapons.numweapons=numplayers;
2130                 for(i=0;i<weapons.numweapons;i++)
2131                 {
2132                         weapons.bloody[i]=0;
2133                         weapons.blooddrip[i]=0;
2134                         weapons.blooddripdelay[i]=0;
2135                         weapons.onfire[i]=0;
2136                         weapons.flamedelay[i]=0;
2137                         weapons.damage[i]=0;
2138                         //weapons.type[i]=sword;
2139                         if(weapons.type[i]==sword){
2140                                 weapons.mass[i]=1.5;
2141                                 weapons.tipmass[i]=1;
2142                                 weapons.length[i]=.8;
2143                         }
2144                         if(weapons.type[i]==staff){
2145                                 weapons.mass[i]=2;
2146                                 weapons.tipmass[i]=1;
2147                                 weapons.length[i]=1.5;
2148                         }
2149                         if(weapons.type[i]==knife){
2150                                 weapons.mass[i]=1;
2151                                 weapons.tipmass[i]=1.2;
2152                                 weapons.length[i]=.25;
2153                         }
2154                         weapons.position[i]=-1000;
2155                         weapons.tippoint[i]=-1000;
2156                 }
2157                 
2158                 LOG("Starting background music...");
2159
2160                 OPENAL_StopSound(OPENAL_ALL);
2161                 if(environment==snowyenvironment)
2162                 {
2163                         if(ambientsound)
2164                           emit_stream_np(stream_wind);
2165                 }
2166                 else if(environment==desertenvironment)
2167                 {
2168                         if(ambientsound)
2169                           emit_stream_np(stream_desertambient);
2170                 }
2171                 else if(environment==grassyenvironment)
2172                 {
2173                         if(ambientsound)
2174                           emit_stream_np(stream_wind, 100.);
2175                 }
2176                 oldmusicvolume[0]=0;
2177                 oldmusicvolume[1]=0;
2178                 oldmusicvolume[2]=0;
2179                 oldmusicvolume[3]=0;
2180
2181                 if(!firstload)
2182                 {
2183                         firstload=1;
2184                 }
2185         }
2186         leveltime=0;
2187         loadingstuff=0;
2188         visibleloading=0;
2189 }
2190
2191 void    Game::Tick()
2192 {
2193         static int i,k,j,l,m;
2194         static XYZ facing,flatfacing,absflatfacing;
2195         static XYZ rotatetarget;
2196         static bool oldkey;
2197         static float oldtargetrotation;
2198         static int target, numgood;
2199         static XYZ tempcoords1,tempcoords2;
2200         static XYZ test;
2201         static XYZ test2;
2202         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2203         static int whichhit;
2204         static bool oldjumpkeydown;
2205
2206         int templength;
2207
2208         float headprop,bodyprop,armprop,legprop;
2209
2210         for(i=0;i<15;i++){
2211                 displaytime[i]+=multiplier;
2212         }
2213
2214         keyboardfrozen=0;
2215
2216         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2217                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2218                         stereoreverse=true;
2219                 } else {
2220                         stereoreverse=false;
2221                 }
2222
2223                 if (stereoreverse) {
2224                         printf("Stereo reversed\n");
2225                 } else {
2226                         printf("Stereo unreversed\n");
2227                 }
2228                 freezetogglekeydown=1;
2229         }
2230
2231         if (Input::isKeyDown(SDLK_F7)) {
2232                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2233                         stereoseparation -= 0.001;
2234                 } else {
2235                         stereoseparation -= 0.010;
2236                 }
2237
2238                 printf("Stereo decreased increased to %f\n", stereoseparation);
2239         }
2240
2241         if (Input::isKeyDown(SDLK_F8)) {
2242                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2243                         stereoseparation += 0.001;
2244                 } else {
2245                         stereoseparation += 0.010;
2246                 }
2247
2248                 printf("Stereo separation increased to %f\n", stereoseparation);
2249         }
2250
2251
2252         if(!console){
2253                 if(mainmenu&&endgame==1)mainmenu=10;
2254                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2255                     && !mainmenutogglekeydown
2256                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2257                   ) { // go back
2258                         selected=-1;
2259                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2260                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2261                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2262                                 else if(mainmenu==0&&winfreeze){
2263                                         
2264                                 }
2265                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2266                                 if(mainmenu&&musictoggle){
2267                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2268                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2269                                                 emit_stream_np(stream_music3);
2270                                                 pause_sound(music1);
2271                                         }
2272                                 }
2273                                 if(!mainmenu){
2274                                         pause_sound(stream_music3);
2275                                         resume_stream(music1);
2276                                 }
2277                         }
2278                         if(mainmenu==3){
2279                                 fireSound();
2280
2281                                 flash();
2282
2283                                 if(newdetail>2)newdetail=detail;
2284                                 if(newdetail<0)newdetail=detail;
2285                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2286                                 if(newscreenheight<0)newscreenheight=screenheight;
2287
2288                                 SaveSettings(*this);
2289                         }
2290                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2291                                 fireSound();
2292
2293                                 flash();
2294                         }
2295                         if(mainmenu==3&&gameon)mainmenu=2;
2296                         if(mainmenu==3&&!gameon)mainmenu=1;
2297                         if(mainmenu==5&&gameon)mainmenu=2;
2298                         if(mainmenu==5&&!gameon)mainmenu=1;
2299                         if(mainmenu==4)mainmenu=3;
2300                         if(mainmenu==6)mainmenu=5;
2301                         if(mainmenu==7)mainmenu=1;
2302                         if(mainmenu==9)mainmenu=5;
2303                         if(mainmenu==10)mainmenu=5;
2304                         if(mainmenu==100){
2305                                 mainmenu=5;
2306                                 gameon=0;
2307                                 winfreeze=0;
2308                         }
2309                         mainmenutogglekeydown=1;
2310                 }
2311                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2312                         mainmenutogglekeydown=0;
2313                 }
2314         }
2315
2316         static bool minimaptogglekeydown;
2317         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2318                 if(tutorialstage!=51)
2319                         tutorialstagetime=tutorialmaxtime;
2320                 emit_sound_np(consolefailsound, 128.);
2321                 minimaptogglekeydown=1;
2322         }
2323         if(!Input::isKeyDown(SDLK_TAB)){
2324                 minimaptogglekeydown=0;
2325         }
2326
2327         if(mainmenu){
2328                 //menu buttons
2329                 if(mainmenu==1||mainmenu==2){
2330                         if(Input::Button()&&!oldbutton&&selected==1){
2331                                 if(!gameon){
2332                                         fireSound(firestartsound);
2333
2334                                         flash();
2335
2336                                         //new game
2337                                         if(accountactive) {
2338                                                 mainmenu=5;
2339                                         } else {
2340                                                 mainmenu=7;
2341                                         }
2342                                         selected=-1;
2343                                 }
2344                                 else
2345                                 {
2346                                         //resume
2347                                         mainmenu=0;
2348                                         pause_sound(stream_music3);
2349                                         resume_stream(music1);
2350                                 }
2351                         }
2352
2353                         if(Input::Button()&&!oldbutton&&selected==2){
2354                                 fireSound();
2355
2356                                 flash();
2357
2358                                 //options
2359
2360                                 mainmenu=3;
2361
2362                                 if(newdetail>2)newdetail=detail;
2363                                 if(newdetail<0)newdetail=detail;
2364                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2365                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2366                                 if(newscreenheight>3000)newscreenheight=screenheight;
2367                                 if(newscreenheight<0)newscreenheight=screenheight;
2368                         }
2369
2370                         if(Input::Button()&&!oldbutton&&selected==3){
2371                                 fireSound();
2372
2373                                 flash();
2374
2375                                 if(!gameon){
2376                                         //quit
2377                                         tryquit=1;
2378                                         pause_sound(stream_music3);
2379                                 }
2380                                 else{
2381                                         //end game
2382                                         gameon=0;
2383                                         mainmenu=1;
2384                                 }
2385                         }
2386                 }
2387                 if(mainmenu==3){
2388                         if(Input::Button()&&!oldbutton&&selected!=-1){
2389                                 fireSound();
2390                         }
2391                         if(Input::Button()&&!oldbutton&&selected==0){
2392                         
2393                                 extern SDL_Rect **resolutions;
2394                                 bool isCustomResolution = true;
2395                                 bool found = false;
2396                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2397                                 {
2398                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2399                                                 isCustomResolution = false;
2400
2401                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2402                                         {
2403                                                 i++;
2404                                                 if (resolutions[i] != NULL)
2405                                                 {
2406                                                         newscreenwidth = (int) resolutions[i]->w;
2407                                                         newscreenheight = (int) resolutions[i]->h;
2408                                                 }
2409                                                 else if (isCustomResolution)
2410                                                 {
2411                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2412                                                         {
2413                                                                 newscreenwidth = (int) resolutions[0]->w;
2414                                                                 newscreenheight = (int) resolutions[0]->h;
2415                                                         }
2416                                                         else
2417                                                         {
2418                                                                 newscreenwidth = screenwidth;
2419                                                                 newscreenheight = screenheight;
2420                                                         }
2421                                                 }
2422                                                 else
2423                                                 {
2424                                                         newscreenwidth = (int) resolutions[0]->w;
2425                                                         newscreenheight = (int) resolutions[0]->h;
2426                                                 }
2427                                                 found = true;
2428                                         }
2429                                 }
2430
2431                                 if (!found)
2432                                 {
2433                                         newscreenwidth = (int) resolutions[0]->w;
2434                                         newscreenheight = (int) resolutions[0]->h;
2435                                 }
2436
2437                                 
2438                         }
2439                         if(Input::Button()&&!oldbutton&&selected==1){
2440                                 newdetail++;
2441                                 if(newdetail>2)newdetail=0;
2442                         }
2443                         if(Input::Button()&&!oldbutton&&selected==2){
2444                                 bloodtoggle++;
2445                                 if(bloodtoggle>2)bloodtoggle=0;
2446                         }
2447                         if(Input::Button()&&!oldbutton&&selected==3){
2448                                 difficulty++;
2449                                 if(difficulty>2)difficulty=0;
2450                         }
2451                         if(Input::Button()&&!oldbutton&&selected==4){
2452                                 ismotionblur=1-ismotionblur;
2453                         }
2454                         if(Input::Button()&&!oldbutton&&selected==5){
2455                                 decals=1-decals;
2456                         }
2457                         if(Input::Button()&&!oldbutton&&selected==6){
2458                                 musictoggle=1-musictoggle;
2459
2460                                 if(!musictoggle){
2461                                         pause_sound(music1);
2462                                         pause_sound(stream_music2);
2463                                         pause_sound(stream_music3);
2464
2465                                         for(i=0;i<4;i++){
2466                                                 oldmusicvolume[i]=0;
2467                                                 musicvolume[i]=0;
2468                                         }
2469                                 }
2470
2471                                 if(musictoggle)
2472                                   emit_stream_np(stream_music3);
2473                         }
2474                         if(Input::Button()&&!oldbutton&&selected==9){
2475                                 invertmouse=1-invertmouse;
2476                         }
2477                         if(Input::Button()&&!oldbutton&&selected==10){
2478                                 usermousesensitivity+=.2;
2479                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2480                         }
2481                         if(Input::Button()&&!oldbutton&&selected==11){
2482                                 volume+=.1f;
2483                                 if(volume>1.0001f)volume=0;
2484                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2485                         }
2486                         if(Input::Button()&&!oldbutton&&selected==7){
2487                                 /*fireSound();
2488                                 */
2489                                 flash();
2490
2491                                 //options
2492
2493                                 mainmenu=4;
2494                                 selected=-1;
2495                                 keyselect=-1;
2496                         }
2497                         if(Input::Button() && !oldbutton && selected == 12) {
2498                                 flash();
2499                                 
2500                                 newstereomode = stereomode;
2501                                 mainmenu=18;
2502                                 keyselect=-1;
2503                         }
2504                         if(Input::Button() && !oldbutton && selected == 13) {
2505                                 showdamagebar=!showdamagebar;
2506                         }
2507                         if(Input::Button()&&!oldbutton&&selected==8){
2508                                 fireSound();
2509
2510                                 flash();
2511
2512                                 if(newdetail>2)newdetail=detail;
2513                                 if(newdetail<0)newdetail=detail;
2514                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2515                                 if(newscreenheight<0)newscreenheight=screenheight;
2516
2517
2518                                 SaveSettings(*this);
2519                                 if(mainmenu==3&&gameon)mainmenu=2;
2520                                 if(mainmenu==3&&!gameon)mainmenu=1;
2521                         }
2522                 }
2523                 if(mainmenu==4){
2524                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2525                                 fireSound();
2526                                 if(selected<9&&keyselect==-1)
2527                                         keyselect=selected;
2528                                 if(keyselect!=-1)
2529                                         setKeySelected();
2530                                 if(selected==9){
2531                                         flash();
2532
2533                                         mainmenu=3;
2534
2535                                         if(newdetail>2)newdetail=detail;
2536                                         if(newdetail<0)newdetail=detail;
2537                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2538                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2539                                         if(newscreenheight>3000)newscreenheight=screenheight;
2540                                         if(newscreenheight<0)newscreenheight=screenheight;
2541                                 }
2542                         }
2543                 }
2544
2545                 if(mainmenu==5){
2546
2547                         if(endgame==2){
2548                                 accountactive->endGame();
2549                                 endgame=0;
2550                         }
2551
2552                         if(Input::Button()&&!oldbutton&&selected==1){
2553                                 fireSound();
2554
2555                                 flash();
2556
2557                                 startbonustotal=0;
2558
2559                                 loading=2;
2560                                 loadtime=0;
2561                                 targetlevel=-1;
2562                                 if(firstload)TickOnceAfter();
2563                                 if(!firstload)LoadStuff();
2564                                 else {
2565                                         Loadlevel(-1);
2566                                 }
2567
2568                                 mainmenu=0;
2569                                 gameon=1;
2570                                 pause_sound(stream_music3);
2571                         }
2572                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2573                                 fireSound();
2574
2575                                 flash();
2576
2577                                 startbonustotal=0;
2578
2579                                 loading=2;
2580                                 loadtime=0;
2581                                 targetlevel=7;
2582                                 if(firstload) TickOnceAfter();
2583                                 else LoadStuff();
2584                                 for(i=0;i<255;i++){
2585                                         mapname[i]='\0';
2586                                 }
2587                                 mapname[0]=':';
2588                                 mapname[1]='D';
2589                                 mapname[2]='a';
2590                                 mapname[3]='t';
2591                                 mapname[4]='a';
2592                                 mapname[5]=':';
2593                                 mapname[6]='M';
2594                                 mapname[7]='a';
2595                                 mapname[8]='p';
2596                                 mapname[9]='s';
2597                                 mapname[10]=':';
2598                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2599                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2600                                 visibleloading=1;
2601                                 stillloading=1;
2602                                 Loadlevel(mapname);
2603                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2604                                 campaign=1;
2605                                 mainmenu=0;
2606                                 gameon=1;
2607                                 pause_sound(stream_music3);
2608                         }
2609                         if(Input::Button()&&!oldbutton&&selected==4){
2610                                 fireSound();
2611
2612                                 flash();
2613
2614                                 if(mainmenu==5&&gameon)mainmenu=2;
2615                                 if(mainmenu==5&&!gameon)mainmenu=1;
2616                         }
2617                         if(Input::Button()&&!oldbutton&&selected==5){
2618                                 fireSound();
2619
2620                                 flash();
2621
2622                                 mainmenu=7;
2623                         }
2624                         if(Input::Button()&&!oldbutton&&selected==3){
2625                                 fireSound();
2626
2627                                 flash();
2628
2629                                 mainmenu=6;
2630                         }
2631                         if(Input::Button()&&!oldbutton&&selected==2){
2632                                 fireSound();
2633
2634                                 flash();
2635
2636                                 mainmenu=9;
2637                         }
2638                 }
2639                 else if(mainmenu==9){
2640                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2641                                 fireSound();
2642
2643                                 flash();
2644
2645                                 startbonustotal=0;
2646
2647                                 loading=2;
2648                                 loadtime=0;
2649                                 targetlevel=selected;
2650                                 if(firstload)TickOnceAfter();
2651                                 if(!firstload)LoadStuff();
2652                                 else {
2653                                         Loadlevel(selected);
2654                                 }
2655                                 campaign=0;
2656
2657                                 mainmenu=0;
2658                                 gameon=1;
2659                                 pause_sound(stream_music3);
2660                         }
2661                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2662                                 fireSound();
2663
2664                                 flash();
2665
2666                                 mainmenu=5;
2667                         }
2668                 }
2669                 if(mainmenu==10){
2670                         endgame=2;
2671                         if(Input::Button()&&!oldbutton&&selected==3){
2672                                 fireSound();
2673
2674                                 flash();
2675
2676                                 mainmenu=5;
2677                         }
2678                 }
2679
2680                 if(mainmenu==6){
2681                         if(Input::Button()&&!oldbutton) {
2682                                 if(selected>-1){
2683                                         fireSound();
2684                                         if(selected==1) {
2685                                                 flash();
2686                                                 accountactive = Account::destroy(accountactive);
2687                                                 mainmenu=7;
2688                                         } else if(selected==2) {
2689                                                 flash();
2690                                                 mainmenu=5;
2691                                         }
2692                                 }
2693                         }
2694                 }
2695                 if(mainmenu==7){
2696                         if(Input::Button()&&!oldbutton) {
2697                                 if(selected!=-1){
2698                                         fireSound();
2699                                         if(selected==0&&Account::getNbAccounts()<8){
2700                                                 entername=1;
2701                                         } else if (selected<Account::getNbAccounts()+1) {
2702                                                 accountactive=Account::get(selected-1);
2703                                                 mainmenu=5;
2704                                                 flash();
2705                                         } else if (selected==Account::getNbAccounts()+1) {
2706                                                 flash();
2707
2708                                                 mainmenu=1;
2709
2710                                                 for(j=0;j<255;j++){
2711                                                         displaytext[0][j]=' ';
2712                                                 }
2713                                                 displaychars[0]=0;
2714                                                 displayselected=0;
2715                                                 entername=0;
2716                                         }
2717                                 }
2718                         }
2719                 }
2720                 if(mainmenu==8){
2721                         if(Input::Button()&&!oldbutton&&selected>-1){
2722                                 fireSound();
2723
2724                                 if(selected<=2)
2725                                         accountactive->setDifficulty(selected);
2726
2727                                 mainmenu=5;
2728
2729                                 flash();
2730
2731                         }
2732                 }
2733                 if (mainmenu==18) {                     
2734                         if(Input::Button()&&!oldbutton&&selected==0) {
2735                                 newstereomode = (StereoMode)(newstereomode + 1);
2736                                 while(!CanInitStereo(newstereomode)) {
2737                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2738                                         newstereomode = (StereoMode)(newstereomode + 1);
2739                                         if ( newstereomode >= stereoCount ) {
2740                                                 newstereomode = stereoNone;
2741                                         }
2742                                 }
2743                         }
2744                         
2745                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2746                                 stereoseparation+=0.001;
2747                         }
2748                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2749                                 stereoseparation-=0.001;
2750                         }
2751
2752                         if(Input::Button()&&!oldbutton&&selected==2) {
2753                                 stereoreverse =! stereoreverse;
2754                         }
2755                         
2756                         if(Input::Button()&&!oldbutton&&selected==3) {
2757                                 flash();
2758
2759                                 stereomode = newstereomode;
2760                                 InitStereo(stereomode);
2761                                 
2762                                 mainmenu=3;
2763                         }
2764                 }
2765
2766
2767                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2768                 else oldbutton=0;
2769
2770                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2771                         tryquit=1;
2772                         if(mainmenu==3){
2773                                 if(newdetail>2)newdetail=detail;
2774                                 if(newdetail<0)newdetail=detail;
2775                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2776                                 if(newscreenheight<0)newscreenheight=screenheight;
2777
2778                                 SaveSettings(*this);
2779                         }
2780                 }
2781
2782                 if(mainmenu==1||mainmenu==2){
2783                         if(loaddistrib>4)transition+=multiplier/8;
2784                         if(transition>1){
2785                                 transition=0;
2786                                 anim++;
2787                                 if(anim>4)anim=0;
2788                                 loaddistrib=0;
2789                         }
2790                 }
2791                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2792
2793                 if(entername) {
2794                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2795                         if(!waiting) { // the input as finished
2796                                 if(displaychars[0]){ // with enter
2797                                         accountactive = Account::add(string(displaytext[0]));
2798
2799                                         mainmenu=8;
2800
2801                                         flash();
2802
2803                                         fireSound(firestartsound);
2804
2805                                         for(i=0;i<255;i++){
2806                                                 displaytext[0][i]=' ';
2807                                         }
2808                                         displaychars[0]=0;
2809
2810                                         displayselected=0;
2811                                 } else { // with escape or empty
2812                                         mainmenutogglekeydown=1;
2813                                 }
2814                                 entername=0;
2815                         }
2816                         
2817                         displayblinkdelay-=multiplier;
2818                         if(displayblinkdelay<=0){
2819                                 displayblinkdelay=.3;
2820                                 displayblink=1-displayblink;
2821                         }
2822                 }
2823         }
2824
2825         if(!mainmenu){
2826                 if(hostile==1)hostiletime+=multiplier;
2827                 else hostiletime=0;
2828                 if(!winfreeze)leveltime+=multiplier;
2829                 if(Input::isKeyDown(SDLK_ESCAPE)){
2830                         chatting=0;
2831                         console=0;
2832                         freeze=0;
2833                         displaychars[0]=0;
2834                 }
2835
2836                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2837                         chatting=1;
2838                         chattogglekeydown=1;
2839                 }
2840
2841                 if(!Input::isKeyDown(chatkey)){
2842                         chattogglekeydown=0;
2843                 }
2844
2845                 if(chatting){
2846                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2847                         if(!waiting) {
2848                                 if(displaychars[0]){
2849                                         for(int j=0;j<255;j++){
2850                                                 displaytext[0][j]=' ';
2851                                         }
2852                                         displaychars[0]=0;
2853                                         displayselected=0;
2854                                 }       
2855                                 chatting=0;             
2856                         }
2857
2858                         displayblinkdelay-=multiplier;
2859                         if(displayblinkdelay<=0){
2860                                 displayblinkdelay=.3;
2861                                 displayblink=1-displayblink;
2862                         }
2863                 }
2864
2865                 if(chatting)keyboardfrozen=1;
2866
2867                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
2868                         freeze=1-freeze;
2869                         if(freeze){
2870                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2871                         }
2872                         freezetogglekeydown=1;
2873                 }
2874
2875                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
2876                         freezetogglekeydown=0;
2877                 }
2878
2879                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
2880                         console=1-console;
2881                         if(console){
2882                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2883                         } else {
2884                                 freeze=0;
2885                                 waiting=false;
2886                         }
2887                         consoletogglekeydown=1;
2888                 }
2889
2890                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
2891                         consoletogglekeydown=0;
2892                 }
2893
2894                 if(console)freeze=1;
2895
2896                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
2897                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
2898                         if(!waiting) {
2899                                 archiveselected=0;
2900                                 cmd_dispatch(this, consoletext[0]);
2901                                 if(consolechars[0]>0){
2902
2903                                         for(k=14;k>=1;k--){
2904                                                 for(j=0;j<255;j++){
2905                                                         consoletext[k][j]=consoletext[k-1][j];
2906                                                 }
2907                                                 consolechars[k]=consolechars[k-1];
2908                                         }
2909                                         for(j=0;j<255;j++){
2910                                                 consoletext[0][j]=' ';
2911                                         }
2912                                         consolechars[0]=0;
2913                                         consoleselected=0;
2914                                 }
2915                         }
2916
2917                         consoleblinkdelay-=multiplier;
2918                         if(consoleblinkdelay<=0){
2919                                 consoleblinkdelay=.3;
2920                                 consoleblink=1-consoleblink;
2921                         }
2922                 }
2923
2924                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2925                         tryquit=1;
2926                         if(mainmenu==3){
2927                                 if(newdetail>2)newdetail=detail;
2928                                 if(newdetail<0)newdetail=detail;
2929                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2930                                 if(newscreenheight<0)newscreenheight=screenheight;
2931
2932                                 SaveSettings(*this);
2933                         }
2934                 }
2935
2936                 static int oldwinfreeze;
2937                 if(winfreeze&&!oldwinfreeze){
2938                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2939                         emit_sound_np(consolesuccesssound);
2940                 }
2941                 if(winfreeze==0)oldwinfreeze=winfreeze;
2942                 else oldwinfreeze++;
2943
2944                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
2945                         if(winfreeze)winfreeze=0;
2946                         oldjumpkeydown=1;
2947                 }
2948                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
2949                         if(winfreeze){
2950                                 mainmenu=9;
2951                                 gameon=0;
2952                         }
2953                 }
2954                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
2955                         oldjumpkeydown=1;
2956                 }
2957                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
2958
2959                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
2960
2961                         static bool oldbuttondialogue;
2962
2963                         if(indialogue!=-1)talkdelay=1;
2964                         talkdelay-=multiplier;
2965
2966                         if(talkdelay<=0)
2967                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
2968                                         for(i=0;i<numdialogues;i++){
2969                                                 int realdialoguetype;
2970                                                 bool special;
2971                                                 if(dialoguetype[i]>49){
2972                                                         realdialoguetype=dialoguetype[i]-50;
2973                                                         special=1;
2974                                                 }
2975                                                 else if(dialoguetype[i]>39){
2976                                                         realdialoguetype=dialoguetype[i]-40;
2977                                                         special=1;
2978                                                 }
2979                                                 else if(dialoguetype[i]>29){
2980                                                         realdialoguetype=dialoguetype[i]-30;
2981                                                         special=1;
2982                                                 }
2983                                                 else if(dialoguetype[i]>19){
2984                                                         realdialoguetype=dialoguetype[i]-20;
2985                                                         special=1;
2986                                                 }
2987                                                 else if(dialoguetype[i]>9){
2988                                                         realdialoguetype=dialoguetype[i]-10;
2989                                                         special=1;
2990                                                 }
2991                                                 else {
2992                                                         realdialoguetype=dialoguetype[i];
2993                                                         special=0;
2994                                                 }
2995                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
2996                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
2997                                                                 whichdialogue=i;
2998                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
2999                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3000                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3001                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3002                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3003                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3004                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3005                                                                 }
3006                                                                 directing=0;
3007                                                                 indialogue=0;
3008                                                                 dialoguetime=0;
3009                                                                 dialoguegonethrough[i]++;
3010                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3011                                                                         XYZ temppos;
3012                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3013                                                                         temppos=temppos-viewer;
3014                                                                         Normalise(&temppos);
3015                                                                         temppos+=viewer;
3016
3017                                                                         int whichsoundplay;
3018                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3019                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3020                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3021                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3022                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3023                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3024                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3025                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3026                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3027                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3028                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3029                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3030                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3031                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3032                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3033                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3034                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3035                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3036                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3037                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3038                                                                         emit_sound_at(whichsoundplay, temppos);
3039                                                                 }
3040                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3041                                                         }
3042                                                 }
3043                                         }
3044
3045                                         windvar+=multiplier;
3046                                         smoketex+=multiplier;
3047                                         tutorialstagetime+=multiplier;
3048
3049                                         static float hotspotvisual[40];
3050                                         if(numhotspots){
3051                                                 XYZ hotspotsprite;
3052                                                 if(editorenabled)
3053                                                         for(i=0;i<numhotspots;i++)
3054                                                                 hotspotvisual[i]-=multiplier/320;
3055
3056                                                 for(i=0;i<numhotspots;i++){
3057                                                         //if(hotspottype[i]<=10)
3058                                                         while(hotspotvisual[i]<0){
3059                                                                 hotspotsprite=0;
3060                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3061                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3062                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3063                                                                 hotspotsprite+=hotspot[i];
3064                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3065                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3066                                                         }
3067                                                 }
3068
3069                                                 for(i=0;i<numhotspots;i++){
3070                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3071                                                                 hotspot[i]=player[hotspottype[i]].coords;
3072                                                         }
3073                                                 }
3074                                         }
3075
3076                                         //Tutorial
3077                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3078                                                 tutorialstage++;
3079                                                 tutorialsuccess=0;
3080                                                 if(tutorialstage<=1){
3081                                                         canattack=0;
3082                                                         cananger=0;
3083                                                         reversaltrain=0;
3084                                                 }
3085                                                 if(tutorialstage==1){
3086                                                         tutorialmaxtime=5;
3087                                                 } else if(tutorialstage==2){
3088                                                         tutorialmaxtime=2;
3089                                                 } else if(tutorialstage==3){
3090                                                         tutorialmaxtime=600;
3091                                                 } else if(tutorialstage==4){
3092                                                         tutorialmaxtime=1000;
3093                                                 } else if(tutorialstage==5){
3094                                                         tutorialmaxtime=600;
3095                                                 } else if(tutorialstage==6){
3096                                                         tutorialmaxtime=600;
3097                                                 } else if(tutorialstage==7){
3098                                                         tutorialmaxtime=600;
3099                                                 } else if(tutorialstage==8){
3100                                                         tutorialmaxtime=600;
3101                                                 } else if(tutorialstage==9){
3102                                                         tutorialmaxtime=600;
3103                                                 } else if(tutorialstage==10){
3104                                                         tutorialmaxtime=2;
3105                                                 } else if(tutorialstage==11){
3106                                                         tutorialmaxtime=1000;
3107                                                 } else if(tutorialstage==12){
3108                                                         tutorialmaxtime=1000;
3109                                                 } else if(tutorialstage==13){
3110                                                         tutorialmaxtime=2;
3111                                                 } else if(tutorialstage==14){
3112                                                         tutorialmaxtime=3;
3113
3114                                                         XYZ temp,temp2;
3115
3116                                                         temp.x=1011;
3117                                                         temp.y=84;
3118                                                         temp.z=491;
3119                                                         temp2.x=1025;
3120                                                         temp2.y=75;
3121                                                         temp2.z=447;
3122
3123                                                         player[1].coords=(temp+temp2)/2;
3124
3125                                                         emit_sound_at(fireendsound, player[1].coords);
3126
3127                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3128                                                                 if(Random()%2==0){
3129                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3130                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3131                                                                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
3132                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3133                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3134                                                                 }
3135                                                         }
3136
3137                                                 } else if(tutorialstage==15){
3138                                                         tutorialmaxtime=500;
3139                                                 } else if(tutorialstage==16){
3140                                                         tutorialmaxtime=500;
3141                                                 } else if(tutorialstage==17){
3142                                                         tutorialmaxtime=500;
3143                                                 } else if(tutorialstage==18){
3144                                                         tutorialmaxtime=500;
3145                                                 } else if(tutorialstage==19){
3146                                                         tutorialstage=20;
3147                                                         //tutorialmaxtime=500;
3148                                                 } else if(tutorialstage==20){
3149                                                         tutorialmaxtime=500;
3150                                                 } else if(tutorialstage==21){
3151                                                         tutorialmaxtime=500;
3152                                                         if(bonus==cannon){
3153                                                                 bonus=Slicebonus;
3154                                                                 againbonus=1;
3155                                                         }
3156                                                         else againbonus=0;
3157                                                 } else if(tutorialstage==22){
3158                                                         tutorialmaxtime=500;
3159                                                 } else if(tutorialstage==23){
3160                                                         tutorialmaxtime=500;
3161                                                 } else if(tutorialstage==24){
3162                                                         tutorialmaxtime=500;
3163                                                 } else if(tutorialstage==25){
3164                                                         tutorialmaxtime=500;
3165                                                 } else if(tutorialstage==26){
3166                                                         tutorialmaxtime=2;
3167                                                 } else if(tutorialstage==27){
3168                                                         tutorialmaxtime=4;
3169                                                         reversaltrain=1;
3170                                                         cananger=1;
3171                                                         player[1].aitype=attacktypecutoff;
3172                                                 } else if(tutorialstage==28){
3173                                                         tutorialmaxtime=400;
3174                                                 } else if(tutorialstage==29){
3175                                                         tutorialmaxtime=400;
3176                                                         player[0].escapednum=0;
3177                                                 } else if(tutorialstage==30){
3178                                                         tutorialmaxtime=4;
3179                                                         reversaltrain=0;
3180                                                         cananger=0;
3181                                                         player[1].aitype=passivetype;
3182                                                 } else if(tutorialstage==31){
3183                                                         tutorialmaxtime=13;
3184                                                 } else if(tutorialstage==32){
3185                                                         tutorialmaxtime=8;
3186                                                 } else if(tutorialstage==33){
3187                                                         tutorialmaxtime=400;
3188                                                         cananger=1;
3189                                                         canattack=1;
3190                                                         player[1].aitype=attacktypecutoff;
3191                                                 } else if(tutorialstage==34){
3192                                                         tutorialmaxtime=400;
3193                                                 } else if(tutorialstage==35){
3194                                                         tutorialmaxtime=400;
3195                                                 } else if(tutorialstage==36){
3196                                                         tutorialmaxtime=2;
3197                                                         reversaltrain=0;
3198                                                         cananger=0;
3199                                                         player[1].aitype=passivetype;
3200                                                 } else if(tutorialstage==37){
3201                                                         damagedealt=0;
3202                                                         damagetaken=0;
3203                                                         tutorialmaxtime=50;
3204                                                         cananger=1;
3205                                                         canattack=1;
3206                                                         player[1].aitype=attacktypecutoff;
3207                                                 } else if(tutorialstage==38){
3208                                                         tutorialmaxtime=4;
3209                                                         canattack=0;
3210                                                         cananger=0;
3211                                                         player[1].aitype=passivetype;
3212                                                 } else if(tutorialstage==39){
3213                                                         XYZ temp,temp2;
3214
3215                                                         temp.x=1011;
3216                                                         temp.y=84;
3217                                                         temp.z=491;
3218                                                         temp2.x=1025;
3219                                                         temp2.y=75;
3220                                                         temp2.z=447;
3221
3222
3223                                                         weapons.owner[weapons.numweapons]=-1;
3224                                                         weapons.type[weapons.numweapons]=knife;
3225                                                         weapons.damage[weapons.numweapons]=0;
3226                                                         weapons.mass[weapons.numweapons]=1;
3227                                                         weapons.tipmass[weapons.numweapons]=1.2;
3228                                                         weapons.length[weapons.numweapons]=.25;
3229                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3230                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3231
3232                                                         weapons.velocity[weapons.numweapons]=0.1;
3233                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3234                                                         weapons.missed[weapons.numweapons]=1;
3235                                                         weapons.hitsomething[weapons.numweapons]=0;
3236                                                         weapons.freetime[weapons.numweapons]=0;
3237                                                         weapons.firstfree[weapons.numweapons]=1;
3238                                                         weapons.physics[weapons.numweapons]=1;
3239
3240                                                         weapons.numweapons++;
3241                                                 } else if(tutorialstage==40){
3242                                                         tutorialmaxtime=300;
3243                                                 } else if(tutorialstage==41){
3244                                                         tutorialmaxtime=300;
3245                                                 } else if(tutorialstage==42){
3246                                                         tutorialmaxtime=8;
3247                                                 } else if(tutorialstage==43){
3248                                                         tutorialmaxtime=300;
3249                                                 } else if(tutorialstage==44){
3250                                                         weapons.owner[0]=1;
3251                                                         player[0].weaponactive=-1;
3252                                                         player[0].num_weapons=0;
3253                                                         player[1].weaponactive=0;
3254                                                         player[1].num_weapons=1;
3255                                                         player[1].weaponids[0]=0;
3256
3257                                                         cananger=1;
3258                                                         canattack=1;
3259                                                         player[1].aitype=attacktypecutoff;
3260
3261                                                         tutorialmaxtime=300;
3262                                                 } else if(tutorialstage==45){
3263                                                         weapons.owner[0]=1;
3264                                                         player[0].weaponactive=-1;
3265                                                         player[0].num_weapons=0;
3266                                                         player[1].weaponactive=0;
3267                                                         player[1].num_weapons=1;
3268                                                         player[1].weaponids[0]=0;
3269
3270                                                         tutorialmaxtime=300;
3271                                                 } else if(tutorialstage==46){
3272                                                         weapons.owner[0]=1;
3273                                                         player[0].weaponactive=-1;
3274                                                         player[0].num_weapons=0;
3275                                                         player[1].weaponactive=0;
3276                                                         player[1].num_weapons=1;
3277                                                         player[1].weaponids[0]=0;
3278
3279                                                         weapons.type[0]=sword;
3280
3281                                                         tutorialmaxtime=300;
3282                                                 } else if(tutorialstage==47){
3283                                                         tutorialmaxtime=10;
3284
3285                                                         XYZ temp,temp2;
3286
3287                                                         temp.x=1011;
3288                                                         temp.y=84;
3289                                                         temp.z=491;
3290                                                         temp2.x=1025;
3291                                                         temp2.y=75;
3292                                                         temp2.z=447;
3293
3294                                                         weapons.owner[weapons.numweapons]=-1;
3295                                                         weapons.type[weapons.numweapons]=sword;
3296                                                         weapons.damage[weapons.numweapons]=0;
3297                                                         weapons.mass[weapons.numweapons]=1;
3298                                                         weapons.tipmass[weapons.numweapons]=1.2;
3299                                                         weapons.length[weapons.numweapons]=.25;
3300                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3301                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3302
3303                                                         weapons.velocity[weapons.numweapons]=0.1;
3304                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3305                                                         weapons.missed[weapons.numweapons]=1;
3306                                                         weapons.hitsomething[weapons.numweapons]=0;
3307                                                         weapons.freetime[weapons.numweapons]=0;
3308                                                         weapons.firstfree[weapons.numweapons]=1;
3309                                                         weapons.physics[weapons.numweapons]=1;
3310
3311                                                         weapons.owner[0]=1;
3312                                                         weapons.owner[1]=0;
3313                                                         player[0].weaponactive=0;
3314                                                         player[0].num_weapons=1;
3315                                                         player[0].weaponids[0]=1;
3316                                                         player[1].weaponactive=0;
3317                                                         player[1].num_weapons=1;
3318                                                         player[1].weaponids[0]=0;
3319
3320                                                         weapons.numweapons++;
3321                                                 } else if(tutorialstage==48){
3322                                                         canattack=0;
3323                                                         cananger=0;
3324                                                         player[1].aitype=passivetype;
3325
3326                                                         tutorialmaxtime=15;
3327
3328                                                         weapons.owner[0]=1;
3329                                                         weapons.owner[1]=0;
3330                                                         player[0].weaponactive=0;
3331                                                         player[0].num_weapons=1;
3332                                                         player[0].weaponids[0]=1;
3333                                                         player[1].weaponactive=0;
3334                                                         player[1].num_weapons=1;
3335                                                         player[1].weaponids[0]=0;
3336
3337                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3338                                                         else weapons.type[0]=staff;
3339
3340                                                         weapons.numweapons++;
3341                                                 } else if(tutorialstage==49){
3342                                                         canattack=0;
3343                                                         cananger=0;
3344                                                         player[1].aitype=passivetype;
3345
3346                                                         tutorialmaxtime=200;
3347
3348                                                         weapons.position[1]=1000;
3349                                                         weapons.tippoint[1]=1000;
3350
3351                                                         weapons.numweapons=1;
3352                                                         weapons.owner[0]=0;
3353                                                         player[1].weaponactive=-1;
3354                                                         player[1].num_weapons=0;
3355                                                         player[0].weaponactive=0;
3356                                                         player[0].num_weapons=1;
3357                                                         player[0].weaponids[0]=0;
3358
3359                                                         weapons.type[0]=knife;
3360
3361                                                         weapons.numweapons++;
3362                                                 } else if(tutorialstage==50){
3363                                                         tutorialmaxtime=8;
3364
3365                                                         XYZ temp,temp2;
3366                                                         emit_sound_at(fireendsound, player[1].coords);
3367
3368                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3369                                                                 if(Random()%2==0){
3370                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3371                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3372                                                                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
3373                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3374                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3375                                                                 }
3376                                                         }
3377
3378                                                         player[1].num_weapons=0;
3379                                                         player[1].weaponstuck=-1;
3380                                                         player[1].weaponactive=-1;
3381
3382                                                         weapons.numweapons=0;
3383
3384                                                         weapons.owner[0]=-1;
3385                                                         weapons.velocity[0]=0.1;
3386                                                         weapons.tipvelocity[0]=-0.1;
3387                                                         weapons.missed[0]=1;
3388                                                         weapons.hitsomething[0]=0;
3389                                                         weapons.freetime[0]=0;
3390                                                         weapons.firstfree[0]=1;
3391                                                         weapons.physics[0]=1;
3392                                                 } else if(tutorialstage==51){
3393                                                         tutorialmaxtime=80000;
3394                                                 }
3395                                                 if(tutorialstage<=51)tutorialstagetime=0;
3396                                         }
3397
3398                                         //Tutorial success
3399                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3400                                                 if(tutorialstage==3){
3401                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3402                                                 }
3403                                                 if(tutorialstage==4){
3404                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3405                                                 }
3406                                                 if(tutorialstage==5){
3407                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3408                                                 }
3409                                                 if(tutorialstage==6){
3410                                                         if(player[0].isCrouch())tutorialsuccess=1;
3411                                                 }
3412                                                 if(tutorialstage==7){
3413                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3414                                                 }
3415                                                 if(tutorialstage==8){
3416                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3417                                                 }
3418                                                 if(tutorialstage==9){
3419                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3420                                                 }
3421                                                 if(tutorialstage==11){
3422                                                         if(player[0].isWallJump())tutorialsuccess=1;
3423                                                 }
3424                                                 if(tutorialstage==12){
3425                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3426                                                 }
3427                                                 if(tutorialstage==15){
3428                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3429                                                 }
3430                                                 if(tutorialstage==16){
3431                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3432                                                 }
3433                                                 if(tutorialstage==17){
3434                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3435                                                 }
3436                                                 if(tutorialstage==18){
3437                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3438                                                 }
3439                                                 if(tutorialstage==19){
3440                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3441                                                 }
3442                                                 if(tutorialstage==20){
3443                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3444                                                 }
3445                                                 if(tutorialstage==21){
3446                                                         if(bonus==cannon)tutorialsuccess=1;
3447                                                 }
3448                                                 if(tutorialstage==22){
3449                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3450                                                 }
3451                                                 if(tutorialstage==23){
3452                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3453                                                 }
3454                                                 if(tutorialstage==24){
3455                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3456                                                 }
3457                                                 if(tutorialstage==25){
3458                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3459                                                 }
3460                                                 if(tutorialstage==28){
3461                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3462                                                 }
3463                                                 if(tutorialstage==29){
3464                                                         if(player[0].escapednum==2){
3465                                                                 tutorialsuccess=1;
3466                                                                 reversaltrain=0;
3467                                                                 cananger=0;
3468                                                                 player[1].aitype=passivetype;
3469                                                         }
3470                                                 }
3471                                                 if(tutorialstage==33){
3472                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3473                                                 }
3474                                                 if(tutorialstage==34){
3475                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3476                                                 }
3477                                                 if(tutorialstage==35){
3478                                                         if(animation[player[0].targetanimation].attack==reversal){
3479                                                                 tutorialsuccess=1;
3480                                                                 reversaltrain=0;
3481                                                                 cananger=0;
3482                                                                 player[1].aitype=passivetype;
3483                                                         }
3484                                                 }
3485                                                 if(tutorialstage==40){
3486                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3487                                                 }
3488                                                 if(tutorialstage==41){
3489                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3490                                                 }
3491                                                 if(tutorialstage==43){
3492                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3493                                                 }
3494                                                 if(tutorialstage==44){
3495                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3496                                                 }
3497                                                 if(tutorialstage==45){
3498                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3499                                                 }
3500                                                 if(tutorialstage==46){
3501                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3502                                                 }
3503                                                 if(tutorialstage==49){
3504                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3505                                                 }
3506                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3507
3508
3509                                                 if(tutorialstagetime==tutorialmaxtime-3){
3510                                                         emit_sound_np(consolesuccesssound);
3511                                                 }
3512
3513                                                 if(tutorialsuccess>=1){
3514                                                         if(tutorialstage==34||tutorialstage==35)
3515                                                                 tutorialstagetime=tutorialmaxtime-1;
3516                                                 }
3517                                         }
3518
3519                                         if(tutoriallevel){
3520                                                 if(tutorialstage<14||tutorialstage>=50){
3521                                                         player[1].coords.y=300;
3522                                                         player[1].velocity=0;
3523                                                 }
3524                                         }
3525
3526                                         if(tutoriallevel!=1){
3527                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3528                                                         emit_sound_np(consolesuccesssound);
3529                                                 }
3530                                         }
3531                                         else
3532                                                 if(bonustime==0){
3533                                                         emit_sound_np(fireendsound);
3534                                                 }
3535                                                 if(bonustime==0){
3536                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3537                                                         else bonusnum[bonus]+=0.15;
3538                                                         if(tutoriallevel)bonusvalue=0;
3539                                                         bonusvalue/=bonusnum[bonus];
3540                                                         bonustotal+=bonusvalue;
3541                                                 }
3542                                                 bonustime+=multiplier;
3543
3544                                                 if(environment==snowyenvironment){
3545                                                         precipdelay-=multiplier;
3546                                                         while(precipdelay<0){
3547                                                                 precipdelay+=.04;
3548                                                                 if(!detail)precipdelay+=.04;
3549                                                                 XYZ footvel,footpoint;
3550
3551                                                                 footvel=0;
3552                                                                 footpoint=viewer+viewerfacing*6;
3553                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3554                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3555                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3556                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3557                                                         }
3558                                                 }
3559                                                 for(k=0;k<numplayers;k++){
3560                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3561                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3562
3563                                                         if((player[k].isRun()&&((player[k].targetrotation!=rabbitrunninganim&&player[k].targetrotation!=wolfrunninganim)||player[k].targetframe==4))||player[k].targetanimation==removeknifeanim||player[k].targetanimation==crouchremoveknifeanim||player[k].targetanimation==flipanim||player[k].targetanimation==fightsidestep||player[k].targetanimation==walkanim){
3564                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3565                                                                 else if(player[k].rotation>player[k].targetrotation){
3566                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3567                                                                 }
3568                                                                 else if(player[k].rotation<player[k].targetrotation){
3569                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3570                                                                 }
3571                                                         }
3572
3573
3574                                                         if(player[k].isStop()||player[k].isLanding()||player[k].targetanimation==staggerbackhighanim||(player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||player[k].targetanimation==staggerbackhardanim||player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim||player[k].targetanimation==rollanim||(animation[player[k].targetanimation].attack&&player[k].targetanimation!=rabbitkickanim&&(player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&(player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3575                                                                 player[k].turnspeed*=2;
3576                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3577                                                                 else if(player[k].rotation>player[k].targetrotation){
3578                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3579                                                                 }
3580                                                                 else if(player[k].rotation<player[k].targetrotation){
3581                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3582                                                                 }
3583                                                                 player[k].turnspeed/=2;
3584                                                         }
3585
3586                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3587                                                                 player[k].turnspeed*=4;
3588                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3589                                                                 else if(player[k].rotation>player[k].targetrotation){
3590                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3591                                                                 }
3592                                                                 else if(player[k].rotation<player[k].targetrotation){
3593                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3594                                                                 }
3595                                                                 player[k].turnspeed/=4;
3596                                                         }
3597
3598                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3599                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3600
3601                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3602                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3603                                                                         bool tempcollide=0;
3604
3605                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3606                                                                         if(player[k].collide>1)player[k].collide=1;
3607                                                                         player[k].collide-=multiplier*30;
3608
3609                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3610                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3611                                                                         }
3612                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3613                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3614                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3615                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3616                                                                                                 lowpoint=player[k].coords;
3617                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3618                                                                                                 else lowpoint.y+=1.3;
3619                                                                                                 if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1){
3620                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3621                                                                                                 }
3622                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3623                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3624                                                                                                 */
3625                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3626                                                                                                         flatfacing=lowpoint-player[k].coords;
3627                                                                                                         player[k].coords=lowpoint;
3628                                                                                                         player[k].coords.y-=1.3;
3629                                                                                                         player[k].collide=1;
3630                                                                                                         tempcollide=1;
3631                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3632                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3633                                                                                                                 tempcoords1=lowpoint;
3634                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3635                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3636                                                                                                                         player[k].target=0;
3637                                                                                                                         player[k].targetanimation=walljumpleftanim;
3638                                                                                                                         player[k].targetframe=0;
3639                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3640                                                                                                                         if(k==0)pause_sound(whooshsound);
3641
3642                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3643                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3644                                                                                                                         player[k].rotation*=360/6.28;
3645                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3646                                                                                                                         player[k].targetrotation=player[k].rotation;
3647                                                                                                                         player[k].lowrotation=player[k].rotation;
3648                                                                                                                         if(k==0)numwallflipped++;
3649                                                                                                                 }
3650                                                                                                                 else
3651                                                                                                                 {
3652                                                                                                                         lowpoint=tempcoords1;
3653                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3654                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3655                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3656                                                                                                                                 player[k].target=0;
3657                                                                                                                                 player[k].targetanimation=walljumprightanim;
3658                                                                                                                                 player[k].targetframe=0;
3659                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3660                                                                                                                                 if(k==0)pause_sound(whooshsound);
3661
3662                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3663                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3664                                                                                                                                 player[k].rotation*=360/6.28;
3665                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3666                                                                                                                                 player[k].targetrotation=player[k].rotation;
3667                                                                                                                                 player[k].lowrotation=player[k].rotation;
3668                                                                                                                                 if(k==0)numwallflipped++;
3669                                                                                                                         }
3670                                                                                                                         else
3671                                                                                                                         {
3672                                                                                                                                 lowpoint=tempcoords1;
3673                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3674                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3675                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3676                                                                                                                                         player[k].target=0;
3677                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3678                                                                                                                                         player[k].targetframe=0;
3679                                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3680                                                                                                                                         if(k==0)pause_sound(whooshsound);
3681
3682                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3683                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3684                                                                                                                                         player[k].rotation*=360/6.28;
3685                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3686                                                                                                                                         player[k].targetrotation=player[k].rotation;
3687                                                                                                                                         player[k].lowrotation=player[k].rotation;
3688                                                                                                                                         if(k==0)numwallflipped++;
3689                                                                                                                                 }
3690                                                                                                                                 else
3691                                                                                                                                 {
3692                                                                                                                                         lowpoint=tempcoords1;
3693                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3694                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3695                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3696                                                                                                                                                 player[k].target=0;
3697                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3698                                                                                                                                                 player[k].targetframe=0;
3699                                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3700                                                                                                                                                 if(k==0)pause_sound(whooshsound);
3701
3702                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3703                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3704                                                                                                                                                 player[k].rotation*=360/6.28;
3705                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3706                                                                                                                                                 player[k].rotation+=180;
3707                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3708                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3709                                                                                                                                                 if(k==0)numwallflipped++;
3710                                                                                                                                         }
3711                                                                                                                                 }
3712                                                                                                                         }
3713                                                                                                                 }
3714                                                                                                         }
3715                                                                                                 }
3716                                                                                         }
3717                                                                                         else if(objects.type[i]==rocktype){
3718                                                                                                 lowpoint2=player[k].coords;
3719                                                                                                 lowpoint=player[k].coords;
3720                                                                                                 lowpoint.y+=2;
3721                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3722                                                                                                         player[k].coords=colpoint;
3723                                                                                                         player[k].collide=1;
3724                                                                                                         tempcollide=1;
3725
3726                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3727                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3728
3729                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3730                                                                                                                 player[k].target=0;
3731                                                                                                                 player[k].targetframe=0;
3732                                                                                                                 player[k].onterrain=1;
3733
3734                                                                                                                 if(player[k].id==0){
3735                                                                                                                         pause_sound(whooshsound);
3736                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3737                                                                                                                 }
3738
3739                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3740                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3741                                                                                                                         player[k].targetanimation=player[k].getLanding();
3742                                                                                                                         emit_sound_at(landsound, player[k].coords, 128.);
3743                                                                                                                         if(k==0){
3744                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3745                                                                                                                                 envsoundvol[numenvsounds]=16;
3746                                                                                                                                 envsoundlife[numenvsounds]=.4;
3747                                                                                                                                 numenvsounds++;
3748                                                                                                                         }
3749
3750                                                                                                                 }
3751                                                                                                         }
3752                                                                                                 }
3753                                                                                         }
3754                                                                                 }
3755                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3756                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3757                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3758                                                                                                 lowpoint=player[k].coords;
3759                                                                                                 lowpoint.y+=1.35;
3760                                                                                                 if(objects.type[i]!=rocktype)
3761                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3762                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
3763                                                                                                                 player[k].coords=lowpoint;
3764                                                                                                                 player[k].coords.y-=1.35;
3765                                                                                                                 player[k].collide=1;
3766
3767                                                                                                                 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&((/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)&&*/player[k].currentanimation!=climbanim&&player[k].currentanimation!=hanganim&&!player[k].isWallJump())||player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3768                                                                                                                         lowpoint=player[k].coords;
3769                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3770                                                                                                                         lowpoint=player[k].coords;
3771                                                                                                                         lowpoint.y+=.05;
3772                                                                                                                         facing=0;
3773                                                                                                                         facing.z=-1;
3774                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3775                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
3776                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3777                                                                                                                         if(whichhit!=-1){
3778                                                                                                                                 lowpoint=player[k].coords;
3779                                                                                                                                 lowpoint.y+=.1;
3780                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3781                                                                                                                                 lowpoint2=lowpoint;
3782                                                                                                                                 lowpointtarget2=lowpointtarget;
3783                                                                                                                                 lowpoint3=lowpoint;
3784                                                                                                                                 lowpointtarget3=lowpointtarget;
3785                                                                                                                                 lowpoint4=lowpoint;
3786                                                                                                                                 lowpointtarget4=lowpointtarget;
3787                                                                                                                                 lowpoint5=lowpoint;
3788                                                                                                                                 lowpointtarget5=lowpointtarget;
3789                                                                                                                                 lowpoint6=lowpoint;
3790                                                                                                                                 lowpointtarget6=lowpointtarget;
3791                                                                                                                                 lowpoint7=lowpoint;
3792                                                                                                                                 lowpointtarget7=lowpoint;
3793                                                                                                                                 lowpoint2.x+=.1;
3794                                                                                                                                 lowpointtarget2.x+=.1;
3795                                                                                                                                 lowpoint3.z+=.1;
3796                                                                                                                                 lowpointtarget3.z+=.1;
3797                                                                                                                                 lowpoint4.x-=.1;
3798                                                                                                                                 lowpointtarget4.x-=.1;
3799                                                                                                                                 lowpoint5.z-=.1;
3800                                                                                                                                 lowpointtarget5.z-=.1;
3801                                                                                                                                 lowpoint6.y+=45/13;
3802                                                                                                                                 lowpointtarget6.y+=45/13;
3803                                                                                                                                 lowpointtarget6+=facing*.6;
3804                                                                                                                                 lowpointtarget7.y+=90/13;
3805                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3806                                                                                                                                 if(objects.friction[i]>.5)
3807                                                                                                                                         if(whichhit!=-1){
3808                                                                                                                                                 //if(k==0){
3809                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
3810                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3811                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3812                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)
3813                                                                                                                                                                         for(j=0;j<45;j++){
3814                                                                                                                                                                                 lowpoint=player[k].coords;
3815                                                                                                                                                                                 lowpoint.y+=(float)j/13;
3816                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3817                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3818                                                                                                                                                                                         if(j<=6){
3819                                                                                                                                                                                                 j=100;
3820                                                                                                                                                                                         }
3821                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
3822                                                                                                                                                                                         j=100;
3823                                                                                                                                                                                         }*/
3824                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
3825                                                                                                                                                                                                 j=100;
3826                                                                                                                                                                                         }
3827                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3828                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3829                                                                                                                                                                                                 if(1==1/*dotproduct(&player[k].velocity,&lowpoint)>0||player[k].aitype!=playercontrolled||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim||player[k].targetanimation==jumpupanim)*/){
3830                                                                                                                                                                                                         lowpoint=player[k].coords;
3831                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
3832                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
3833                                                                                                                                                                                                         flatfacing=player[k].coords;
3834                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3835                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
3836                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3837
3838                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
3839                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3840                                                                                                                                                                                                                         if(k==0)pause_sound(whooshsound);
3841                                                                                                                                                                                                                 }
3842                                                                                                                                                                                                                 emit_sound_at(jumpsound, player[k].coords, 128.);
3843
3844                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3845                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3846                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
3847                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3848                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3849                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3850
3851                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
3852                                                                                                                                                                                                                 player[k].velocity=0;
3853
3854                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
3855                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
3856                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
3857                                                                                                                                                                                                                         player[k].jumppower=0;
3858                                                                                                                                                                                                                         player[k].jumpclimb=1;
3859                                                                                                                                                                                                                 }
3860                                                                                                                                                                                                                 player[k].transspeed=6;
3861                                                                                                                                                                                                                 player[k].target=0;
3862
3863                                                                                                                                                                                                                 //player[k].currentframe=1;
3864                                                                                                                                                                                                                 player[k].targetframe=1;
3865                                                                                                                                                                                                                 if(j>25){
3866                                                                                                                                                                                                                         //player[k].currentframe=0;
3867                                                                                                                                                                                                                         player[k].targetframe=0;
3868                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
3869                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
3870                                                                                                                                                                                                                         player[k].jumppower=0;
3871                                                                                                                                                                                                                 }
3872                                                                                                                                                                                                         }
3873                                                                                                                                                                                                         j=100;
3874                                                                                                                                                                                                 }
3875                                                                                                                                                                                         }
3876                                                                                                                                                                                 }
3877                                                                                                                                                                         }
3878                                                                                                                                                                         //}
3879                                                                                                                                         }
3880                                                                                                                         }
3881                                                                                                                 }
3882                                                                                                         }
3883                                                                                         }
3884                                                                                         if(player[k].collide<=0){
3885                                                                                                 if(!player[k].onterrain&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim&&!player[k].isWallJump()&&!player[k].isFlip()){
3886                                                                                                         if(player[k].currentanimation!=climbanim&&player[k].currentanimation!=tempanim&&player[k].targetanimation!=backhandspringanim&&(player[k].targetanimation!=rollanim||player[k].targetframe<2||player[k].targetframe>6)){
3887                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
3888                                                                                                                 player[k].targetanimation=jumpdownanim;
3889                                                                                                                 player[k].targetframe=0;
3890                                                                                                                 player[k].target=0;
3891
3892                                                                                                                 if(!k)
3893                                                                                                                   emit_sound_at(whooshsound, player[k].coords, 128.);
3894                                                                                                         }
3895                                                                                                         player[k].velocity.y+=gravity;
3896                                                                                                 }
3897                                                                                         }
3898                                                                 }
3899                                                         }
3900                                                         player[k].realoldcoords=player[k].coords;
3901                                                 }
3902
3903                                                 static XYZ oldviewer;
3904
3905                                                 if(indialogue==-1){
3906                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
3907                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
3908                                                         player[0].backkeydown=Input::isKeyDown(backkey);
3909                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
3910                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
3911                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
3912                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
3913                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
3914                                                 }
3915                                                 else
3916                                                 {
3917                                                         player[0].forwardkeydown=0;
3918                                                         player[0].leftkeydown=0;
3919                                                         player[0].backkeydown=0;
3920                                                         player[0].rightkeydown=0;
3921                                                         player[0].jumpkeydown=0;
3922                                                         player[0].crouchkeydown=0;
3923                                                         player[0].drawkeydown=0;
3924                                                         player[0].throwkeydown=0;
3925                                                 }
3926
3927                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
3928
3929
3930                                                 static bool endkeydown;
3931                                                 if(indialogue!=-1){
3932                                                         cameramode=1;
3933                                                         if(directing){
3934                                                                 facing=0;
3935                                                                 facing.z=-1;
3936
3937                                                                 facing=DoRotation(facing,-rotation2,0,0);
3938                                                                 facing=DoRotation(facing,0,0-rotation,0);
3939
3940                                                                 flatfacing=0;
3941                                                                 flatfacing.z=-1;
3942
3943                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
3944
3945                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
3946                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
3947                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
3948                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
3949                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
3950                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
3951                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
3952                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
3953                                                                         ||Input::isKeyDown(SDLK_MINUS))){
3954                                                                                 int whichend;
3955                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
3956                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
3957                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
3958                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
3959                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
3960                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
3961                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
3962                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
3963                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
3964                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
3965                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
3966                                                                                 if(whichend!=-1){
3967                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
3968                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
3969                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
3970                                                                                 }
3971                                                                                 if(whichend==-1){
3972                                                                                         participantfocus[whichdialogue][indialogue]=-1;
3973                                                                                 }
3974                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
3975                                                                                         indialogue=-1;
3976                                                                                         directing=0;
3977                                                                                         cameramode=0;
3978                                                                                 }
3979                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
3980                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
3981                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
3982                                                                                 indialogue++;
3983                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
3984                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
3985                                                                                                 XYZ temppos;
3986                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3987                                                                                                 temppos=temppos-viewer;
3988                                                                                                 Normalise(&temppos);
3989                                                                                                 temppos+=viewer;
3990
3991                                                                                                 int whichsoundplay;
3992                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3993                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3994                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3995                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3996                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3997                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3998                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3999                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4000                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4001                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4002                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4003                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4004                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4005                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4006                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4007                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4008                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4009                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4010                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4011                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4012                                                                                                 emit_sound_at(whichsoundplay, temppos);
4013                                                                                         }
4014                                                                                 }
4015
4016                                                                                 for(j=0;j<numplayers;j++){
4017                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4018                                                                                 }
4019
4020                                                                                 endkeydown=1;
4021                                                                         }
4022                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4023                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4024                                                                                 )){
4025                                                                                         int whichend;
4026                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4027                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4028                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4029                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4030                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4031                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4032                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4033                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4034                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4035                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4036                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4037                                                                                 }
4038                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4039                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4040                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4041                                                                                                 endkeydown=0;
4042                                                                                         }
4043                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4044                                                                                                 indialogue=-1;
4045                                                                                                 directing=0;
4046                                                                                                 cameramode=0;
4047                                                                                         }
4048                                                         }
4049                                                         if(!directing){
4050                                                                 pause_sound(whooshsound);
4051                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4052                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4053                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4054                                                                 }
4055                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4056                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4057                                                                 if(dialoguetime>0.5)
4058                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4059                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4060                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4061                                                                                         indialogue++;
4062                                                                                         endkeydown=1;
4063                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4064                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4065                                                                                                         XYZ temppos;
4066                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4067                                                                                                         temppos=temppos-viewer;
4068                                                                                                         Normalise(&temppos);
4069                                                                                                         temppos+=viewer;
4070
4071                                                                                                         int whichsoundplay;
4072                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4073                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4074                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4075                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4076                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4077                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4078                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4079                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4080                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4081                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4082                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4083                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4084                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4085                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4086                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4087                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4088                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4089                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4090                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4091                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4092                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4093                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4094                                                                                                                 emit_sound_at(whichsoundplay, temppos);
4095                                                                                                         }
4096                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4097                                                                                                                 hotspot[numhotspots]=player[0].coords;
4098                                                                                                                 hotspotsize[numhotspots]=10;
4099                                                                                                                 hotspottype[numhotspots]=-1;
4100
4101                                                                                                                 numhotspots++;
4102                                                                                                         }
4103                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4104                                                                                                                 hostile=1;
4105                                                                                                         }
4106
4107                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4108                                                                                                                 indialogue=-1;
4109                                                                                                                 directing=0;
4110                                                                                                                 cameramode=0;
4111                                                                                                         }
4112                                                                                                 }
4113                                                                                         }
4114                                                                                 }
4115                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4116                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4117                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4118                                                                                                 endkeydown=0;
4119                                                                                         }
4120                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4121                                                                                                 indialogue=-1;
4122                                                                                                 directing=0;
4123                                                                                                 cameramode=0;
4124                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4125                                                                                                         hostile=1;
4126                                                                                                 }
4127                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4128                                                                                                         windialogue=1;
4129                                                                                                 }
4130                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4131                                                                                                         hostile=1;
4132                                                                                                         for(i=1;i<numplayers;i++){
4133                                                                                                                 player[i].aitype = attacktypecutoff;
4134                                                                                                         }
4135                                                                                                 }
4136                                                                                         }
4137                                                         }
4138                                                 }
4139
4140                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4141                                                 else oldbuttondialogue=1;
4142
4143                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4144
4145                                                 if(!player[0].jumpkeydown){
4146                                                         player[0].jumptogglekeydown=0;
4147                                                 }
4148                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4149
4150
4151                                                 dialoguetime+=multiplier;
4152                                                 skybox.cloudmove+=multiplier;
4153                                                 hawkrotation+=multiplier*25;
4154                                                 realhawkcoords=0;
4155                                                 realhawkcoords.x=25;
4156                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4157                                                 hawkcalldelay-=multiplier/2;
4158
4159                                                 if(hawkcalldelay<=0)
4160                                                 {
4161                                                         emit_sound_at(hawksound, realhawkcoords);
4162
4163                                                         hawkcalldelay=16+abs(Random()%8);
4164                                                 }
4165                                                 static float temptexdetail;
4166
4167
4168                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4169                                                         player[0].damagetolerance=200000;
4170                                                         player[0].damage=0;
4171                                                         player[0].burnt=0;
4172                                                         player[0].permanentdamage=0;
4173                                                         player[0].superpermanentdamage=0;
4174                                                 }
4175
4176                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4177                                                         environment++;
4178                                                         if(environment>2)environment=0;
4179                                                         Setenvironment(environment);
4180
4181                                                         envtogglekeydown=1;
4182                                                 }
4183
4184
4185                                                 if(!Input::isKeyDown(SDLK_j)){
4186                                                         envtogglekeydown=0;
4187                                                 }
4188
4189                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4190                                                         cameramode=1-cameramode;
4191                                                         cameratogglekeydown=1;
4192                                                 }
4193
4194                                                 if(!Input::isKeyDown(SDLK_c)){
4195                                                         cameratogglekeydown=0;
4196                                                 }
4197
4198                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4199                                                         if(player[0].num_weapons>0){
4200                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4201                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4202                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4203                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4204                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4205                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4206                                                                         weapons.length[player[0].weaponids[0]]=.8;
4207                                                                 }
4208                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4209                                                                         weapons.mass[player[0].weaponids[0]]=2;
4210                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4211                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4212                                                                 }
4213
4214                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4215                                                                         weapons.mass[player[0].weaponids[0]]=1;
4216                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4217                                                                         weapons.length[player[0].weaponids[0]]=.25;
4218                                                                 }
4219                                                         }
4220                                                         detailtogglekeydown=1;
4221                                                 }
4222
4223                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4224                                                         int closest=-1;
4225                                                         float closestdist=-1;
4226                                                         float distance;
4227                                                         if(numplayers>1)
4228                                                                 for(i=1;i<numplayers;i++){
4229                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4230                                                                         if(closestdist==-1||distance<closestdist){
4231                                                                                 closestdist=distance;
4232                                                                                 closest=i;
4233                                                                         }
4234                                                                 }
4235                                                                 if(closest!=-1){
4236                                                                         if(player[closest].num_weapons)
4237                                                                         {
4238                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4239                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4240                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4241                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4242                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4243                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4244                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4245                                                                                 }
4246                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4247                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4248                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4249                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4250                                                                                 }
4251                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4252                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4253                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4254                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4255                                                                                 }
4256                                                                         }
4257                                                                         if(!player[closest].num_weapons)
4258                                                                         {
4259                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4260                                                                                 weapons.owner[weapons.numweapons]=closest;
4261                                                                                 weapons.type[weapons.numweapons]=knife;
4262                                                                                 weapons.damage[weapons.numweapons]=0;
4263                                                                                 weapons.numweapons++;
4264                                                                                 player[closest].num_weapons=1;
4265                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4266                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4267                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4268                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4269                                                                                 }
4270                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4271                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4272                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4273                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4274                                                                                 }
4275                                                                         }
4276                                                                 }
4277                                                                 detailtogglekeydown=1;
4278                                                 }
4279
4280                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
4281                                                         int closest=-1;
4282                                                         float closestdist=-1;
4283                                                         float distance;
4284                                                         if(numplayers>1)
4285                                                                 for(i=1;i<numplayers;i++){
4286                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4287                                                                         if(closestdist==-1||distance<closestdist){
4288                                                                                 closestdist=distance;
4289                                                                                 closest=i;
4290                                                                         }
4291                                                                 }
4292
4293                                                                 player[closest].rotation+=multiplier*50;
4294                                                                 player[closest].targetrotation=player[closest].rotation;
4295                                                 }
4296
4297
4298                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4299                                                         int closest=-1;
4300                                                         float closestdist=-1;
4301                                                         float distance;
4302                                                         if(numplayers>1)
4303                                                                 for(i=1;i<numplayers;i++){
4304                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4305                                                                         if(closestdist==-1||distance<closestdist){
4306                                                                                 closestdist=distance;
4307                                                                                 closest=i;
4308                                                                         }
4309                                                                 }
4310                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4311
4312                                                                 if(closest!=-1){
4313                                                                         player[closest].whichskin++;
4314                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4315                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4316
4317                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4318                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4319                                                                 }
4320
4321                                                                 if(player[closest].numclothes){
4322                                                                         for(i=0;i<player[closest].numclothes;i++){
4323                                                                                 tintr=player[closest].clothestintr[i];
4324                                                                                 tintg=player[closest].clothestintg[i];
4325                                                                                 tintb=player[closest].clothestintb[i];
4326                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4327                                                                         }
4328                                                                         player[closest].DoMipmaps();
4329                                                                 }
4330
4331                                                                 detailtogglekeydown=1;
4332                                                 }
4333
4334                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4335                                                         int closest=-1;
4336                                                         float closestdist=-1;
4337                                                         float distance;
4338                                                         if(numplayers>1)
4339                                                                 for(i=1;i<numplayers;i++){
4340                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4341                                                                         if(closestdist==-1||distance<closestdist){
4342                                                                                 closestdist=distance;
4343                                                                                 closest=i;
4344                                                                         }
4345                                                                 }
4346                                                                 if(closest!=-1){
4347                                                                         if(player[closest].creature==wolftype){
4348                                                                                 headprop=player[closest].proportionhead.x/1.1;
4349                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4350                                                                                 armprop=player[closest].proportionarms.x/1.1;
4351                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4352                                                                         }
4353
4354                                                                         if(player[closest].creature==rabbittype){
4355                                                                                 headprop=player[closest].proportionhead.x/1.2;
4356                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4357                                                                                 armprop=player[closest].proportionarms.x/1.00;
4358                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4359                                                                         }
4360
4361
4362                                                                         if(player[closest].creature==rabbittype){
4363                                                                                 player[closest].skeleton.id=closest;
4364                                                                                 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
4365                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4366                                                                                 player[closest].whichskin=0;
4367                                                                                 player[closest].creature=wolftype;
4368
4369                                                                                 player[closest].proportionhead=1.1;
4370                                                                                 player[closest].proportionbody=1.1;
4371                                                                                 player[closest].proportionarms=1.1;
4372                                                                                 player[closest].proportionlegs=1.1;
4373                                                                                 player[closest].proportionlegs.y=1.1;
4374                                                                                 player[closest].scale=.23*5*player[0].scale;
4375
4376                                                                                 player[closest].damagetolerance=300;
4377                                                                         }
4378                                                                         else
4379                                                                         {
4380                                                                                 player[closest].skeleton.id=closest;
4381                                                                                 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
4382                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4383                                                                                 player[closest].whichskin=0;
4384                                                                                 player[closest].creature=rabbittype;
4385
4386                                                                                 player[closest].proportionhead=1.2;
4387                                                                                 player[closest].proportionbody=1.05;
4388                                                                                 player[closest].proportionarms=1.00;
4389                                                                                 player[closest].proportionlegs=1.1;
4390                                                                                 player[closest].proportionlegs.y=1.05;
4391                                                                                 player[closest].scale=.2*5*player[0].scale;
4392
4393                                                                                 player[closest].damagetolerance=200;
4394                                                                         }
4395
4396                                                                         if(player[closest].creature==wolftype){
4397                                                                                 player[closest].proportionhead=1.1*headprop;
4398                                                                                 player[closest].proportionbody=1.1*bodyprop;
4399                                                                                 player[closest].proportionarms=1.1*armprop;
4400                                                                                 player[closest].proportionlegs=1.1*legprop;
4401                                                                         }
4402
4403                                                                         if(player[closest].creature==rabbittype){
4404                                                                                 player[closest].proportionhead=1.2*headprop;
4405                                                                                 player[closest].proportionbody=1.05*bodyprop;
4406                                                                                 player[closest].proportionarms=1.00*armprop;
4407                                                                                 player[closest].proportionlegs=1.1*legprop;
4408                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4409                                                                         }
4410
4411                                                                 }
4412                                                                 detailtogglekeydown=1;
4413                                                 }
4414
4415                                                 if(!Input::isKeyDown(SDLK_x)){
4416                                                         detailtogglekeydown=0;
4417                                                 }
4418
4419                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4420                                                         slomo=1-slomo;
4421                                                         slomodelay=1000;
4422                                                         slomotogglekeydown=1;
4423                                                 }
4424
4425
4426                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4427                                                         int closest=-1;
4428                                                         float closestdist=-1;
4429                                                         float distance;
4430                                                         XYZ flatfacing2,flatvelocity2;
4431                                                         XYZ blah;
4432                                                         if(numplayers>1)
4433                                                                 for(i=1;i<numplayers;i++){
4434                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4435                                                                         if(distance<144&&!player[i].headless)
4436                                                                                 if(closestdist==-1||distance<closestdist){
4437                                                                                         closestdist=distance;
4438                                                                                         closest=i;
4439                                                                                         blah = player[i].coords;
4440                                                                                 }
4441                                                                 }
4442
4443                                                                 if(closest!=-1){
4444                                                                         XYZ headspurtdirection;
4445                                                                         int i = player[closest].skeleton.jointlabels[head];
4446                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4447                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4448                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4449                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4450                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4451                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4452                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4453                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4454                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4455                                                                                 Normalise(&headspurtdirection);
4456                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4457                                                                                 flatvelocity2+=headspurtdirection*8;
4458                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4459                                                                         }
4460                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4461
4462                                                                         emit_sound_at(splattersound, blah);
4463                                                                         emit_sound_at(breaksound2, blah, 100.);
4464
4465                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4466                                                                         player[closest].RagDoll(0);
4467                                                                         player[closest].dead=2;
4468                                                                         player[closest].headless=1;
4469                                                                         player[closest].DoBloodBig(3,165);
4470
4471                                                                         camerashake+=.3;
4472                                                                 }
4473
4474                                                                 explodetogglekeydown=1;
4475                                                 }
4476
4477                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4478                                                         int closest=-1;
4479                                                         float closestdist=-1;
4480                                                         float distance;
4481                                                         XYZ flatfacing2,flatvelocity2;
4482                                                         XYZ blah;
4483                                                         if(numplayers>1)
4484                                                                 for(i=1;i<numplayers;i++){
4485                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4486                                                                         if(distance<144)
4487                                                                                 if(closestdist==-1||distance<closestdist){
4488                                                                                         closestdist=distance;
4489                                                                                         closest=i;
4490                                                                                         blah=player[i].coords;
4491                                                                                 }
4492                                                                 }
4493
4494                                                                 if(closest!=-1){
4495                                                                         emit_sound_at(splattersound, blah);
4496
4497                                                                         emit_sound_at(breaksound2, blah);
4498
4499                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4500                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4501                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4502                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4503                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4504                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4505                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4506                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4507                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4508                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4509                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4510                                                                         }
4511
4512                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4513                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4514                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4515                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4516                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4517                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4518                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4519                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4520                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4521                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4522                                                                         }
4523
4524                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4525                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4526                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4527                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4528                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4529                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4530                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4531                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4532                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4533                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4534                                                                         }
4535
4536                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4537                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4538                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4539                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4540                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4541                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4542                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4543                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4544                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4545                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4546                                                                         }
4547
4548                                                                         XYZ temppos;
4549                                                                         for(j=0;j<numplayers; j++){
4550                                                                                 if(j!=closest){
4551                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4552                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4553                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4554                                                                                                 player[j].skeleton.longdead=0;
4555                                                                                                 player[j].RagDoll(0);
4556                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4557                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4558                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4559                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4560                                                                                                                 Normalise(&flatvelocity2);
4561                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4562                                                                                                         }
4563                                                                                                 }
4564                                                                                         }
4565                                                                                 }
4566                                                                         }
4567
4568                                                                         player[closest].DoDamage(10000);
4569                                                                         player[closest].RagDoll(0);
4570                                                                         player[closest].dead=2;
4571                                                                         player[closest].coords=20;
4572                                                                         player[closest].skeleton.free=2;
4573
4574                                                                         camerashake+=.6;
4575
4576                                                                 }
4577
4578                                                                 explodetogglekeydown=1;
4579                                                 }
4580
4581                                                 if(!Input::isKeyDown(SDLK_i)){
4582                                                         explodetogglekeydown=0;
4583                                                 }
4584
4585                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4586                                                         slomotogglekeydown=0;
4587                                                 }
4588
4589
4590                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4591                                                         player[0].onfire=1-player[0].onfire;
4592                                                         if(player[0].onfire){
4593                                                                 player[0].CatchFire();
4594                                                         }
4595                                                         if(!player[0].onfire){
4596                                                                 emit_sound_at(fireendsound, player[0].coords);
4597                                                                 pause_sound(stream_firesound);
4598                                                         }
4599                                                         slomotogglekeydown=1;
4600                                                 }
4601
4602                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4603                                                         int closest=-1;
4604                                                         float closestdist=-1;
4605                                                         float distance;
4606                                                         if(numplayers>1)
4607                                                                 for(i=1;i<numplayers;i++){
4608                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4609                                                                         if(closestdist==-1||distance<closestdist){
4610                                                                                 closestdist=distance;
4611                                                                                 closest=i;
4612                                                                         }
4613                                                                 }
4614                                                                 if(closestdist>0&&closest>=0){
4615                                                                         //player[closest]=player[numplayers-1];
4616                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4617                                                                         numplayers--;
4618                                                                 }
4619                                                                 drawmodetogglekeydown=1;
4620                                                 }
4621
4622                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4623                                                         int closest=-1;
4624                                                         float closestdist=-1;
4625                                                         float distance;
4626                                                         if(max_objects>1)
4627                                                                 for(i=1;i<max_objects;i++){
4628                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4629                                                                         if(closestdist==-1||distance<closestdist){
4630                                                                                 closestdist=distance;
4631                                                                                 closest=i;
4632                                                                         }
4633                                                                 }
4634                                                                 if(closestdist>0&&closest>=0){
4635                                                                         objects.position[closest].y-=500;
4636                                                                 }
4637                                                                 drawmodetogglekeydown=1;
4638                                                 }
4639
4640                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4641                                                         //drawmode++;
4642                                                         //if(drawmode>2)drawmode=0;
4643                                                         if(objects.numobjects<max_objects-1){
4644                                                                 XYZ boxcoords;
4645                                                                 boxcoords.x=player[0].coords.x;
4646                                                                 boxcoords.z=player[0].coords.z;
4647                                                                 boxcoords.y=player[0].coords.y-3;
4648                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4649                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4650                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4651                                                                 float temprotat,temprotat2;
4652                                                                 temprotat=editorrotation;
4653                                                                 temprotat2=editorrotation2;
4654                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4655                                                                 if(temprotat2<0)temprotat2=Random()%360;
4656
4657                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4658                                                                 if(editortype==treetrunktype)
4659                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4660                                                         }
4661
4662                                                         drawmodetogglekeydown=1;
4663                                                 }
4664
4665                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4666                                                         if(numplayers<maxplayers-1){
4667                                                                 player[numplayers].scale=.2*5*player[0].scale;
4668                                                                 player[numplayers].creature=rabbittype;
4669                                                                 player[numplayers].howactive=editoractive;
4670                                                                 player[numplayers].skeleton.id=numplayers;
4671                                                                 player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
4672
4673                                                                 //texsize=512*512*3/texdetail/texdetail;
4674                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
4675                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
4676
4677                                                                 k=abs(Random()%2)+1;
4678                                                                 if(k==0){
4679                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4680                                                                         player[numplayers].whichskin=0;
4681                                                                 }
4682                                                                 else if(k==1){
4683                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4684                                                                         player[numplayers].whichskin=1;
4685                                                                 }
4686                                                                 else {
4687                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4688                                                                         player[numplayers].whichskin=2;
4689                                                                 }
4690
4691                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
4692                                                                 player[numplayers].power=1;
4693                                                                 player[numplayers].speedmult=1;
4694                                                                 player[numplayers].currentanimation=bounceidleanim;
4695                                                                 player[numplayers].targetanimation=bounceidleanim;
4696                                                                 player[numplayers].currentframe=0;
4697                                                                 player[numplayers].targetframe=1;
4698                                                                 player[numplayers].target=0;
4699                                                                 player[numplayers].bled=0;
4700                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
4701
4702                                                                 player[numplayers].targetrotation=player[0].targetrotation;
4703                                                                 player[numplayers].rotation=player[0].rotation;
4704
4705                                                                 player[numplayers].velocity=0;
4706                                                                 player[numplayers].coords=player[0].coords;
4707                                                                 player[numplayers].oldcoords=player[numplayers].coords;
4708                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
4709
4710                                                                 player[numplayers].id=numplayers;
4711                                                                 player[numplayers].skeleton.id=numplayers;
4712                                                                 player[numplayers].updatedelay=0;
4713                                                                 player[numplayers].normalsupdatedelay=0;
4714
4715                                                                 player[numplayers].aitype=passivetype;
4716                                                                 player[numplayers].aitarget=0;
4717
4718                                                                 if(player[0].creature==wolftype){
4719                                                                         headprop=player[0].proportionhead.x/1.1;
4720                                                                         bodyprop=player[0].proportionbody.x/1.1;
4721                                                                         armprop=player[0].proportionarms.x/1.1;
4722                                                                         legprop=player[0].proportionlegs.x/1.1;
4723                                                                 }
4724
4725                                                                 if(player[0].creature==rabbittype){
4726                                                                         headprop=player[0].proportionhead.x/1.2;
4727                                                                         bodyprop=player[0].proportionbody.x/1.05;
4728                                                                         armprop=player[0].proportionarms.x/1.00;
4729                                                                         legprop=player[0].proportionlegs.x/1.1;
4730                                                                 }
4731
4732                                                                 if(player[numplayers].creature==wolftype){
4733                                                                         player[numplayers].proportionhead=1.1*headprop;
4734                                                                         player[numplayers].proportionbody=1.1*bodyprop;
4735                                                                         player[numplayers].proportionarms=1.1*armprop;
4736                                                                         player[numplayers].proportionlegs=1.1*legprop;
4737                                                                 }
4738
4739                                                                 if(player[numplayers].creature==rabbittype){
4740                                                                         player[numplayers].proportionhead=1.2*headprop;
4741                                                                         player[numplayers].proportionbody=1.05*bodyprop;
4742                                                                         player[numplayers].proportionarms=1.00*armprop;
4743                                                                         player[numplayers].proportionlegs=1.1*legprop;
4744                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
4745                                                                 }
4746
4747                                                                 player[numplayers].headless=0;
4748                                                                 player[numplayers].onfire=0;
4749
4750                                                                 if(cellophane){
4751                                                                         player[numplayers].proportionhead.z=0;
4752                                                                         player[numplayers].proportionbody.z=0;
4753                                                                         player[numplayers].proportionarms.z=0;
4754                                                                         player[numplayers].proportionlegs.z=0;
4755                                                                 }
4756
4757                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
4758
4759                                                                 player[numplayers].damagetolerance=200;
4760
4761                                                                 player[numplayers].protectionhead=player[0].protectionhead;
4762                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
4763                                                                 player[numplayers].protectionlow=player[0].protectionlow;
4764                                                                 player[numplayers].armorhead=player[0].armorhead;
4765                                                                 player[numplayers].armorhigh=player[0].armorhigh;
4766                                                                 player[numplayers].armorlow=player[0].armorlow;
4767                                                                 player[numplayers].metalhead=player[0].metalhead;
4768                                                                 player[numplayers].metalhigh=player[0].metalhigh;
4769                                                                 player[numplayers].metallow=player[0].metallow;
4770
4771                                                                 player[numplayers].immobile=player[0].immobile;
4772
4773                                                                 player[numplayers].numclothes=player[0].numclothes;
4774                                                                 if(player[numplayers].numclothes)
4775                                                                         for(i=0;i<player[numplayers].numclothes;i++){
4776                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
4777                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
4778                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
4779                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
4780                                                                                 tintr=player[numplayers].clothestintr[i];
4781                                                                                 tintg=player[numplayers].clothestintg[i];
4782                                                                                 tintb=player[numplayers].clothestintb[i];
4783                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4784                                                                         }
4785                                                                         if(player[numplayers].numclothes){
4786                                                                                 player[numplayers].DoMipmaps();
4787                                                                         }
4788
4789                                                                         player[numplayers].power=player[0].power;
4790                                                                         player[numplayers].speedmult=player[0].speedmult;
4791
4792                                                                         player[numplayers].damage=0;
4793                                                                         player[numplayers].permanentdamage=0;
4794                                                                         player[numplayers].superpermanentdamage=0;
4795                                                                         player[numplayers].deathbleeding=0;
4796                                                                         player[numplayers].bleeding=0;
4797                                                                         player[numplayers].numwaypoints=0;
4798                                                                         player[numplayers].waypoint=0;
4799                                                                         player[numplayers].jumppath=0;
4800                                                                         player[numplayers].weaponstuck=-1;
4801                                                                         player[numplayers].weaponactive=-1;
4802                                                                         player[numplayers].num_weapons=0;
4803                                                                         player[numplayers].bloodloss=0;
4804                                                                         player[numplayers].dead=0;
4805
4806                                                                         player[numplayers].loaded=1;
4807
4808                                                                         numplayers++;
4809                                                         }
4810                                                         drawmodetogglekeydown=1;
4811                                                 }
4812
4813                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
4814                                                         if(player[numplayers-1].numwaypoints<90){
4815                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
4816                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
4817                                                                 player[numplayers-1].numwaypoints++;
4818                                                         }
4819                                                         drawmodetogglekeydown=1;
4820                                                 }
4821
4822                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4823                                                         if(numpathpoints<30){
4824                                                                 bool connected,alreadyconnected;
4825                                                                 connected=0;
4826                                                                 if(numpathpoints>1)
4827                                                                         for(i=0;i<numpathpoints;i++){
4828                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
4829                                                                                         alreadyconnected=0;
4830                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
4831                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
4832                                                                                         }
4833                                                                                         if(!alreadyconnected){
4834                                                                                                 numpathpointconnect[pathpointselected]++;
4835                                                                                                 connected=1;
4836                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
4837                                                                                         }
4838                                                                                 }
4839                                                                         }
4840                                                                         if(!connected){
4841                                                                                 numpathpoints++;
4842                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
4843                                                                                 numpathpointconnect[numpathpoints-1]=0;
4844                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
4845                                                                                         numpathpointconnect[pathpointselected]++;
4846                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
4847                                                                                 }
4848                                                                                 pathpointselected=numpathpoints-1;
4849                                                                         }
4850                                                         }
4851                                                         drawmodetogglekeydown=1;
4852                                                 }
4853
4854                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
4855                                                         pathpointselected++;
4856                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
4857                                                         drawmodetogglekeydown=1;
4858                                                 }
4859                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4860                                                         pathpointselected--;
4861                                                         if(pathpointselected<=-2)
4862                                                                 pathpointselected=numpathpoints-1;
4863                                                         drawmodetogglekeydown=1;
4864                                                 }
4865                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4866                                                         if(pathpointselected!=-1){
4867                                                                 numpathpoints--;
4868                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
4869                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
4870                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
4871                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
4872                                                                 }
4873                                                                 for(i=0;i<numpathpoints;i++){
4874                                                                         for(j=0;j<numpathpointconnect[i];j++){
4875                                                                                 if(pathpointconnect[i][j]==pathpointselected){
4876                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
4877                                                                                         numpathpointconnect[i]--;
4878                                                                                 }
4879                                                                                 if(pathpointconnect[i][j]==numpathpoints){
4880                                                                                         pathpointconnect[i][j]=pathpointselected;
4881                                                                                 }
4882                                                                         }
4883                                                                 }
4884                                                                 pathpointselected=numpathpoints-1;
4885                                                         }
4886                                                         drawmodetogglekeydown=1;
4887                                                 }
4888
4889                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4890                                                         editorenabled=1-editorenabled;
4891                                                         if(editorenabled){
4892                                                                 player[0].damagetolerance=100000;
4893                                                         } else {
4894                                                                 player[0].damagetolerance=200;
4895                                                         }
4896                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
4897                                                         player[0].permanentdamage=0;
4898                                                         player[0].superpermanentdamage=0;
4899                                                         player[0].bloodloss=0;
4900                                                         player[0].deathbleeding=0;
4901                                                         drawmodetogglekeydown=1;
4902                                                 }
4903
4904                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4905                                                         editortype--;
4906                                                         if(editortype==treeleavestype||editortype==10)editortype--;
4907                                                         if(editortype<0)editortype=firetype;
4908                                                         drawmodetogglekeydown=1;
4909                                                 }
4910
4911                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4912                                                         editortype++;
4913                                                         if(editortype==treeleavestype||editortype==10)editortype++;
4914                                                         if(editortype>firetype)editortype=0;
4915                                                         drawmodetogglekeydown=1;
4916                                                 }
4917
4918                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4919                                                         editorrotation-=multiplier*100;
4920                                                         if(editorrotation<-.01)editorrotation=-.01;
4921                                                         drawmodetogglekeydown=1;
4922                                                 }
4923
4924                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4925                                                         editorrotation+=multiplier*100;
4926                                                         drawmodetogglekeydown=1;
4927                                                 }
4928
4929                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4930                                                         editorsize+=multiplier;
4931                                                         drawmodetogglekeydown=1;
4932                                                 }
4933
4934                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4935                                                         editorsize-=multiplier;
4936                                                         if(editorsize<.1)editorsize=.1;
4937                                                         drawmodetogglekeydown=1;
4938                                                 }
4939
4940
4941                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4942                                                         mapradius-=multiplier*10;
4943                                                 }
4944
4945                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4946                                                         mapradius+=multiplier*10;
4947                                                 }
4948                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4949                                                         editorrotation2+=multiplier*100;
4950                                                 }
4951
4952                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4953                                                         editorrotation2-=multiplier*100;
4954                                                         if(editorrotation2<-.01)editorrotation2=-.01;
4955                                                 }
4956                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
4957                                                         int closest=-1;
4958                                                         float closestdist=-1;
4959                                                         float distance;
4960                                                         for(i=0;i<objects.numobjects;i++){
4961                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
4962                                                                 if(closestdist==-1||distance<closestdist){
4963                                                                         closestdist=distance;
4964                                                                         closest=i;
4965                                                                 }
4966                                                         }
4967                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
4968                                                         drawmodetogglekeydown=1;
4969                                                 }
4970
4971
4972                                                 if(!Input::isKeyDown(SDLK_m)&&!Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_PERIOD)&&!Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_DELETE)&&!Input::isKeyDown(SDLK_p)){
4973                                                         drawmodetogglekeydown=0;
4974                                                 }
4975
4976                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
4977                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
4978                                                         player[0].RagDoll(0);
4979                                                         //player[0].spurt=1;
4980                                                         //player[0].DoDamage(1000);
4981
4982                                                         emit_sound_at(whooshsound, player[0].coords, 128.);
4983
4984                                                         texturesizetogglekeydown=1;
4985                                                 }
4986
4987                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
4988
4989                                                         int closest=-1;
4990                                                         float closestdist=-1;
4991                                                         float distance;
4992                                                         for(i=0;i<objects.numobjects;i++){
4993                                                                 if(objects.type[i]==treeleavestype){
4994                                                                         objects.scale[i]*=.9;
4995                                                                 }
4996                                                         }
4997                                                         texturesizetogglekeydown=1;
4998                                                 }
4999
5000                                                 static XYZ relative;
5001                                                 static int randattack;
5002                                                 //Attack
5003                                                 static bool playerrealattackkeydown=0;
5004
5005                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5006                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5007                                                 if(oldattackkey)player[0].attackkeydown=0;
5008                                                 if(oldattackkey)playerrealattackkeydown=0;
5009                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5010                                                 if((player[0].parriedrecently<=0||player[0].weaponactive==-1)&&(!oldattackkey||(realthreat&&player[0].lastattack!=swordslashanim&&player[0].lastattack!=knifeslashstartanim&&player[0].lastattack!=staffhitanim&&player[0].lastattack!=staffspinhitanim)))player[0].attackkeydown=Input::isKeyDown(attackkey);
5011                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5012                                                         for(k=0;k<numplayers;k++){
5013                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5014                                                                         player[k].Reverse();
5015                                                         }
5016                                                 }
5017
5018                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5019
5020                                                 for(k=0;k<numplayers;k++){
5021                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5022                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5023                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5024                                                                 if(player[k].attackkeydown&&player[k].jumppower<=1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
5025                                                                         player[k].jumppower-=2;
5026                                                                 }
5027                                                                 if(player[k].attackkeydown&&player[k].jumppower>1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
5028                                                                         for(i=0;i<numplayers;i++){
5029                                                                                 if(i==k)i++;
5030                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5031                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5032                                                                                                 player[k].targetanimation=dodgebackanim;
5033                                                                                                 player[k].target=0;
5034                                                                                                 player[k].targetframe=0;
5035                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5036                                                                                                 Normalise(&rotatetarget);
5037                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5038                                                                                                 player[k].targetrotation*=360/6.28;
5039                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5040
5041                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5042                                                                                         }
5043                                                                         }
5044                                                                         if(player[k].targetanimation!=dodgebackanim){
5045                                                                                 if(k==0)numflipped++;
5046                                                                                 player[k].targetanimation=backhandspringanim;
5047                                                                                 player[k].target=0;
5048                                                                                 player[k].targetframe=0;
5049                                                                                 player[k].targetrotation=-rotation+180;
5050                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5051                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5052                                                                                 player[k].rotation=player[k].targetrotation;
5053                                                                                 player[k].jumppower-=2;
5054                                                                         }
5055                                                                 }
5056                                                                 if(player[k].attackkeydown&&!animation[player[k].targetanimation].attack&&!player[k].backkeydown&&(player[k].isIdle()||player[k].isRun()||player[k].targetanimation==walkanim||player[k].targetanimation==sneakanim||player[k].isCrouch())){
5057                                                                         player[k].hasvictim=0;
5058                                                                         if(numplayers>1)
5059                                                                                 for(i=0;i<numplayers;i++){
5060                                                                                         if(i==k)i++;
5061                                                                                         if(!player[k].hasvictim)
5062                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5063                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5&&!player[i].skeleton.free&&player[i].howactive<typedead1&&player[i].targetanimation!=jumpreversedanim&&player[i].targetanimation!=rabbitkickreversedanim&&player[i].targetanimation!=rabbitkickanim&&player[k].targetanimation!=rabbitkickanim&&player[i].targetanimation!=getupfrombackanim&&(player[i].targetanimation!=staggerbackhighanim&&(player[i].targetanimation!=staggerbackhardanim||animation[staggerbackhardanim].label[player[i].targetframe]==6))&&player[i].targetanimation!=jumpdownanim&&player[i].targetanimation!=jumpupanim&&player[i].targetanimation!=getupfromfrontanim){
5064                                                                                                                 player[k].victim=&player[i];
5065                                                                                                                 player[k].hasvictim=1;
5066                                                                                                                 if(player[k].aitype==playercontrolled){
5067                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].crouchkeydown&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5068                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1&&!reversaltrain)player[k].targetanimation=winduppunchanim;
5069                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5070                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[i].bloodloss>player[i].damagetolerance/2)player[k].targetanimation=knifefollowanim;
5071                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
5072                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
5073                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
5074                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0)player[k].targetanimation=staffspinhitanim;
5075                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5076                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
5077                                                                                                                 }
5078                                                                                                                 else {
5079                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5080                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5081                                                                                                                                 else randattack=abs(Random()%5);
5082                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5083                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5084                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5085                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5086                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5087                                                                                                                                 }
5088                                                                                                                                 if(player[k].weaponactive!=-1){
5089                                                                                                                                         if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5090                                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)/*&&animation[player[i].targetanimation].height!=lowheight*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
5091                                                                                                                                         //else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)player[k].targetanimation=knifefollowanim;
5092                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
5093                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
5094                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack>=3)player[k].targetanimation=staffspinhitanim;
5095                                                                                                                                         else if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==1&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5096                                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
5097                                                                                                                                 }
5098                                                                                                                         }
5099                                                                                                                 }
5100                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5101                                                                                                         }
5102                                                                                                         if((tutoriallevel!=1||tutorialstage==22)&&player[i].howactive<typedead1&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&!player[i].skeleton.free&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&(((player[i].stunned>0&&player[k].madskills)||(player[i].surprised>0)||player[i].aitype==passivetype)||(player[k].weaponactive!=-1&&player[i].stunned>0))&&normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0&&(k==0)){
5103                                                                                                                 if(player[k].weaponactive==-1){
5104                                                                                                                         player[i].targetanimation=sneakattackedanim;
5105                                                                                                                         player[i].currentanimation=sneakattackedanim;
5106                                                                                                                         player[k].currentanimation=sneakattackanim;
5107                                                                                                                         player[k].targetanimation=sneakattackanim;
5108                                                                                                                         player[k].oldcoords=player[k].coords;
5109                                                                                                                         player[k].coords=player[i].coords;
5110                                                                                                                 }
5111                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5112                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5113                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5114                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5115                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5116                                                                                                                         player[i].oldcoords=player[i].coords;
5117                                                                                                                         player[i].coords=player[k].coords;
5118                                                                                                                 }
5119                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5120                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5121                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5122                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5123                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5124                                                                                                                         player[i].oldcoords=player[i].coords;
5125                                                                                                                         player[i].coords=player[k].coords;
5126                                                                                                                 }
5127                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5128                                                                                                                         player[k].victim=&player[i];
5129                                                                                                                         player[k].hasvictim=1;
5130                                                                                                                         player[i].targettilt2=0;
5131                                                                                                                         player[i].targetframe=1;
5132                                                                                                                         player[i].currentframe=0;
5133                                                                                                                         player[i].target=0;
5134                                                                                                                         player[i].velocity=0;
5135                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5136                                                                                                                         player[k].currentframe=player[i].currentframe;
5137                                                                                                                         player[k].targetframe=player[i].targetframe;
5138                                                                                                                         player[k].target=player[i].target;
5139                                                                                                                         player[k].velocity=0;
5140                                                                                                                         player[k].targetrotation=player[i].rotation;
5141                                                                                                                         player[k].rotation=player[i].rotation;
5142                                                                                                                         player[i].targetrotation=player[i].rotation;
5143                                                                                                                 }
5144                                                                                                         }
5145                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5146                                                                                                                 oldattackkey=1;
5147                                                                                                                 player[k].targetframe=0;
5148                                                                                                                 player[k].target=0;
5149                                                                                                                 //player[k].velocity=0;
5150
5151                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5152                                                                                                                 Normalise(&rotatetarget);
5153                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5154                                                                                                                 player[k].targetrotation*=360/6.28;
5155                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5156
5157                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5158
5159                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5160                                                                                                                 player[k].lastattack2=player[k].lastattack;
5161                                                                                                                 player[k].lastattack=player[k].targetanimation;
5162                                                                                                                 //player[k].targettilt2=0;
5163                                                                                                                 //slomo=1;
5164                                                                                                                 //slomodelay=.2;
5165                                                                                                         }
5166                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5167                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5168                                                                                                                 Normalise(&rotatetarget);
5169                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5170                                                                                                                 player[k].targetrotation*=360/6.28;
5171                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5172                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5173                                                                                                                 oldattackkey=1;
5174                                                                                                                 player[k].victim=&player[i];
5175                                                                                                                 player[k].hasvictim=1;
5176                                                                                                                 player[i].targetanimation=knifefollowedanim;
5177                                                                                                                 player[i].currentanimation=knifefollowedanim;
5178                                                                                                                 player[i].targettilt2=0;
5179                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5180                                                                                                                 player[i].targetframe=1;
5181                                                                                                                 player[i].currentframe=0;
5182                                                                                                                 player[i].target=0;
5183                                                                                                                 player[i].velocity=0;
5184                                                                                                                 player[k].currentanimation=knifefollowanim;
5185                                                                                                                 player[k].targetanimation=knifefollowanim;
5186                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5187                                                                                                                 player[k].currentframe=player[i].currentframe;
5188                                                                                                                 player[k].targetframe=player[i].targetframe;
5189                                                                                                                 player[k].target=player[i].target;
5190                                                                                                                 player[k].velocity=0;
5191                                                                                                                 player[k].oldcoords=player[k].coords;
5192                                                                                                                 player[i].coords=player[k].coords;
5193                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5194                                                                                                                 player[i].rotation=player[k].targetrotation;
5195                                                                                                                 player[k].rotation=player[k].targetrotation;
5196                                                                                                                 player[i].rotation=player[k].targetrotation;
5197                                                                                                         }
5198                                                                                                 }
5199                                                                                 }
5200                                                                                 bool hasstaff=0;
5201                                                                                 if(player[k].weaponactive!=-1){
5202                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5203                                                                                 }
5204                                                                                 if(numplayers>1)
5205                                                                                         for(i=0;i<numplayers;i++){
5206                                                                                                 if(i==k)i++;
5207                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5208                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5209                                                                                                                 if(player[i].skeleton.free)
5210                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)&&(player[i].dead||player[i].skeleton.longdead>1000||player[k].isRun()||(hasstaff)||(player[k].weaponactive!=-1&&player[i].skeleton.free&&(player[i].skeleton.longdead>2000||player[i].damage>player[i].damagetolerance/8||player[i].bloodloss>player[i].damagetolerance/2)&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)))){
5211                                                                                                                                 player[k].victim=&player[i];
5212                                                                                                                                 player[k].hasvictim=1;
5213                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5214                                                                                                                                         if(player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5))player[k].targetanimation=crouchstabanim;
5215                                                                                                                                         if(player[k].crouchkeydown&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)player[k].targetanimation=swordgroundstabanim;
5216                                                                                                                                         if(/*(player[k].crouchkeydown||!player[i].dead)&&*/findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)player[k].targetanimation=staffgroundsmashanim;
5217                                                                                                                                 }
5218                                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].crouchkeydown&&player[k].targetanimation!=crouchstabanim&&(player[k].weaponactive==-1)&&player[i].dead&&player[i].skeleton.free&&player[i].skeleton.longdead>1000){
5219                                                                                                                                         player[k].targetanimation=killanim;
5220                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5221                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5222                                                                                                                                                         terrain.DeleteDecal(j);
5223                                                                                                                                                 }
5224                                                                                                                                         }
5225                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5226                                                                                                                                                 if(objects.model[l].type==decalstype)
5227                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5228                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5229                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5230                                                                                                                                                                 }
5231                                                                                                                                                         }
5232                                                                                                                                         }
5233                                                                                                                                 }
5234                                                                                                                                 if(!player[i].dead||musictype!=2)
5235                                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<3.5&&(player[k].isRun()||(player[k].isIdle()&&player[k].attackkeydown))&&(player[k].staggerdelay<=0&&(player[i].dead||(player[i].skeleton.longdead<300&&player[k].lastattack!=spinkickanim&&player[i].skeleton.free)))&&(!player[i].dead||musictype!=stream_music2)){
5236                                                                                                                                                 player[k].targetanimation=dropkickanim;
5237                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5238                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5239                                                                                                                                                                 terrain.DeleteDecal(j);
5240                                                                                                                                                         }
5241                                                                                                                                                 }
5242                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5243                                                                                                                                                         if(objects.model[l].type==decalstype)
5244                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5245                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5246                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5247                                                                                                                                                                         }
5248                                                                                                                                                                 }
5249                                                                                                                                                 }
5250                                                                                                                                         }
5251                                                                                                                         }
5252                                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free||player[k].targetanimation==killanim||player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim||player[k].targetanimation==dropkickanim)){
5253                                                                                                                                 oldattackkey=1;
5254                                                                                                                                 player[k].targetframe=0;
5255                                                                                                                                 player[k].target=0;
5256                                                                                                                                 //player[k].velocity=0;
5257
5258                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5259                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5260                                                                                                                                         rotatetarget=(player[i].coords+(player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position+player[i].skeleton.joints[player[i].skeleton.jointlabels[neck]].position)/2*player[i].scale)-player[k].coords;
5261                                                                                                                                 }
5262                                                                                                                                 Normalise(&rotatetarget);
5263                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5264                                                                                                                                 player[k].targetrotation*=360/6.28;
5265                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5266
5267                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5268                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5269                                                                                                                                 }
5270
5271                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5272                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5273
5274                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5275                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5276                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5277
5278                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5279                                                                                                                                         player[k].targetrotation+=30;
5280                                                                                                                                 }
5281                                                                                                                                 //player[k].targettilt2=0;
5282                                                                                                                                 //slomo=1;
5283                                                                                                                                 //slomodelay=.2;
5284                                                                                                                         }
5285                                                                                                 }
5286                                                                                         }
5287                                                                                         if(!player[k].hasvictim){
5288                                                                                                 for(i=0;i<numplayers;i++){
5289                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5290                                                                                                                 player[k].victim=&player[i];
5291                                                                                                                 player[k].hasvictim=1;
5292                                                                                                         }
5293                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5294                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5295                                                                                                                         player[k].victim=&player[i];
5296                                                                                                                 }
5297                                                                                                 }
5298                                                                                         }
5299                                                                                         if(player[k].aitype==playercontrolled)
5300                                                                                                 if(player[k].attackkeydown&&(player[k].isRun())&&player[k].wasRun()&&((player[k].hasvictim&&findDistancefast(&player[k].coords,&player[k].victim->coords)<12*(player[k].scale*5)*(player[k].scale*5)&&findDistancefast(&player[k].coords,&player[k].victim->coords)>7*(player[k].scale*5)*(player[k].scale*5)&&!player[k].victim->skeleton.free&&player[k].victim->targetanimation!=getupfrombackanim&&player[k].victim->targetanimation!=getupfromfrontanim&&animation[player[k].victim->targetanimation].height!=lowheight&&player[k].aitype!=playercontrolled&&normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&player[k].rabbitkickenabled)||player[k].jumpkeydown)){
5301                                                                                                         oldattackkey=1;
5302                                                                                                         player[k].targetanimation=rabbitkickanim;
5303                                                                                                         player[k].targetframe=0;
5304                                                                                                         player[k].target=0;
5305                                                                                                 }
5306                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5307                                                                                                         numattacks++;
5308                                                                                                         bool armedstaff=0;
5309                                                                                                         if(player[k].weaponactive!=-1){
5310                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5311                                                                                                         }
5312                                                                                                         bool armedsword=0;
5313                                                                                                         if(player[k].weaponactive!=-1){
5314                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5315                                                                                                         }
5316                                                                                                         bool armedknife=0;
5317                                                                                                         if(player[k].weaponactive!=-1){
5318                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5319                                                                                                         }
5320                                                                                                         if(armedstaff)numstaffattack++;
5321                                                                                                         else if(armedsword)numswordattack++;
5322                                                                                                         else if(armedknife)numknifeattack++;
5323                                                                                                         else numunarmedattack++;
5324                                                                                                 }
5325                                                                 }
5326                                                         }
5327                                                 }
5328
5329                                                 //Collisions
5330                                                 static float collisionradius;
5331                                                 if(numplayers>1)
5332                                                         for(k=0;k<numplayers;k++){
5333                                                                 for(i=k;i<numplayers;i++){
5334                                                                         if(i==k)i++;
5335                                                                         if(i<numplayers)
5336                                                                                 if((animation[player[i].targetanimation].attack!=reversed&&animation[player[i].targetanimation].attack!=reversal&&animation[player[k].targetanimation].attack!=reversed&&animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
5337                                                                                         if((animation[player[i].currentanimation].attack!=reversed&&animation[player[i].currentanimation].attack!=reversal&&animation[player[k].currentanimation].attack!=reversed&&animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
5338                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5339                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5340                                                                                                                 if(i!=k&&player[i].whichpatchx==player[k].whichpatchx&&player[i].whichpatchz==player[k].whichpatchz&&player[k].skeleton.oldfree==player[k].skeleton.free&&player[i].skeleton.oldfree==player[i].skeleton.free&&player[i].targetanimation!=climbanim&&player[i].targetanimation!=hanganim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim)
5341                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5342                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5343                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5344                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5345                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5346                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5347                                                                                                                                                                         if(findDistancefast(&player[i].coords,&player[k].coords)<3*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5348                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5349                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5350                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5351                                                                                                                                                                                 }
5352                                                                                                                                                                         }
5353
5354                                                                                                                                                                         tempcoords1=player[i].coords;
5355                                                                                                                                                                         tempcoords2=player[k].coords;
5356                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5357                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5358                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5359                                                                                                                                                                         if(player[0].hasvictim)
5360                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5361                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5362                                                                                                                                                                                 if(k==0)
5363                                                                                                                                                                                         if(player[k].targetanimation==jumpdownanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[i].skeleton.oldfree&&player[i].skeleton.free&&player[i].dead&&player[k].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5364                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5365                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5366                                                                                                                                                                                                 player[i].skeleton.free=0;
5367                                                                                                                                                                                                 player[i].rotation=0;
5368                                                                                                                                                                                                 player[i].RagDoll(0);
5369                                                                                                                                                                                                 player[i].DoDamage(20);
5370                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5371                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5372                                                                                                                                                                                                 player[k].lastcollide=1;
5373                                                                                                                                                                                         }
5374                                                                                                                                                                                         if(i==0)
5375                                                                                                                                                                                                 if(player[i].targetanimation==jumpdownanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[k].skeleton.oldfree&&player[k].skeleton.free&&player[k].dead&&player[i].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5376                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5377                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5378                                                                                                                                                                                                         player[k].skeleton.free=0;
5379                                                                                                                                                                                                         player[k].rotation=0;
5380                                                                                                                                                                                                         player[k].RagDoll(0);
5381                                                                                                                                                                                                         player[k].DoDamage(20);
5382                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5383                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5384                                                                                                                                                                                                         player[i].lastcollide=1;
5385                                                                                                                                                                                                 }
5386
5387                                                                                                                                                                                                 if((player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||(player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
5388                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5389                                                                                                                                                                                                         if(((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim)||player[i].skeleton.free)&&((player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim)||player[k].skeleton.free))
5390                                                                                                                                                                                                                 if(((((findLengthfast(&rotatetarget)>150&&(i!=0&&k!=0))||(findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll/*currentanimation==rabbitkickanim*/&&(i==0||k==0)))&&normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&((i==0||k==0)||((player[i].skeleton.oldfree==1&&k!=0&&animation[player[k].currentanimation].attack==neutral)||(player[k].skeleton.oldfree==1&&i!=0&&animation[player[i].currentanimation].attack==neutral)||(player[i].isFlip()&&!player[i].skeleton.oldfree&&(i==0||k==0))||(player[k].isFlip()&&!player[k].skeleton.oldfree&&(i==0||k==0))||(i==0||k==0))))||((player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&(i==0||k==0)&&(!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree))){
5391                                                                                                                                                                                                                         //If hit by body
5392                                                                                                                                                                                                                         if((i!=0||player[i].skeleton.free)&&(k!=0||player[k].skeleton.free)||(animation[player[i].targetanimation].height==highheight&&animation[player[k].targetanimation].height==highheight)){
5393                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5394                                                                                                                                                                                                                                         emit_sound_at(heavyimpactsound, player[i].coords);
5395                                                                                                                                                                                                                                 }
5396                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5397                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5398
5399                                                                                                                                                                                                                                 player[i].RagDoll(0);
5400                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5401                                                                                                                                                                                                                                   award_bonus(0, aimbonus);
5402                                                                                                                                                                                                                                 }
5403                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5404                                                                                                                                                                                                                                 player[k].RagDoll(0);
5405                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5406                                                                                                                                                                                                                                   award_bonus(0, aimbonus); // Huh, again?
5407                                                                                                                                                                                                                                 }
5408                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5409
5410                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5411                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5412                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5413                                                                                                                                                                                                                                 }
5414                                                                                                                                                                                                                                 //}
5415                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5416                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5417                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5418                                                                                                                                                                                                                                 }
5419                                                                                                                                                                                                                                 //}
5420
5421                                                                                                                                                                                                                         }
5422                                                                                                                                                                                                                 }
5423                                                                                                                                                                                                                 if((animation[player[i].targetanimation].attack==neutral||animation[player[i].targetanimation].attack==normalattack)&&(animation[player[k].targetanimation].attack==neutral||animation[player[k].targetanimation].attack==normalattack)){
5424                                                                                                                                                                                                                         //If bumped
5425                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5426                                                                                                                                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5427                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5428                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5429                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5430                                                                                                                                                                                                                                         player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5431                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5432                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5433                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5434                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5435                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5436                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5437                                                                                                                                                                                                                                                                 player[k].target=0;
5438                                                                                                                                                                                                                                                         }
5439                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5440                                                                                                                                                                                                                                                         {
5441                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5442                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5443                                                                                                                                                                                                                                                                 player[k].target=0;
5444                                                                                                                                                                                                                                                         }
5445                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5446                                                                                                                                                                                                                                                 }
5447                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5448                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5449                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5450                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5451                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5452                                                                                                                                                                                                                                                                         player[i].target=0;
5453                                                                                                                                                                                                                                                                 }
5454                                                                                                                                                                                                                                                                 else
5455                                                                                                                                                                                                                                                                 {
5456                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5457                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5458                                                                                                                                                                                                                                                                         player[i].target=0;
5459                                                                                                                                                                                                                                                                 }
5460                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5461                                                                                                                                                                                                                                                         }
5462                                                                                                                                                                                                                                 }
5463                                                                                                                                                                                                                                 if(hostile){
5464                                                                                                                                                                                                                                         if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&!player[i].isCrouch()&&player[i].targetanimation!=rollanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[k].lastcollide<=0&&player[k].velocity.y<-10){
5465                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5466                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5467                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5468                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5469                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5470                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5471                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5472                                                                                                                                                                                                                                                 award_bonus(k, AboveBonus);
5473                                                                                                                                                                                                                                         }
5474                                                                                                                                                                                                                                         if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
5475                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5476                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5477                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5478                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5479                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5480                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5481                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5482                                                                                                                                                                                                                                                 award_bonus(i, AboveBonus);
5483                                                                                                                                                                                                                                         }
5484                                                                                                                                                                                                                                 }
5485                                                                                                                                                                                                                         }
5486                                                                                                                                                                                                                 }
5487                                                                                                                                                                                                 }
5488                                                                                                                                                                                                 player[i].CheckKick();
5489                                                                                                                                                                                                 player[k].CheckKick();
5490                                                                                                                                                                         }
5491                                                                                                                                                                 }
5492                                                                 }
5493                                                         }
5494
5495                                                         for(k=0;k<numplayers;k++){
5496                                                                 for(i=k;i<numplayers;i++){
5497                                                                         if(i==k)i++;
5498                                                                         if(i<numplayers&&i!=k&&player[k].skeleton.free==0&&player[i].skeleton.oldfree==0&&(player[i].targetanimation==jumpupanim||player[k].targetanimation==jumpupanim)&&(player[i].aitype==playercontrolled||player[k].aitype==playercontrolled)&&((player[i].aitype==attacktypecutoff&&player[i].stunned<=0)||(player[k].aitype==attacktypecutoff&&player[k].stunned<=0))){
5499                                                                                 if(findDistancefast(&player[i].coords,&player[k].coords)<10*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)&&findDistancefastflat(&player[i].coords,&player[k].coords)<2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5500                                                                                         if(player[i].targetanimation==jumpupanim&&player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim&&animation[player[k].targetanimation].height==middleheight&&normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&((player[k].aitype==playercontrolled&&player[k].attackkeydown)||player[k].aitype!=playercontrolled)){
5501                                                                                                 player[i].victim=&player[k];
5502                                                                                                 player[i].targetanimation=jumpreversedanim;
5503                                                                                                 player[i].currentanimation=jumpreversedanim;
5504                                                                                                 player[k].currentanimation=jumpreversalanim;
5505                                                                                                 player[k].targetanimation=jumpreversalanim;
5506                                                                                                 player[i].targettilt2=0;
5507                                                                                                 player[i].currentframe=0;
5508                                                                                                 player[i].targetframe=1;
5509                                                                                                 player[k].currentframe=0;
5510                                                                                                 player[k].targetframe=1;
5511                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5512                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5513                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5514                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5515                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5516                                                                                                         player[k].currentframe=1;
5517                                                                                                         player[k].targetframe=2;
5518                                                                                                         player[i].currentframe=1;
5519                                                                                                         player[i].targetframe=2;
5520                                                                                                 }
5521                                                                                                 player[k].targettilt2=0;
5522                                                                                                 player[i].target=0;
5523                                                                                                 player[i].velocity=0;
5524                                                                                                 player[k].velocity=0;
5525                                                                                                 player[k].oldcoords=player[k].coords;
5526                                                                                                 player[i].coords=player[k].coords;
5527                                                                                                 player[k].targetrotation=player[i].targetrotation;
5528                                                                                                 player[k].rotation=player[i].targetrotation;
5529                                                                                                 player[k].victim=&player[i];
5530                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5531                                                                                         }
5532                                                                                         if(player[k].targetanimation==jumpupanim&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&animation[player[i].targetanimation].height==middleheight&&normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&((player[i].aitype==playercontrolled&&player[i].attackkeydown)||player[i].aitype!=playercontrolled)){
5533                                                                                                 player[k].victim=&player[i];
5534                                                                                                 player[k].targetanimation=jumpreversedanim;
5535                                                                                                 player[k].currentanimation=jumpreversedanim;
5536                                                                                                 player[i].currentanimation=jumpreversalanim;
5537                                                                                                 player[i].targetanimation=jumpreversalanim;
5538                                                                                                 player[k].targettilt2=0;
5539                                                                                                 player[i].targettilt2=0;
5540                                                                                                 player[k].currentframe=0;
5541                                                                                                 player[k].targetframe=1;
5542                                                                                                 player[i].currentframe=0;
5543                                                                                                 player[i].targetframe=1;
5544                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5545                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5546                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5547                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5548                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5549                                                                                                         player[k].currentframe=1;
5550                                                                                                         player[k].targetframe=2;
5551                                                                                                         player[i].currentframe=1;
5552                                                                                                         player[i].targetframe=2;
5553                                                                                                 }
5554                                                                                                 player[k].target=0;
5555                                                                                                 player[k].velocity=0;
5556                                                                                                 player[i].velocity=0;
5557                                                                                                 player[i].oldcoords=player[i].coords;
5558                                                                                                 player[k].coords=player[i].coords;
5559                                                                                                 player[i].targetrotation=player[k].targetrotation;
5560                                                                                                 player[i].rotation=player[k].targetrotation;
5561                                                                                                 player[i].victim=&player[k];
5562                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5563                                                                                         }
5564                                                                                 }
5565                                                                         }
5566                                                                 }
5567                                                         }
5568
5569                                                         for(k=0;k<numplayers;k++)
5570                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5571
5572
5573                                                         //pile
5574                                                         if(!Input::isKeyDown(SDLK_n)){
5575                                                                 texturesizetogglekeydown=0;
5576                                                         }
5577
5578                                                         for(k=0;k<numplayers;k++){
5579                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5580                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5581                                                                                 player[k].DoDamage(1000);
5582                                                                         }
5583                                                                 }
5584                                                         }
5585
5586                                                         static bool respawnkeydown;
5587                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5588                                                                 targetlevel=whichlevel;
5589                                                                 loading=1;
5590                                                                 leveltime=5;
5591                                                         }
5592                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5593                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5594
5595
5596
5597
5598                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5599                                                                 targetlevel++;
5600                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5601                                                                 loading=1;
5602                                                                 leveltime=5;
5603                                                                 slomotogglekeydown=1;
5604                                                         }
5605                                                         static bool movekey;
5606                                                         static bool connected;
5607                                                         
5608                 for(int i=0;i<numplayers;i++){
5609                                                                 if(!player[i].skeleton.free){
5610                                                                         oldtargetrotation=player[i].targetrotation;
5611                                                                         if(i==0&&indialogue==-1){
5612                                                                                 if(!animation[player[0].targetanimation].attack&&player[0].targetanimation!=staggerbackhighanim&&player[0].targetanimation!=staggerbackhardanim&&player[0].targetanimation!=crouchremoveknifeanim&&player[0].targetanimation!=removeknifeanim&&player[0].targetanimation!=backhandspringanim&&player[0].targetanimation!=dodgebackanim&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
5613                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5614                                                                                         if(cameramode)player[0].targetrotation=0;
5615                                                                                 }
5616
5617                                                                                 facing=0;
5618                                                                                 facing.z=-1;
5619
5620                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5621                                                                                 if(cameramode){facing=flatfacing;}
5622                                                                                 else{
5623                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5624                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5625                                                                                 }
5626
5627                                                                                 player[0].lookrotation=-rotation;
5628
5629                                                                                 player[i].targetheadrotation=rotation;
5630                                                                                 player[i].targetheadrotation2=rotation2;
5631                                                                         }
5632                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
5633                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim&&player[i].targetanimation!=walljumprightkickanim&&player[i].targetanimation!=walljumpleftkickanim){
5634                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
5635                                                                                 }
5636
5637                                                                                 facing=0;
5638                                                                                 facing.z=-1;
5639
5640                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5641
5642                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
5643                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
5644
5645                                                                                 player[i].targetheadrotation=player[i].lookrotation;
5646                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
5647                                                                         }
5648                                                                         if(indialogue!=-1){
5649                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
5650                                                                                 Normalise(&rotatetarget);
5651                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
5652                                                                                 player[i].targetheadrotation*=360/6.28;
5653                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
5654
5655                                                                                 player[i].targetheadrotation*=-1;
5656                                                                                 player[i].targetheadrotation+=180;
5657                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
5658                                                                         }
5659
5660                                                                         bool pause;
5661
5662                                                                         if(leveltime<.5)
5663                                                                                 numenvsounds=0;
5664
5665                                                                         player[i].avoidsomething=0;
5666
5667                                                                         for(j=0;j<objects.numobjects;j++){
5668                                                                                 if(objects.onfire[j]){
5669                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
5670                                                                                         {
5671                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
5672                                                                                                         player[i].collided=0;
5673                                                                                                         player[i].avoidcollided=1;
5674                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5675                                                                                                                 player[i].avoidwhere=objects.position[j];
5676                                                                                                 }
5677                                                                                         }
5678                                                                                 }
5679                                                                         }
5680
5681                                                                         //Add avoidwhere to players
5682
5683                                                                         for(j=0;j<numplayers;j++){
5684                                                                                 if(player[j].onfire){
5685                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
5686                                                                                         {
5687                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
5688                                                                                                         player[i].collided=0;
5689                                                                                                         player[i].avoidcollided=1;
5690                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5691                                                                                                                 player[i].avoidwhere=objects.position[j];
5692                                                                                                 }
5693                                                                                         }
5694                                                                                 }
5695                                                                         }
5696
5697                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
5698                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
5699                                                                                 player[i].jumpclimb=0;
5700                                                                                 //AI
5701                                                                                 if(editorenabled)player[i].stunned=1;
5702
5703                                                                                 player[i].pause=0;
5704                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
5705                                                                                 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&player[0].coords.y>player[i].coords.y+2&&!player[0].onterrain)player[i].pause=1;
5706
5707                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
5708                                                                                 player[i].forwardkeydown=0;
5709                                                                                 player[i].leftkeydown=0;
5710                                                                                 player[i].backkeydown=0;
5711                                                                                 player[i].rightkeydown=0;
5712                                                                                 player[i].crouchkeydown=0;
5713                                                                                 player[i].attackkeydown=0;
5714                                                                                 player[i].jumpkeydown=0;
5715                                                                                 player[i].throwkeydown=0;
5716                                                                                 }*/
5717
5718                                                                                 if(player[i].aitype==pathfindtype){
5719                                                                                         if(player[i].finalpathfindpoint==-1){
5720                                                                                                 float closestdistance;
5721                                                                                                 float tempdist;
5722                                                                                                 int closest;
5723                                                                                                 XYZ colpoint;
5724                                                                                                 closest=-1;
5725                                                                                                 closestdistance=-1;
5726                                                                                                 for(j=0;j<numpathpoints;j++){
5727                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
5728                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
5729                                                                                                                 closest=j;
5730                                                                                                                 player[i].finaltarget=pathpoint[j];
5731                                                                                                         }
5732                                                                                                 }
5733                                                                                                 player[i].finalpathfindpoint=closest;
5734                                                                                                 for(j=0;j<numpathpoints;j++){
5735                                                                                                         if(numpathpointconnect[j])
5736                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5737                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5738                                                                                                                         if(tempdist*tempdist<closestdistance){
5739                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5740                                                                                                                                         closestdistance=tempdist*tempdist;
5741                                                                                                                                         closest=j;
5742                                                                                                                                         player[i].finaltarget=colpoint;
5743                                                                                                                                 }
5744                                                                                                                         }
5745                                                                                                                 }
5746                                                                                                 }
5747                                                                                                 player[i].finalpathfindpoint=closest;
5748
5749                                                                                         }
5750                                                                                         if(player[i].targetpathfindpoint==-1){
5751                                                                                                 float closestdistance;
5752                                                                                                 float tempdist;
5753                                                                                                 int closest;
5754                                                                                                 XYZ colpoint;
5755                                                                                                 closest=-1;
5756                                                                                                 closestdistance=-1;
5757                                                                                                 if(player[i].lastpathfindpoint==-1){
5758                                                                                                         for(j=0;j<numpathpoints;j++){
5759                                                                                                                 if(j!=player[i].lastpathfindpoint)
5760                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
5761                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5762                                                                                                                                 closest=j;
5763                                                                                                                         }
5764                                                                                                         }
5765                                                                                                         player[i].targetpathfindpoint=closest;
5766                                                                                                         for(j=0;j<numpathpoints;j++){
5767                                                                                                                 if(j!=player[i].lastpathfindpoint)
5768                                                                                                                         if(numpathpointconnect[j])
5769                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5770                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5771                                                                                                                                         if(tempdist*tempdist<closestdistance){
5772                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5773                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
5774                                                                                                                                                         closestdistance=tempdist*tempdist;
5775                                                                                                                                                         closest=j;
5776                                                                                                                                                         //}
5777                                                                                                                                                 }
5778                                                                                                                                         }
5779                                                                                                                                 }
5780                                                                                                         }
5781                                                                                                         player[i].targetpathfindpoint=closest;
5782                                                                                                 }
5783                                                                                                 else
5784                                                                                                 {
5785                                                                                                         for(j=0;j<numpathpoints;j++){
5786                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
5787                                                                                                                 {
5788                                                                                                                         connected=0;
5789                                                                                                                         if(numpathpointconnect[j])
5790                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5791                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
5792                                                                                                                                 }
5793                                                                                                                                 if(!connected)
5794                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
5795                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
5796                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
5797                                                                                                                                                 }
5798                                                                                                                                                 if(connected){
5799                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
5800                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
5801                                                                                                                                                                 closestdistance=tempdist;
5802                                                                                                                                                                 closest=j;
5803                                                                                                                                                         }
5804                                                                                                                                                 }
5805                                                                                                                 }
5806                                                                                                         }
5807                                                                                                         player[i].targetpathfindpoint=closest;
5808                                                                                                 }
5809                                                                                         }
5810                                                                                         player[i].losupdatedelay-=multiplier;
5811
5812                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
5813                                                                                         Normalise(&rotatetarget);
5814                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5815                                                                                         player[i].targetrotation*=360/6.28;
5816                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5817                                                                                         player[i].lookrotation=player[i].targetrotation;
5818                                                                                         //player[i].aiupdatedelay=.05;
5819
5820                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5821                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5822                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5823                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5824                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5825                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5826                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5827                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5828                                                                                                 player[i].targetpathfindpoint=-1;
5829                                                                                         }
5830                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<findDistancefastflat(&player[i].coords,&player[i].finaltarget)||findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*(player[i].scale*5)*(player[i].scale*5)||player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5831                                                                                                 player[i].aitype=passivetype;
5832                                                                                         }
5833
5834                                                                                         player[i].forwardkeydown=1;
5835                                                                                         player[i].leftkeydown=0;
5836                                                                                         player[i].backkeydown=0;
5837                                                                                         player[i].rightkeydown=0;
5838                                                                                         player[i].crouchkeydown=0;
5839                                                                                         player[i].attackkeydown=0;
5840                                                                                         player[i].throwkeydown=0;
5841
5842                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5843
5844                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5845                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5846
5847                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5848                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled&&(player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5849                                                                                                         player[i].aitype=attacktypecutoff;
5850                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5851                                                                                                         player[i].aitype=attacktypecutoff;
5852
5853                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5854                                                                                                         player[i].losupdatedelay=.2;
5855                                                                                                         for(j=0;j<numplayers;j++){
5856                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5857                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5858                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5859                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5860                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5861                                                                                                                                                         if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5862                                                                                                                                                                 player[i].aitype=searchtype;
5863                                                                                                                                                                 player[i].lastchecktime=12;
5864                                                                                                                                                                 player[i].lastseen=player[j].coords;
5865                                                                                                                                                                 player[i].lastseentime=12;
5866                                                                                                                                                         }
5867                                                                                                                 }
5868                                                                                                         }
5869                                                                                                 }
5870                                                                                         }
5871                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
5872                                                                                                 if(player[i].creature!=wolftype){
5873                                                                                                         player[i].stunned=.6;
5874                                                                                                         player[i].surprised=.6;
5875                                                                                                 }
5876                                                                                         }
5877                                                                                 }
5878
5879                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
5880                                                                                         player[i].howactive=typeactive;
5881                                                                                 }
5882
5883                                                                                 if(player[i].aitype==passivetype){
5884                                                                                         player[i].aiupdatedelay-=multiplier;
5885                                                                                         player[i].losupdatedelay-=multiplier;
5886                                                                                         player[i].lastseentime+=multiplier;
5887                                                                                         player[i].pausetime-=multiplier;
5888                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
5889
5890                                                                                         if(player[i].aiupdatedelay<0){
5891                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5892                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
5893                                                                                                         Normalise(&rotatetarget);
5894                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5895                                                                                                         player[i].targetrotation*=360/6.28;
5896                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5897                                                                                                         player[i].lookrotation=player[i].targetrotation;
5898                                                                                                         player[i].aiupdatedelay=.05;
5899
5900                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5901                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
5902                                                                                                                 player[i].waypoint++;
5903                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
5904
5905                                                                                                         }
5906                                                                                                 }
5907
5908                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
5909                                                                                                 else player[i].forwardkeydown=0;
5910                                                                                                 player[i].leftkeydown=0;
5911                                                                                                 player[i].backkeydown=0;
5912                                                                                                 player[i].rightkeydown=0;
5913                                                                                                 player[i].crouchkeydown=0;
5914                                                                                                 player[i].attackkeydown=0;
5915                                                                                                 player[i].throwkeydown=0;
5916
5917                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5918                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5919                                                                                                         else{
5920                                                                                                                 XYZ leftpos,rightpos;
5921                                                                                                                 float leftdist,rightdist;
5922                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5923                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5924                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5925                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5926                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
5927                                                                                                                 else player[i].targetrotation-=90;
5928                                                                                                         }
5929                                                                                                 }
5930                                                                                         }
5931                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5932                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5933
5934
5935                                                                                         if(!editorenabled){
5936                                                                                                 if(player[i].howactive<typesleeping)
5937                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5938                                                                                                                 for(j=0;j<numenvsounds;j++){
5939                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
5940                                                                                                                                 player[i].aitype=attacktypecutoff;
5941                                                                                                                         }
5942                                                                                                                 }
5943
5944                                                                                                                 if(player[i].howactive==typesleeping)
5945                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5946                                                                                                                                 for(j=0;j<numenvsounds;j++){
5947                                                                                                                                         if(envsoundvol[j]>14)
5948                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
5949                                                                                                                                                         player[i].aitype=attacktypecutoff;
5950                                                                                                                                                 }
5951                                                                                                                                 }
5952
5953                                                                                                                                 if(player[i].aitype!=passivetype){
5954                                                                                                                                         if(player[i].howactive==typesleeping){
5955                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
5956                                                                                                                                                 player[i].targetframe=0;
5957                                                                                                                                                 player[i].target=0;
5958                                                                                                                                         }
5959
5960                                                                                                                                         player[i].howactive=typeactive;
5961                                                                                                                                 }
5962                                                                                         }
5963
5964                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5965                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5966                                                                                                         player[i].aitype=attacktypecutoff;
5967                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5968                                                                                                         player[i].aitype=attacktypecutoff;
5969
5970                                                                                                 if(player[i].creature==wolftype){
5971                                                                                                         XYZ windsmell;
5972                                                                                                         float smelldistance;
5973                                                                                                         smelldistance=50;
5974                                                                                                         for(j=0;j<numplayers;j++){
5975                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5976                                                                                                                         if(j==0&&player[j].num_weapons>0){
5977                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
5978                                                                                                                                 if(player[j].num_weapons==2)
5979                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
5980                                                                                                                         }
5981                                                                                                                         if(j!=0){
5982                                                                                                                                 smelldistance=100;
5983                                                                                                                         }
5984                                                                                                                         windsmell=windvector;
5985                                                                                                                         Normalise(&windsmell);
5986                                                                                                                         windsmell=windsmell*2+player[j].coords;
5987                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5988                                                                                                                                 player[i].aitype=attacktypecutoff;
5989                                                                                                                 }
5990                                                                                                         }
5991                                                                                                 }
5992
5993                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5994                                                                                                         player[i].losupdatedelay=.2;
5995                                                                                                         for(j=0;j<numplayers;j++){
5996                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5997                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5998                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5999                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6000                                                                                                                                                 if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
6001                                                                                                                                                         player[i].lastseentime-=.2;
6002                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6003                                                                                                                                                         else player[i].lastseentime-=.6;
6004                                                                                                                                                 }
6005                                                                                                                                                 if(player[i].lastseentime<=0){
6006                                                                                                                                                         player[i].aitype=searchtype;
6007                                                                                                                                                         player[i].lastchecktime=12;
6008                                                                                                                                                         player[i].lastseen=player[j].coords;
6009                                                                                                                                                         player[i].lastseentime=12;
6010                                                                                                                                                 }
6011                                                                                                                 }
6012                                                                                                         }
6013                                                                                                 }
6014                                                                                         }
6015                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6016                                                                                                 if(player[i].creature!=wolftype){
6017                                                                                                         player[i].stunned=.6;
6018                                                                                                         player[i].surprised=.6;
6019                                                                                                 }
6020                                                                                                 if(player[i].creature==wolftype){
6021                                                                                                         player[i].stunned=.47;
6022                                                                                                         player[i].surprised=.47;
6023                                                                                                 }
6024                                                                                                 numseen++;
6025                                                                                         }
6026                                                                                 }
6027
6028                                                                                 if(player[i].aitype==searchtype){
6029                                                                                         player[i].aiupdatedelay-=multiplier;
6030                                                                                         player[i].losupdatedelay-=multiplier;
6031                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6032                                                                                         player[i].lastchecktime-=multiplier;
6033
6034                                                                                         if(player[i].isRun()&&!player[i].onground){
6035                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6036                                                                                                         test2=player[i].coords+player[i].facing;
6037                                                                                                         test2.y+=5;
6038                                                                                                         test=player[i].coords+player[i].facing;
6039                                                                                                         test.y-=10;
6040                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6041                                                                                                         if(j==-1)j=checkcollide(test2,test);
6042                                                                                                         if(j==-1){
6043                                                                                                                 player[i].velocity=0;
6044                                                                                                                 player[i].targetanimation=player[i].getStop();
6045                                                                                                                 player[i].targetframe=0;
6046                                                                                                                 player[i].target=0;
6047                                                                                                                 player[i].targetrotation+=180;
6048                                                                                                                 player[i].stunned=.5;
6049                                                                                                                 //player[i].aitype=passivetype;
6050                                                                                                                 player[i].aitype=pathfindtype;
6051                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6052                                                                                                                 player[i].finalpathfindpoint=-1;
6053                                                                                                                 player[i].targetpathfindpoint=-1;
6054                                                                                                                 player[i].lastpathfindpoint=-1;
6055                                                                                                                 player[i].lastpathfindpoint2=-1;
6056                                                                                                                 player[i].lastpathfindpoint3=-1;
6057                                                                                                                 player[i].lastpathfindpoint4=-1;
6058                                                                                                         }
6059                                                                                                         else player[i].laststanding=j;
6060                                                                                                 }
6061                                                                                         }
6062                                                                                         if(player[i].aiupdatedelay<0){
6063                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6064                                                                                                 Normalise(&rotatetarget);
6065                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6066                                                                                                 player[i].targetrotation*=360/6.28;
6067                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6068                                                                                                 player[i].lookrotation=player[i].targetrotation;
6069                                                                                                 player[i].aiupdatedelay=.05;
6070                                                                                                 player[i].forwardkeydown=1;
6071
6072                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6073                                                                                                         player[i].forwardkeydown=0;
6074                                                                                                         player[i].aiupdatedelay=1;
6075                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6076                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6077                                                                                                         player[i].lastchecktime=3;
6078                                                                                                 }
6079
6080                                                                                                 player[i].leftkeydown=0;
6081                                                                                                 player[i].backkeydown=0;
6082                                                                                                 player[i].rightkeydown=0;
6083                                                                                                 player[i].crouchkeydown=0;
6084                                                                                                 player[i].attackkeydown=0;
6085                                                                                                 player[i].throwkeydown=0;
6086
6087                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6088                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6089                                                                                                         else{
6090                                                                                                                 XYZ leftpos,rightpos;
6091                                                                                                                 float leftdist,rightdist;
6092                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6093                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6094                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6095                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6096                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6097                                                                                                                 else player[i].targetrotation-=90;
6098                                                                                                         }
6099                                                                                                 }
6100                                                                                         }
6101                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6102                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6103
6104                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6105                                                                                                 for(j=0;j<numenvsounds;j++){
6106                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6107                                                                                                                 player[i].aitype=attacktypecutoff;
6108                                                                                                         }
6109                                                                                                 }
6110
6111                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6112                                                                                                         player[i].losupdatedelay=.2;
6113                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6114                                                                                                         {player[i].aitype=attacktypecutoff;
6115                                                                                                         player[i].lastseentime=1;}
6116                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6117                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6118                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6119                                                                                                                                 if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position,0,player[0].rotation,0)*player[0].scale+player[0].coords))||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
6120                                                                                                                                         player[i].aitype=attacktypecutoff;
6121                                                                                                                                         player[i].lastseentime=1;
6122                                                                                                                                 }
6123                                                                                                 }
6124                                                                                                 if(player[i].lastseentime<0){
6125                                                                                                         //player[i].aitype=passivetype;
6126                                                                                                         numescaped++;
6127                                                                                                         player[i].aitype=pathfindtype;
6128                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6129                                                                                                         player[i].finalpathfindpoint=-1;
6130                                                                                                         player[i].targetpathfindpoint=-1;
6131                                                                                                         player[i].lastpathfindpoint=-1;
6132                                                                                                         player[i].lastpathfindpoint2=-1;
6133                                                                                                         player[i].lastpathfindpoint3=-1;
6134                                                                                                         player[i].lastpathfindpoint4=-1;
6135                                                                                                 }
6136                                                                                 }
6137
6138                                                                                 if(player[i].aitype!=gethelptype){
6139                                                                                         player[i].runninghowlong=0;
6140                                                                                 }
6141
6142                                                                                 if(player[i].aitype==gethelptype){
6143                                                                                         player[i].runninghowlong+=multiplier;
6144                                                                                         player[i].aiupdatedelay-=multiplier;
6145
6146                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6147                                                                                                 player[i].aiupdatedelay=.2;
6148
6149                                                                                                 int closest;
6150                                                                                                 float closestdist;
6151                                                                                                 closest=-1;
6152                                                                                                 closestdist=-1;
6153                                                                                                 float distance;
6154
6155                                                                                                 if(!player[i].ally){
6156                                                                                                         for(j=0;j<numplayers;j++){
6157                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6158                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6159                                                                                                                         if(closestdist==-1||distance<closestdist){
6160                                                                                                                                 closestdist=distance;
6161                                                                                                                                 closest=j;
6162                                                                                                                         }
6163                                                                                                                         closest=j;
6164                                                                                                                 }
6165                                                                                                         }
6166                                                                                                         if(closest!=-1)player[i].ally=closest;
6167                                                                                                         else player[i].ally=0;
6168                                                                                                         player[i].lastseen=player[0].coords;
6169                                                                                                         player[i].lastseentime=12;
6170                                                                                                 }
6171
6172
6173                                                                                                 player[i].lastchecktime=12;
6174                                                                                                 //player[i].lastseentime-=.5;
6175
6176                                                                                                 facing=player[i].coords;
6177                                                                                                 flatfacing=player[player[i].ally].coords;
6178                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6179                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6180                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6181                                                                                                         player[i].lastseentime-=.1;
6182
6183                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6184                                                                                                         player[i].aitype=searchtype;
6185                                                                                                         player[i].lastseentime=12;
6186                                                                                                 }
6187
6188                                                                                                 if(player[i].ally>0){
6189                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6190                                                                                                         Normalise(&rotatetarget);
6191                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6192                                                                                                         player[i].targetrotation*=360/6.28;
6193                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6194                                                                                                         player[i].lookrotation=player[i].targetrotation;
6195                                                                                                         player[i].aiupdatedelay=.05;
6196                                                                                                         player[i].forwardkeydown=1;
6197
6198                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6199                                                                                                                 player[i].aitype=searchtype;
6200                                                                                                                 player[i].lastseentime=12;
6201                                                                                                                 player[player[i].ally].aitype=searchtype;
6202                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6203                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6204                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6205                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6206                                                                                                                 }
6207                                                                                                         }
6208
6209                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6210                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6211                                                                                                                 else{
6212                                                                                                                         XYZ leftpos,rightpos;
6213                                                                                                                         float leftdist,rightdist;
6214                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6215                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6216                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6217                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6218                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6219                                                                                                                         else player[i].targetrotation-=90;
6220                                                                                                                 }
6221                                                                                                         }
6222                                                                                                 }
6223
6224                                                                                                 player[i].leftkeydown=0;
6225                                                                                                 player[i].backkeydown=0;
6226                                                                                                 player[i].rightkeydown=0;
6227                                                                                                 player[i].crouchkeydown=0;
6228                                                                                                 player[i].attackkeydown=0;
6229                                                                                         }
6230                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6231                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6232                                                                                 }
6233
6234                                                                                 if(player[i].aitype==getweapontype){
6235                                                                                         player[i].aiupdatedelay-=multiplier;
6236                                                                                         player[i].lastchecktime-=multiplier;
6237
6238                                                                                         if(player[i].aiupdatedelay<0){
6239                                                                                                 player[i].aiupdatedelay=.2;
6240
6241                                                                                                 int closest;
6242                                                                                                 float closestdist;
6243                                                                                                 closest=-1;
6244                                                                                                 closestdist=-1;
6245                                                                                                 float distance;
6246
6247                                                                                                 if(player[i].ally<0){
6248                                                                                                         for(j=0;j<weapons.numweapons;j++){
6249                                                                                                                 if(weapons.owner[j]==-1){
6250                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6251                                                                                                                         if(closestdist==-1||distance<closestdist){
6252                                                                                                                                 closestdist=distance;
6253                                                                                                                                 closest=j;
6254                                                                                                                         }
6255                                                                                                                         closest=j;
6256                                                                                                                 }
6257                                                                                                         }
6258                                                                                                         if(closest!=-1)player[i].ally=closest;
6259                                                                                                         else player[i].ally=-1;
6260                                                                                                 }
6261
6262                                                                                                 player[i].lastseentime=12;
6263
6264                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6265                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6266                                                                                                                 player[i].aitype=attacktypecutoff;
6267                                                                                                                 player[i].lastseentime=1;
6268                                                                                                         }
6269                                                                                                         if(!player[0].dead)
6270                                                                                                                 if(player[i].ally>=0){
6271                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6272                                                                                                                                 player[i].aitype=attacktypecutoff;
6273                                                                                                                                 player[i].lastseentime=1;
6274                                                                                                                         }
6275                                                                                                                         rotatetarget=weapons.position[player[i].ally]-player[i].coords;
6276                                                                                                                         Normalise(&rotatetarget);
6277                                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6278                                                                                                                         player[i].targetrotation*=360/6.28;
6279                                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6280                                                                                                                         player[i].lookrotation=player[i].targetrotation;
6281                                                                                                                         player[i].aiupdatedelay=.05;
6282                                                                                                                         player[i].forwardkeydown=1;
6283
6284
6285                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6286                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6287                                                                                                                                 else{
6288                                                                                                                                         XYZ leftpos,rightpos;
6289                                                                                                                                         float leftdist,rightdist;
6290                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6291                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6292                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6293                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6294                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6295                                                                                                                                         else player[i].targetrotation-=90;
6296                                                                                                                                 }
6297                                                                                                                         }
6298                                                                                                                 }
6299
6300                                                                                                                 player[i].leftkeydown=0;
6301                                                                                                                 player[i].backkeydown=0;
6302                                                                                                                 player[i].rightkeydown=0;
6303                                                                                                                 player[i].attackkeydown=0;
6304                                                                                                                 player[i].throwkeydown=1;
6305                                                                                                                 player[i].crouchkeydown=0;
6306                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6307                                                                                                                 player[i].drawkeydown=0;
6308                                                                                         }
6309                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6310                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6311                                                                                 }
6312
6313                                                                                 if(player[i].aitype==attacktypecutoff){
6314                                                                                         player[i].aiupdatedelay-=multiplier;
6315                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6316                                                                                                 if((player[0].targetanimation==rabbitkickanim||player[0].targetanimation==knifethrowanim||(player[0].isFlip()&&normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&!player[0].skeleton.free&&(player[i].aiupdatedelay<.1)){
6317                                                                                                         player[i].attackkeydown=0;
6318                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6319                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6320                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6321                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6322                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6323                                                                                                                                 else player[i].targetanimation=rollanim;
6324                                                                                                                                 player[i].target=0;
6325                                                                                                                                 player[i].targetframe=0;
6326                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6327                                                                                                                                 player[i].wentforweapon=0;
6328                                                                                                                         }
6329                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6330                                                                                                                                 player[i].targetanimation=flipanim;
6331                                                                                                                                 player[i].target=0;
6332                                                                                                                                 player[i].targetframe=0;
6333                                                                                                                         }
6334                                                                                                                 }
6335                                                                                                         }
6336                                                                                                         player[i].forwardkeydown=0;
6337                                                                                                         player[i].aiupdatedelay=.02;
6338                                                                                                 }
6339                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6340                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6341                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6342                                                                                                 }
6343                                                                                                 if(player[i].wentforweapon<3)
6344                                                                                                         for(j=0;j<weapons.numweapons;j++){
6345                                                                                                                 if(player[i].creature!=wolftype)
6346                                                                                                                         if(player[i].num_weapons==0&&weapons.owner[j]==-1&&weapons.velocity[i].x==0&&weapons.velocity[i].z==0&&weapons.velocity[i].y==0){
6347                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6348                                                                                                                                         player[i].wentforweapon++;
6349                                                                                                                                         player[i].lastchecktime=6;
6350                                                                                                                                         player[i].aitype=getweapontype;
6351                                                                                                                                         player[i].ally=-1;
6352                                                                                                                                 }
6353                                                                                                                         }
6354                                                                                                         }
6355                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6356                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6357                                                                                                                         if(player[i].damage<player[i].damagetolerance*.5&&((player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)&&((player[i].aiupdatedelay<.15&&difficulty==2)||(player[i].aiupdatedelay<.08&&difficulty!=2)))){
6358                                                                                                                                 player[i].crouchkeydown=1;
6359                                                                                                                         }
6360                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6361                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6362                                                                                                                                         test2=player[i].coords+player[i].facing;
6363                                                                                                                                         test2.y+=5;
6364                                                                                                                                         test=player[i].coords+player[i].facing;
6365                                                                                                                                         test.y-=10;
6366                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6367                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6368                                                                                                                                         if(j==-1){
6369                                                                                                                                                 player[i].velocity=0;
6370                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6371                                                                                                                                                 player[i].targetframe=0;
6372                                                                                                                                                 player[i].target=0;
6373                                                                                                                                                 player[i].targetrotation+=180;
6374                                                                                                                                                 player[i].stunned=.5;
6375                                                                                                                                                 //player[i].aitype=passivetype;
6376                                                                                                                                                 player[i].aitype=pathfindtype;
6377                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6378                                                                                                                                                 player[i].finalpathfindpoint=-1;
6379                                                                                                                                                 player[i].targetpathfindpoint=-1;
6380                                                                                                                                                 player[i].lastpathfindpoint=-1;
6381                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6382                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6383                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6384                                                                                                                                         }
6385                                                                                                                                         else player[i].laststanding=j;
6386                                                                                                                                 }
6387                                                                                                                         }
6388                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6389                                                                                                                                 player[i].aitype=pathfindtype;
6390                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6391                                                                                                                                 player[i].finalpathfindpoint=-1;
6392                                                                                                                                 player[i].targetpathfindpoint=-1;
6393                                                                                                                                 player[i].lastpathfindpoint=-1;
6394                                                                                                                                 player[i].lastpathfindpoint2=-1;
6395                                                                                                                                 player[i].lastpathfindpoint3=-1;
6396                                                                                                                                 player[i].lastpathfindpoint4=-1;
6397                                                                                                                         }
6398                                                                                                                         if(player[i].aiupdatedelay<0&&!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6399                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6400                                                                                                                                 else player[i].drawkeydown=0;
6401                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6402                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6403                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6404                                                                                                                                         rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity*findDistance(&player[player[i].aitarget].coords,&player[i].coords)/findLength(&player[i].velocity)-player[i].coords;
6405                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6406                                                                                                                                 Normalise(&rotatetarget);
6407                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6408                                                                                                                                 player[i].targetrotation*=360/6.28;
6409                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6410                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6411                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6412
6413                                                                                                                                 oldkey=player[i].forwardkeydown;
6414                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6415                                                                                                                                 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||findDistancefast(&player[i].coords,&player[0].coords)<9)&&player[0].weaponactive!=-1)player[i].forwardkeydown=1;
6416                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6417                                                                                                                                 else player[i].forwardkeydown=0;
6418                                                                                                                                 if(player[0].dead){
6419                                                                                                                                         player[i].forwardkeydown=0;
6420                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6421                                                                                                                                         if(Random()%100==0){
6422                                                                                                                                                 player[i].aitype=pathfindtype;
6423                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6424                                                                                                                                                 player[i].finalpathfindpoint=-1;
6425                                                                                                                                                 player[i].targetpathfindpoint=-1;
6426                                                                                                                                                 player[i].lastpathfindpoint=-1;
6427                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6428                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6429                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6430                                                                                                                                         }
6431                                                                                                                                 }
6432                                                                                                                                 player[i].leftkeydown=0;
6433                                                                                                                                 player[i].backkeydown=0;
6434                                                                                                                                 player[i].rightkeydown=0;
6435                                                                                                                                 player[i].crouchkeydown=0;
6436                                                                                                                                 player[i].throwkeydown=0;
6437
6438                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6439                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6440                                                                                                                                 else player[i].attackkeydown=0;
6441                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6442
6443                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6444                                                                                                                                         target=-2;
6445                                                                                                                                         for(j=0;j<numplayers;j++){
6446                                                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].hasvictim&&((tutoriallevel==1&&reversaltrain)||(Random()%2==0&&difficulty==2)||(Random()%4==0&&difficulty==1)||(Random()%8==0&&difficulty==0)||(player[j].lastattack2==player[j].targetanimation&&player[j].lastattack3==player[j].targetanimation&&(Random()%2==0||difficulty==2))||((player[i].isIdle()||player[i].isRun())&&player[j].weaponactive!=-1)||(player[j].targetanimation==swordslashanim&&player[i].weaponactive!=-1)||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)){
6447                                                                                                                                                         if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==spinkickanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim||player[j].targetanimation==winduppunchanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||player[j].targetanimation==knifeslashstartanim||((player[j].targetanimation==swordslashanim)&&(findDistancefast(&player[j].coords,&player[i].coords)<2||(player[i].weaponactive!=-1))))){
6448                                                                                                                                                                 if(target>=0)target=-1;
6449                                                                                                                                                                 else target=j;
6450                                                                                                                                                         }
6451                                                                                                                                                 }
6452                                                                                                                                         }
6453                                                                                                                                         if(target>=0)player[target].Reverse();
6454                                                                                                                                 }
6455
6456                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6457                                                                                                                                 if((player[i].collided>.8&&player[i].jumppower>=5)||(findDistancefast(&player[i].coords,&player[0].coords)>400&&player[i].onterrain&&player[i].creature==rabbittype))player[i].jumpkeydown=1;
6458                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6459                                                                                                                                         player[0].jumpkeydown=0;
6460                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6461                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6462                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6463
6464                                                                                                                                 if(tutoriallevel==1){
6465                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6466                                                                                                                                 }
6467
6468
6469                                                                                                                                 facing=player[i].coords;
6470                                                                                                                                 flatfacing=player[0].coords;
6471                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6472                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6473                                                                                                                                 if(player[i].occluded>=2)
6474                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6475                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6476                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6477                                                                                                                                                         player[i].aitype=searchtype;
6478                                                                                                                                                         player[i].lastchecktime=12;
6479                                                                                                                                                         player[i].lastseen=player[0].coords;
6480                                                                                                                                                         player[i].lastseentime=12;
6481                                                                                                                                                 }
6482                                                                                                                                         }
6483                                                                                                                                         else player[i].lastseentime=1;
6484                                                                                                                         }
6485                                                                                 }
6486                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6487                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6488                                                                                                 test=player[0].coords;
6489                                                                                                 test.y-=40;
6490                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6491                                                                                         }
6492                                                                                 }
6493                                                                                 // NOTE: Ask about logic of this call : NOTE
6494                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6495                                                                                         player[i].stunned>0 ||
6496                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6497                                                                                 {
6498                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6499                                                                                         player[i].targetrotation=player[i].rotation;
6500                                                                                         player[i].forwardkeydown=0;
6501                                                                                         player[i].leftkeydown=0;
6502                                                                                         player[i].backkeydown=0;
6503                                                                                         player[i].rightkeydown=0;
6504                                                                                         player[i].jumpkeydown=0;
6505                                                                                         player[i].attackkeydown=0;
6506                                                                                         player[i].crouchkeydown=0;
6507                                                                                         player[i].throwkeydown=0;
6508                                                                                 }
6509
6510
6511                                                                                 facing=0;
6512                                                                                 facing.z=-1;
6513
6514                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6515                                                                                 facing=flatfacing;
6516
6517                                                                                 if(player[i].aitype==attacktypecutoff){
6518                                                                                         rotatetarget=player[0].coords-player[i].coords;
6519                                                                                         Normalise(&rotatetarget);
6520                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6521                                                                                         player[i].targetheadrotation*=360/6.28;
6522                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6523
6524                                                                                         player[i].targetheadrotation*=-1;
6525                                                                                         player[i].targetheadrotation+=180;
6526                                                                                         //player[i].targetheadrotation2=0;
6527                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6528                                                                                 }
6529                                                                                 else if(player[i].howactive>=typesleeping){
6530                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6531                                                                                         player[i].targetheadrotation2=0;
6532                                                                                 }
6533                                                                                 else {
6534                                                                                         if(player[i].interestdelay<=0){
6535                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6536                                                                                                 player[i].headtarget=player[i].coords;
6537                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6538                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6539                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6540                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6541                                                                                         }
6542                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6543                                                                                         Normalise(&rotatetarget);
6544                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6545                                                                                         player[i].targetheadrotation*=360/6.28;
6546                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6547
6548                                                                                         player[i].targetheadrotation*=-1;
6549                                                                                         player[i].targetheadrotation+=180;
6550                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6551                                                                                 }
6552                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6553                                                                         }
6554                                                                         if(animation[player[i].targetanimation].attack==reversed){
6555                                                                                 //player[i].targetrotation=player[i].rotation;
6556                                                                                 player[i].forwardkeydown=0;
6557                                                                                 player[i].leftkeydown=0;
6558                                                                                 player[i].backkeydown=0;
6559                                                                                 player[i].rightkeydown=0;
6560                                                                                 player[i].jumpkeydown=0;
6561                                                                                 player[i].attackkeydown=0;
6562                                                                                 //player[i].crouchkeydown=0;
6563                                                                                 player[i].throwkeydown=0;
6564                                                                         }
6565
6566                                                                         if(indialogue!=-1){
6567                                                                                 player[i].forwardkeydown=0;
6568                                                                                 player[i].leftkeydown=0;
6569                                                                                 player[i].backkeydown=0;
6570                                                                                 player[i].rightkeydown=0;
6571                                                                                 player[i].jumpkeydown=0;
6572                                                                                 player[i].crouchkeydown=0;
6573                                                                                 player[i].drawkeydown=0;
6574                                                                                 player[i].throwkeydown=0;
6575                                                                         }
6576
6577                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6578                                                                         if(player[i].collided>1)player[i].collided=1;
6579                                                                         player[i].collided-=multiplier*4;
6580                                                                         player[i].whichdirectiondelay-=multiplier;
6581                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6582                                                                                 player[i].avoidcollided=-.3;
6583                                                                                 player[i].whichdirection=abs(Random()%2);
6584                                                                                 player[i].whichdirectiondelay=.4;
6585                                                                         }
6586                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6587                                                                         player[i].avoidcollided-=multiplier/4;
6588                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6589                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6590                                                                         if(player[i].surprised<=0&&player[i].aitype==attacktypecutoff&&i!=0&&!player[i].dead&&!player[i].skeleton.free&&animation[player[i].targetanimation].attack==neutral)numresponded=1;
6591
6592                                                                         if(!player[i].throwkeydown){
6593                                                                                 player[i].throwtogglekeydown=0;
6594                                                                         }
6595                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6596                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons<2&&(player[i].isIdle()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim||player[i].isFlip()||player[i].isFlip()||player[i].aitype!=playercontrolled)){
6597                                                                                         for(j=0;j<weapons.numweapons;j++){
6598                                                                                                 if(((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1&&player[i].weaponactive==-1)
6599                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6600                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6601                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6602                                                                                                                                 player[i].throwtogglekeydown=1;
6603                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6604                                                                                                                                 player[i].target=0;
6605                                                                                                                                 player[i].targetframe=0;
6606                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6607                                                                                                                                 Normalise(&rotatetarget);
6608                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6609                                                                                                                                 player[i].targetrotation*=360/6.28;
6610                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6611                                                                                                                                 player[i].hasvictim=0;
6612                                                                                                                         }
6613                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6614                                                                                                                                 player[i].throwtogglekeydown=1;
6615                                                                                                                                 player[i].hasvictim=0;
6616
6617                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6618                                                                                                                                 if((((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1)||(player[i].victim&&weapons.owner[j]==player[i].victim->id))
6619                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6620                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6621                                                                                                                                                         if(weapons.type[j]!=staff)
6622                                                                                                                                                           emit_sound_at(knifedrawsound, player[i].coords, 128.);
6623
6624                                                                                                                                                         player[i].weaponactive=0;
6625                                                                                                                                                         weapons.owner[j]=player[i].id;
6626                                                                                                                                                         if(player[i].num_weapons>0){
6627                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6628                                                                                                                                                         }
6629                                                                                                                                                         player[i].num_weapons++;
6630                                                                                                                                                         player[i].weaponids[0]=j;
6631                                                                                                                                                 }
6632                                                                                                                                         }
6633                                                                                                                                         //}
6634                                                                                                                         }
6635                                                                                                                 }
6636                                                                                                                 else if ((player[i].isIdle()||player[i].isFlip()||player[i].aitype!=playercontrolled)&&findDistancefast(&player[i].coords,&weapons.position[j])<5&&player[i].coords.y<weapons.position[j].y){
6637                                                                                                                         if(!player[i].isFlip()){
6638                                                                                                                                 player[i].throwtogglekeydown=1;
6639                                                                                                                                 player[i].targetanimation=removeknifeanim;
6640                                                                                                                                 player[i].target=0;
6641                                                                                                                                 player[i].targetframe=0;
6642                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6643                                                                                                                                 Normalise(&rotatetarget);
6644                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6645                                                                                                                                 player[i].targetrotation*=360/6.28;
6646                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6647                                                                                                                         }
6648                                                                                                                         if(player[i].isFlip()){
6649                                                                                                                                 player[i].throwtogglekeydown=1;
6650                                                                                                                                 player[i].hasvictim=0;
6651
6652                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
6653                                                                                                                                         if(player[i].weaponactive==-1)
6654                                                                                                                                                 if((((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[k]==-1)||(player[i].victim&&weapons.owner[k]==player[i].victim->id))
6655                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
6656                                                                                                                                                                 if(weapons.type[k]!=staff)
6657                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6658
6659                                                                                                                                                                 player[i].weaponactive=0;
6660                                                                                                                                                                 weapons.owner[k]=player[i].id;
6661                                                                                                                                                                 if(player[i].num_weapons>0){
6662                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6663                                                                                                                                                                 }
6664                                                                                                                                                                 player[i].num_weapons++;
6665                                                                                                                                                                 player[i].weaponids[0]=k;
6666                                                                                                                                                         }
6667                                                                                                                                 }
6668                                                                                                                         }
6669                                                                                                                 }
6670                                                                                                         }
6671                                                                                         }
6672                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6673                                                                                                 if(numplayers>1)
6674                                                                                                         for(j=0;j<numplayers;j++){
6675                                                                                                                 if(player[i].weaponactive==-1)
6676                                                                                                                         if(j!=i)
6677                                                                                                                                 if(player[j].num_weapons&&player[j].skeleton.free&&findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&(((player[j].skeleton.forward.y<0&&player[j].weaponstuckwhere==0)||(player[j].skeleton.forward.y>0&&player[j].weaponstuckwhere==1))||player[j].weaponstuck==-1||player[j].num_weapons>1)){
6678                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6679                                                                                                                                                 player[i].throwtogglekeydown=1;
6680                                                                                                                                                 player[i].victim=&player[j];
6681                                                                                                                                                 player[i].hasvictim=1;
6682                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6683                                                                                                                                                 player[i].target=0;
6684                                                                                                                                                 player[i].targetframe=0;
6685                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6686                                                                                                                                                 Normalise(&rotatetarget);
6687                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6688                                                                                                                                                 player[i].targetrotation*=360/6.28;
6689                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6690                                                                                                                                         }
6691                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6692                                                                                                                                                 player[i].throwtogglekeydown=1;
6693                                                                                                                                                 player[i].victim=&player[j];
6694                                                                                                                                                 player[i].hasvictim=1;
6695                                                                                                                                                 int k = player[j].weaponids[0];
6696                                                                                                                                                 if(player[i].hasvictim){
6697                                                                                                                                                         bool fleshstuck;
6698                                                                                                                                                         fleshstuck=0;
6699                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
6700                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6701                                                                                                                                                                         fleshstuck=1;
6702                                                                                                                                                                 }
6703                                                                                                                                                         }
6704                                                                                                                                                         if(!fleshstuck){
6705                                                                                                                                                                 if(weapons.type[k]!=staff)
6706                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6707                                                                                                                                                         }
6708                                                                                                                                                         if(fleshstuck)
6709                                                                                                                                                           emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6710
6711                                                                                                                                                         player[i].weaponactive=0;
6712                                                                                                                                                         if(weapons.owner[k]!=-1){
6713                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6714                                                                                                                                                                 else player[i].victim->num_weapons=1;
6715
6716                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
6717                                                                                                                                                                 player[i].victim->skeleton.free=1;
6718                                                                                                                                                                 player[i].victim->skeleton.broken=0;
6719
6720                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6721                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
6722                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
6723                                                                                                                                                                 }
6724
6725                                                                                                                                                                 XYZ relative;
6726                                                                                                                                                                 relative=0;
6727                                                                                                                                                                 relative.y=10;
6728                                                                                                                                                                 Normalise(&relative);
6729                                                                                                                                                                 XYZ footvel,footpoint;
6730                                                                                                                                                                 footvel=0;
6731                                                                                                                                                                 footpoint=weapons.position[k];
6732                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
6733                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6734                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6735                                                                                                                                                                                 weapons.bloody[k]=2;
6736                                                                                                                                                                                 weapons.blooddrip[k]=5;
6737                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
6738                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
6739                                                                                                                                                                                 player[i].victim->DoDamage(2000);
6740                                                                                                                                                                         }
6741                                                                                                                                                                 }
6742                                                                                                                                                                 if(player[i].victim->num_weapons>0){
6743                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6744                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
6745                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6746                                                                                                                                                                 }
6747
6748                                                                                                                                                                 player[i].victim->weaponactive=-1;
6749
6750                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
6751                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
6752                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
6753                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
6754                                                                                                                                                         }
6755                                                                                                                                                         weapons.owner[k]=i;
6756                                                                                                                                                         if(player[i].num_weapons>0){
6757                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6758                                                                                                                                                         }
6759                                                                                                                                                         player[i].num_weapons++;
6760                                                                                                                                                         player[i].weaponids[0]=k;
6761                                                                                                                                                 }
6762                                                                                                                                         }
6763                                                                                                                                 }
6764                                                                                                         }
6765                                                                                         }
6766                                                                                 }
6767                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6768                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
6769                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
6770                                                                                                         if(numplayers>1)
6771                                                                                                                 for(j=0;j<numplayers;j++){
6772                                                                                                                         if(i!=j)
6773                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
6774                                                                                                                                         if(hostile)
6775                                                                                                                                                 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&findDistancefast(&player[i].coords,&player[j].coords)<100&&findDistancefast(&player[i].coords,&player[j].coords)>1.5&&!player[j].skeleton.free&&-1==checkcollide(DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
6776                                                                                                                                                         if(!player[i].isFlip()){
6777                                                                                                                                                                 player[i].throwtogglekeydown=1;
6778                                                                                                                                                                 player[i].victim=&player[j];
6779                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
6780                                                                                                                                                                 player[i].target=0;
6781                                                                                                                                                                 player[i].targetframe=0;
6782                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6783                                                                                                                                                                 Normalise(&rotatetarget);
6784                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6785                                                                                                                                                                 player[i].targetrotation*=360/6.28;
6786                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6787
6788                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
6789                                                                                                                                                         }
6790                                                                                                                                                         if(player[i].isFlip()){
6791                                                                                                                                                                 if(player[i].weaponactive!=-1){
6792                                                                                                                                                                         player[i].throwtogglekeydown=1;
6793                                                                                                                                                                         player[i].victim=&player[j];
6794                                                                                                                                                                         XYZ aim;
6795                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
6796                                                                                                                                                                         aim=player[i].victim->coords+DoRotation(player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[righthand]].position,0,player[i].rotation,0)*player[i].scale);
6797                                                                                                                                                                         Normalise(&aim);
6798
6799                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6800
6801                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
6802                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6803                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
6804                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
6805                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
6806                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
6807                                                                                                                                                                         player[i].num_weapons--;
6808                                                                                                                                                                         if(player[i].num_weapons){
6809                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6810                                                                                                                                                                         }
6811                                                                                                                                                                         player[i].weaponactive=-1;
6812                                                                                                                                                                 }
6813                                                                                                                                                         }
6814                                                                                                                                                 }
6815                                                                                                                 }
6816                                                                                         }
6817                                                                                 }
6818                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6819                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
6820                                                                                         {
6821                                                                                                 player[i].throwtogglekeydown=1;
6822                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
6823                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6824                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6825                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6826                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
6827                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
6828                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
6829                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
6830                                                                                                 player[i].num_weapons--;
6831                                                                                                 if(player[i].num_weapons){
6832                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6833                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6834                                                                                                 }
6835
6836                                                                                                 player[i].weaponactive=-1;
6837                                                                                                 for(j=0;j<numplayers;j++){
6838                                                                                                         player[j].wentforweapon=0;
6839                                                                                                 }
6840                                                                                         }
6841                                                                                 }
6842
6843                                                                         }
6844
6845                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6846                                                                                 if((player[i].drawkeydown&&!player[i].drawtogglekeydown)||(player[i].num_weapons==2&&player[i].weaponactive==-1&&player[i].isIdle())||(player[0].dead&&player[i].weaponactive!=-1&&i!=0)){
6847                                                                                         //Setenvironment(1-environment);
6848                                                                                         bool isgood;
6849                                                                                         isgood=1;
6850                                                                                         if(player[i].weaponactive!=-1){
6851                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
6852                                                                                         }
6853                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
6854                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6855                                                                                                         player[i].targetanimation=drawrightanim;
6856                                                                                                         player[i].targetframe=0;
6857                                                                                                         player[i].target=0;
6858                                                                                                         player[i].drawtogglekeydown=1;
6859                                                                                                 }
6860                                                                                                 if((player[i].isIdle()||(player[i].aitype!=playercontrolled&&player[0].weaponactive!=-1&&player[i].isRun()))&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==sword){
6861                                                                                                         player[i].targetanimation=drawleftanim;
6862                                                                                                         player[i].targetframe=0;
6863                                                                                                         player[i].target=0;
6864                                                                                                         player[i].drawtogglekeydown=1;
6865                                                                                                 }
6866                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6867                                                                                                         player[i].targetanimation=crouchdrawrightanim;
6868                                                                                                         player[i].targetframe=0;
6869                                                                                                         player[i].target=0;
6870                                                                                                         player[i].drawtogglekeydown=1;
6871                                                                                                 }
6872                                                                                         }
6873                                                                                 }
6874                                                                                 if(player[i].isCrouch()&&weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&bloodtoggle&&player[i].onterrain&&player[i].num_weapons&&player[i].weaponactive!=-1&&player[i].attackkeydown){
6875                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
6876                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
6877                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
6878                                                                                                 player[i].targetframe=0;
6879                                                                                                 player[i].target=0;
6880                                                                                                 player[i].hasvictim=0;
6881                                                                                                 //player[i].attacktogglekeydown=1;
6882                                                                                         }
6883                                                                                 }
6884
6885                                                                                 if(!player[i].drawkeydown){
6886                                                                                         player[i].drawtogglekeydown=0;
6887                                                                                 }
6888
6889                                                                                 if(i==0){
6890                                                                                         absflatfacing=0;
6891                                                                                         absflatfacing.z=-1;
6892
6893                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6894                                                                                 }
6895                                                                                 else absflatfacing=flatfacing;
6896
6897                                                                                 if(indialogue!=-1){
6898                                                                                         player[i].forwardkeydown=0;
6899                                                                                         player[i].leftkeydown=0;
6900                                                                                         player[i].backkeydown=0;
6901                                                                                         player[i].rightkeydown=0;
6902                                                                                         player[i].jumpkeydown=0;
6903                                                                                         player[i].crouchkeydown=0;
6904                                                                                         player[i].drawkeydown=0;
6905                                                                                         player[i].throwkeydown=0;
6906                                                                                 }
6907                                                                                 movekey=0;
6908                                                                                 //Do controls
6909                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6910                                                                                         if(!player[i].forwardkeydown){
6911                                                                                                 player[i].forwardstogglekeydown=0;
6912                                                                                         }
6913                                                                                         if(player[i].crouchkeydown){
6914                                                                                                 //Crouch
6915                                                                                                 target=-2;
6916                                                                                                 if(i==0){
6917                                                                                                         player[i].superruntoggle=1;
6918                                                                                                         if(numplayers>1)
6919                                                                                                                 for(j=0;j<numplayers;j++){
6920                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6921                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
6922                                                                                                                                         player[i].superruntoggle=0;
6923                                                                                                                                 }
6924                                                                                                                         }
6925                                                                                                                 }
6926                                                                                                 }
6927
6928                                                                                                 if(numplayers>1)
6929                                                                                                         for(j=0;j<numplayers;j++){
6930                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6931                                                                                                                         if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||((player[j].targetanimation==swordslashanim||player[j].targetanimation==knifeslashstartanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)&&findDistancefast(&player[j].coords,&player[i].coords)<2))){
6932                                                                                                                                 if(target>=0)target=-1;
6933                                                                                                                                 else target=j;
6934                                                                                                                         }
6935                                                                                                                 }
6936                                                                                                         }
6937                                                                                                         if(target>=0)player[target].Reverse();
6938                                                                                                         player[i].lowreversaldelay=.5;
6939
6940                                                                                                         if(player[i].isIdle()){
6941                                                                                                                 player[i].targetanimation=player[i].getCrouch();
6942                                                                                                                 player[i].target=0;
6943                                                                                                                 player[i].targetframe=0;
6944                                                                                                                 player[i].transspeed=10;
6945                                                                                                         }
6946                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
6947                                                                                                                 player[i].targetanimation=rollanim;
6948                                                                                                                 player[i].target=0;
6949                                                                                                                 player[i].targetframe=0;
6950                                                                                                                 player[i].transspeed=20;
6951                                                                                                         }
6952                                                                                         }
6953                                                                                         if(!player[i].crouchkeydown){
6954                                                                                                 //Uncrouch
6955                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
6956                                                                                                 target=-2;
6957                                                                                                 if(player[i].isCrouch()){
6958                                                                                                         if(numplayers>1)
6959                                                                                                                 for(j=0;j<numplayers;j++){
6960                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
6961                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
6962                                                                                                                                         if(target>=0)target=-1;
6963                                                                                                                                         else target=j;
6964                                                                                                                                 }
6965                                                                                                                         }
6966                                                                                                                 }
6967                                                                                                                 if(target>=0)player[target].Reverse();
6968                                                                                                                 player[i].highreversaldelay=.5;
6969
6970                                                                                                                 if(player[i].isCrouch()){
6971                                                                                                                         if(!player[i].wasCrouch()){
6972                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
6973                                                                                                                                 player[i].currentframe=0;
6974                                                                                                                         }
6975                                                                                                                         player[i].target=0;
6976                                                                                                                         player[i].targetanimation=player[i].getIdle();
6977                                                                                                                         player[i].targetframe=0;
6978                                                                                                                         player[i].transspeed=10;
6979                                                                                                                 }
6980                                                                                                 }
6981                                                                                                 if(player[i].targetanimation==sneakanim){
6982                                                                                                         player[i].targetanimation=player[i].getIdle();
6983                                                                                                         player[i].target=0;
6984                                                                                                         player[i].targetframe=0;
6985                                                                                                         player[i].transspeed=10;
6986                                                                                                 }
6987                                                                                         }
6988                                                                                         if(player[i].forwardkeydown){
6989                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
6990                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
6991                                                                                                         else player[i].targetanimation=player[i].getRun();
6992                                                                                                         player[i].target=0;
6993                                                                                                         player[i].targetframe=0;
6994                                                                                                 }
6995                                                                                                 if(player[i].isCrouch()){
6996                                                                                                         player[i].targetanimation=sneakanim;
6997                                                                                                         if(player[i].wasCrouch())player[i].target=0;
6998                                                                                                         player[i].targetframe=0;
6999                                                                                                 }
7000                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7001                                                                                                         player[i].targetanimation=climbanim;
7002                                                                                                         player[i].target=0;
7003                                                                                                         player[i].targetframe=1;
7004                                                                                                         player[i].jumpclimb=1;
7005                                                                                                 }
7006                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7007                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7008                                                                                                 }
7009                                                                                                 player[i].forwardstogglekeydown=1;
7010                                                                                                 movekey=1;
7011                                                                                         }
7012                                                                                         if (player[i].rightkeydown){
7013                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7014                                                                                                         player[i].targetanimation=player[i].getRun();
7015                                                                                                         player[i].target=0;
7016                                                                                                         player[i].targetframe=0;
7017                                                                                                 }
7018                                                                                                 if(player[i].isCrouch()){
7019                                                                                                         player[i].targetanimation=sneakanim;
7020                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7021                                                                                                         player[i].targetframe=0;
7022                                                                                                 }
7023                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7024                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7025                                                                                                 }
7026                                                                                                 player[i].targetrotation-=90;
7027                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7028                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7029                                                                                                 movekey=1;
7030                                                                                         }
7031                                                                                         if ( player[i].leftkeydown){
7032                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7033                                                                                                         player[i].targetanimation=player[i].getRun();
7034                                                                                                         player[i].target=0;
7035                                                                                                         player[i].targetframe=0;
7036                                                                                                 }
7037                                                                                                 if(player[i].isCrouch()){
7038                                                                                                         player[i].targetanimation=sneakanim;
7039                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7040                                                                                                         player[i].targetframe=0;
7041                                                                                                 }
7042                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7043                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7044                                                                                                 }
7045                                                                                                 player[i].targetrotation+=90;
7046                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7047                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7048                                                                                                 movekey=1;
7049                                                                                         }
7050                                                                                         if(player[i].backkeydown){
7051                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7052                                                                                                         player[i].targetanimation=player[i].getRun();
7053                                                                                                         player[i].target=0;
7054                                                                                                         player[i].targetframe=0;
7055                                                                                                 }
7056                                                                                                 if(player[i].isCrouch()){
7057                                                                                                         player[i].targetanimation=sneakanim;
7058                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7059                                                                                                         player[i].targetframe=0;
7060                                                                                                 }
7061                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7062                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7063                                                                                                 }
7064                                                                                                 if(player[i].targetanimation==hanganim){
7065                                                                                                         player[i].currentanimation=jumpdownanim;
7066                                                                                                         player[i].targetanimation=jumpdownanim;
7067                                                                                                         player[i].target=0;
7068                                                                                                         player[i].currentframe=0;
7069                                                                                                         player[i].targetframe=1;
7070                                                                                                         player[i].velocity=0;
7071                                                                                                         player[i].velocity.y+=gravity;
7072                                                                                                         player[i].coords.y-=1.4;
7073                                                                                                         player[i].grabdelay=1;
7074                                                                                                 }
7075                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7076                                                                                                         player[i].targetrotation+=180;
7077                                                                                                 movekey=1;
7078                                                                                         }
7079                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7080                                                                                                 if((((player[i].isLanding()&&player[i].targetframe>=3)||player[i].isRun()||player[i].targetanimation==walkanim||player[i].isCrouch()||player[i].targetanimation==sneakanim)&&player[i].jumppower>1)&&((player[i].targetanimation!=rabbitrunninganim&&player[i].targetanimation!=wolfrunninganim)||i!=0)){
7081                                                                                                         player[i].jumpstart=0;
7082                                                                                                         player[i].targetanimation=jumpupanim;
7083                                                                                                         player[i].target=0;
7084                                                                                                         player[i].targetframe=0;
7085                                                                                                         player[i].rotation=player[i].targetrotation;
7086                                                                                                         player[i].transspeed=20;
7087                                                                                                         player[i].FootLand(0,1);
7088                                                                                                         player[i].FootLand(1,1);
7089
7090                                                                                                         facing=0;
7091                                                                                                         facing.z=-1;
7092                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7093
7094                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7095                                                                                                         if(!movekey)player[i].velocity=0;
7096
7097                                                                                                         //Dodge sweep?
7098                                                                                                         target=-2;
7099                                                                                                         if(numplayers>1)
7100                                                                                                                 for(j=0;j<numplayers;j++){
7101                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7102                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7103                                                                                                                                         if(target>=0)target=-1;
7104                                                                                                                                         else target=j;
7105                                                                                                                                 }
7106                                                                                                                         }
7107                                                                                                                 }
7108                                                                                                                 if(target>=0)player[i].velocity.y=1;
7109                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7110                                                                                                                         player[i].velocity.y=7;
7111                                                                                                                         player[i].crouchtogglekeydown=1;
7112                                                                                                                 }
7113                                                                                                                 else player[i].velocity.y=5;
7114
7115                                                                                                                 if(mousejump&&i==0&&debugmode){
7116                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7117                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7118                                                                                                                 }
7119
7120                                                                                                                 player[i].coords.y+=.2;
7121                                                                                                                 player[i].jumppower-=1;
7122
7123                                                                                                                 if (!i)
7124                                                                                                                   emit_sound_at(whooshsound, player[i].coords, 128.);
7125
7126                                                                                                                 emit_sound_at(jumpsound, player[i].coords, 128.);
7127                                                                                                 }
7128                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7129                                                                                                         player[i].targetanimation=player[i].getLanding();
7130                                                                                                         player[i].landhard=0;
7131                                                                                                         player[i].target=0;
7132                                                                                                         player[i].targetframe=2;
7133                                                                                                         player[i].jumpstart=1;
7134                                                                                                         player[i].tempdeltav=deltav;
7135                                                                                                 }
7136                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7137                                                                                                         if(player[i].jumppower>multiplier*6){
7138                                                                                                                 player[i].velocity.y+=multiplier*6;
7139                                                                                                                 player[i].jumppower-=multiplier*6;
7140                                                                                                         }
7141                                                                                                         if(player[i].jumppower<=multiplier*6){
7142                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7143                                                                                                                 player[i].jumppower=0;
7144                                                                                                         }
7145                                                                                                 }
7146                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7147                                                                                         }
7148
7149                                                                                         if(!movekey){
7150                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7151                                                                                                         player[i].targetanimation=player[i].getStop();
7152                                                                                                         player[i].target=0;
7153                                                                                                         player[i].targetframe=0;
7154                                                                                                 }
7155                                                                                                 if(player[i].targetanimation==sneakanim){
7156                                                                                                         player[i].targetanimation=player[i].getCrouch();
7157                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7158                                                                                                         player[i].targetframe=0;
7159                                                                                                 }
7160                                                                                         }
7161                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7162                                                                                                 player[i].targetanimation=player[i].getStop();
7163                                                                                                 player[i].target=0;
7164                                                                                                 player[i].targetframe=0;
7165                                                                                         }
7166                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7167                                                                                                 player[i].targetanimation=player[i].getStop();
7168                                                                                                 player[i].target=0;
7169                                                                                                 player[i].targetframe=0;
7170                                                                                         }
7171                                                                                 }
7172                                                                 }
7173                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7174                                                         }
7175
7176                                                         //Rotation
7177                                                         for(k=0;k<numplayers;k++){
7178                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7179                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7180                                                                         else player[k].rotation+=360;
7181                                                                 }
7182
7183                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7184                                                                         player[k].targetanimation=player[k].getStop();
7185                                                                         player[k].targetframe=0;
7186                                                                         player[k].target=0;
7187                                                                 }
7188
7189                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7190                                                                         player[k].targettilt=0;
7191                                                                 }
7192                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7193                                                                         player[k].targettilt=0;
7194                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7195                                                                         player[k].jumppower+=multiplier*7;
7196                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7197                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7198                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7199                                                                 }
7200
7201                                                                 if(player[k].isRun()){
7202                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7203                                                                 }
7204
7205                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7206                                                                 else if(player[k].tilt>player[k].targettilt){
7207                                                                         player[k].tilt-=multiplier*150;
7208                                                                 }
7209                                                                 else if(player[k].tilt<player[k].targettilt){
7210                                                                         player[k].tilt+=multiplier*150;
7211                                                                 }
7212
7213                                                                 player[k].grabdelay-=multiplier;
7214                                                         }
7215
7216                                                         for(k=0;k<numplayers;k++){
7217                                                                 player[k].DoAnimations();
7218                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7219                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7220                                                         }
7221
7222                                                         objects.DoStuff();
7223                                                         
7224                                                         for(j=numenvsounds-1;j>=0;j--){
7225                                                                 envsoundlife[j]-=multiplier;
7226                                                                 if(envsoundlife[j]<0){
7227                                                                         numenvsounds--;
7228                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7229                                                                         envsound[j]=envsound[numenvsounds];
7230                                                                 }
7231                                                         }
7232                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7233                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7234
7235                                                         if(tutoriallevel==1){
7236                                                                 XYZ temp;
7237                                                                 XYZ temp2;
7238                                                                 XYZ temp3;
7239                                                                 XYZ oldtemp;
7240                                                                 XYZ oldtemp2;
7241                                                                 temp.x=1011;
7242                                                                 temp.y=84;
7243                                                                 temp.z=491;
7244                                                                 temp2.x=1025;
7245                                                                 temp2.y=75;
7246                                                                 temp2.z=447;
7247                                                                 temp3.x=1038;
7248                                                                 temp3.y=76;
7249                                                                 temp3.z=453;
7250                                                                 oldtemp=temp;
7251                                                                 oldtemp2=temp2;
7252                                                                 if(tutorialstage>=51)
7253                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7254                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7255                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7256
7257                                                                                 emit_stream_np(stream_music3);
7258
7259                                                                                 gameon=0;
7260                                                                                 mainmenu=5;
7261
7262                                                                                 fireSound();
7263
7264                                                                                 flash();
7265                                                                         }
7266                                                                         if(tutorialstage<51)
7267                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7268                                                                                         emit_sound_at(fireendsound, player[0].coords);
7269
7270                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7271
7272                                                                                         flash();
7273                                                                                 }
7274                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7275                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7276                                                                                                 emit_sound_at(fireendsound, player[1].coords);
7277
7278                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7279                                                                                                         if(Random()%2==0){
7280                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7281                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7282                                                                                                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7283                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7284                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7285                                                                                                         }
7286                                                                                                 }
7287
7288                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7289                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7290                                                                                                         player[1].skeleton.joints[i].velocity=0;
7291                                                                                                         if(Random()%2==0){
7292                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7293                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7294                                                                                                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7295                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7296                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7297                                                                                                         }
7298                                                                                                 }
7299                                                                                         }
7300                                                         }
7301
7302
7303                                                         //3d sound
7304                                                         static float gLoc[3];
7305                                                         gLoc[0]=viewer.x;
7306                                                         gLoc[1]=viewer.y;
7307                                                         gLoc[2]=viewer.z;
7308                                                         static float vel[3];
7309                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7310                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7311                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7312
7313                                                         //Set orientation with forward and up vectors
7314                                                         static XYZ upvector;
7315                                                         upvector=0;
7316                                                         upvector.z=-1;
7317
7318                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7319                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7320
7321                                                         facing=0;
7322                                                         facing.z=-1;
7323
7324                                                         facing=DoRotation(facing,-rotation2,0,0);
7325                                                         facing=DoRotation(facing,0,0-rotation,0);
7326
7327
7328                                                         static float ori[6];
7329                                                         ori[0] = -facing.x;
7330                                                         ori[1] = facing.y;
7331                                                         ori[2] = -facing.z;
7332                                                         ori[3] = -upvector.x;
7333                                                         ori[4] = upvector.y;
7334                                                         ori[5] = -upvector.z;
7335
7336                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7337                                                         OPENAL_Update();
7338
7339                                                         oldviewer=viewer;
7340                 }
7341         }
7342
7343         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7344                 Screenshot();
7345                 freezetogglekeydown=1;
7346         }
7347 }
7348
7349 void    Game::TickOnce(){
7350         if(mainmenu)
7351                 rotation+=multiplier*5;
7352         else
7353                 if(directing||indialogue==-1) {
7354                         rotation+=deltah*.7;
7355                         if(!invertmouse)rotation2+=deltav*.7;
7356                         if(invertmouse)rotation2-=deltav*.7;
7357                         if(rotation2>90)rotation2=90;
7358                         if(rotation2<-70)rotation2=-70;
7359                 }
7360 }
7361
7362 void    Game::TickOnceAfter(){
7363         static XYZ colviewer;
7364         static XYZ coltarget;
7365         static XYZ target;
7366         static XYZ col;
7367         static float brotate;
7368         static XYZ facing;
7369         static int i,j;
7370         static float changedelay;
7371         static bool alldead;
7372         static float unseendelay;
7373         static float cameraspeed;
7374
7375         if(!mainmenu){
7376
7377                 if(environment==snowyenvironment)music1=stream_music1snow;
7378                 if(environment==grassyenvironment)music1=stream_music1grass;
7379                 if(environment==desertenvironment)music1=stream_music1desert;
7380
7381                 realthreat=0;
7382
7383                 musictype=music1;
7384                 for(i=0;i<numplayers;i++){
7385                         if((player[i].aitype==attacktypecutoff||player[i].aitype==getweapontype||player[i].aitype==gethelptype||player[i].aitype==searchtype)&&!player[i].dead/*&&player[i].surprised<=0*/&&(player[i].targetanimation!=sneakattackedanim&&player[i].targetanimation!=knifesneakattackedanim&&player[i].targetanimation!=swordsneakattackedanim)){
7386                                 musictype=stream_music2;
7387                                 realthreat=1;
7388                         }
7389                 }
7390                 if(player[0].dead)musictype=stream_music3;
7391
7392
7393                 if(musictype==stream_music2){
7394                         unseendelay=1;
7395                 }
7396
7397                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7398                         unseendelay-=multiplier;
7399                         if(unseendelay>0){
7400                                 musictype=stream_music2;
7401                         }
7402                 }
7403
7404
7405                 if(loading==2){
7406                         musictype=stream_music3;
7407                         musicvolume[2]=512;
7408                         musicvolume[0]=0;
7409                         musicvolume[1]=0;
7410                         musicvolume[3]=0;
7411                 }
7412
7413                 if(musictoggle){
7414                         if(musictype!=oldmusictype&&musictype==stream_music2){
7415                                 emit_sound_np(alarmsound);
7416
7417                         }
7418                 }
7419                 musicselected=musictype;
7420
7421                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7422                 else musicvolume[0]-=multiplier*450;
7423                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7424                 else musicvolume[1]-=multiplier*450;
7425                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7426                 else musicvolume[2]-=multiplier*450;
7427
7428                 for(i=0;i<3;i++){
7429                         if(musicvolume[i]<0)musicvolume[i]=0;
7430                         if(musicvolume[i]>512)musicvolume[i]=512;
7431                 }
7432
7433                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7434
7435                 if(musictoggle){
7436                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7437                           emit_stream_np(music1, musicvolume[0]);
7438                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7439                           emit_stream_np(stream_music2, musicvolume[1]);
7440                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7441                           emit_stream_np(stream_music3, musicvolume[2]);
7442                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7443                                 pause_sound(music1);
7444                         }
7445                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7446                                 pause_sound(stream_music2);
7447                         }
7448                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7449                                 pause_sound(stream_music3);
7450                         }
7451
7452                         if(musicvolume[0]!=oldmusicvolume[0]){
7453                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7454                         }
7455                         if(musicvolume[1]!=oldmusicvolume[1]){
7456                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7457                         }
7458                         if(musicvolume[2]!=oldmusicvolume[2]){
7459                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7460                         }
7461
7462                         for(i=0;i<3;i++){
7463                                 oldmusicvolume[i]=musicvolume[i];
7464                         }
7465                 } else {
7466                         pause_sound(music1);
7467                         pause_sound(stream_music2);
7468                         pause_sound(stream_music3);
7469
7470                         for(i=0;i<4;i++){
7471                                 oldmusicvolume[i]=0;
7472                                 musicvolume[i]=0;
7473                         }
7474                 }
7475
7476                 killhotspot=2;
7477                 for(i=0;i<numhotspots;i++){
7478                         if(hotspottype[i]>10&&hotspottype[i]<20){
7479                                 if(player[hotspottype[i]-10].dead==0){
7480                                         killhotspot=0;
7481                                 }
7482                                 else if(killhotspot==2)
7483                                         killhotspot=1;
7484                         }
7485                 }
7486                 if(killhotspot==2)killhotspot=0;
7487
7488
7489                 winhotspot=0;
7490                 for(i=0;i<numhotspots;i++){
7491                         if(hotspottype[i]==-1){
7492                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7493                                         winhotspot=1;
7494                         }
7495                 }
7496
7497                 int numalarmed=0;
7498                 for(i=1;i<numplayers;i++){
7499                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7500                 }
7501                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7502
7503                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7504                         if(player[0].dead&&changedelay<=0){
7505                                 changedelay=1;
7506                                 targetlevel=whichlevel;
7507                         }
7508                         alldead=1;
7509                         for(i=1;i<numplayers;i++){
7510                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7511                         }
7512
7513
7514                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7515                                 changedelay=1;
7516                                 targetlevel=whichlevel+1;
7517                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7518                         }
7519                         if(winhotspot||windialogue){
7520                                 changedelay=0.1;
7521                                 targetlevel=whichlevel+1;
7522                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7523                         }
7524
7525
7526                         if(killhotspot){
7527                                 changedelay=1;
7528                                 targetlevel=whichlevel+1;
7529                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7530                         }
7531
7532                         if(changedelay>0&&!player[0].dead&&!won){
7533                                 //high scores, awards, win
7534                                 if(campaign){
7535                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7536                                         scoreadded=1;
7537                                 }
7538                                 else
7539                                 {
7540                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7541                                 }
7542                                 won=1;
7543                         }
7544                 }
7545
7546                 if(!winfreeze){
7547
7548                         if(leveltime<1){
7549                                 loading=0;
7550                                 changedelay=.1;
7551                                 alldead=0;
7552                                 winhotspot=0;
7553                                 killhotspot=0;
7554                         }
7555
7556                         if(!editorenabled&&gameon&&!mainmenu){
7557                                 if(changedelay!=-999)changedelay-=multiplier/7;
7558                                 if(player[0].dead)targetlevel=whichlevel;
7559                                 if(loading==2&&!campaign){
7560                                         flash();
7561
7562                                         fireSound(firestartsound);
7563
7564                                         if(!player[0].dead&&targetlevel!=whichlevel){
7565                                                 startbonustotal=bonustotal;
7566                                         }
7567                                         if(player[0].dead) Loadlevel(whichlevel);
7568                                         else Loadlevel(targetlevel);
7569
7570                                         fireSound();
7571
7572                                         loading=3;
7573                                 }
7574                                 if(loading==2&&targetlevel==whichlevel){
7575                                         flash();
7576                                         loadtime=0;
7577
7578                                         fireSound(firestartsound);
7579
7580                                         for(i=0;i<255;i++){
7581                                                 mapname[i]='\0';
7582                                         }
7583                                         mapname[0]=':';
7584                                         mapname[1]='D';
7585                                         mapname[2]='a';
7586                                         mapname[3]='t';
7587                                         mapname[4]='a';
7588                                         mapname[5]=':';
7589                                         mapname[6]='M';
7590                                         mapname[7]='a';
7591                                         mapname[8]='p';
7592                                         mapname[9]='s';
7593                                         mapname[10]=':';
7594                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
7595                                         Loadlevel(mapname);
7596
7597                                         fireSound();
7598
7599                                         loading=3;
7600                                 }
7601                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
7602                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
7603                         {
7604                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
7605                                                         winfreeze=1;
7606                                                         changedelay=-999;
7607                                                 }
7608                                                 if(player[0].dead)loading=1;
7609                                         }
7610                                 }
7611                         }
7612
7613                         if(campaign)
7614                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
7615                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
7616                                                 endgame=1;
7617                                         }
7618                                 }
7619                                 else if(mainmenu==0&&winfreeze){
7620                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7621                                                 stealthloading=1;
7622                                         else stealthloading=0;
7623
7624                                         if(!stealthloading){
7625                                                 float gLoc[3]={0,0,0};
7626                                                 float vel[3]={0,0,0};
7627                                                 fireSound(firestartsound);
7628
7629                                                 flash();
7630                                         }
7631
7632                                         startbonustotal=0;
7633
7634                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7635                                         ipstream.ignore(256,':');
7636                                         ipstream >> campaignnumlevels;
7637                                         for(i=0;i<campaignnumlevels;i++){
7638                                                 ipstream.ignore(256,':');
7639                                                 ipstream.ignore(256,':');
7640                                                 ipstream.ignore(256,' ');
7641                                                 ipstream >> campaignmapname[i];
7642                                                 ipstream.ignore(256,':');
7643                                                 ipstream >> campaigndescription[i];
7644                                                 for(j=0;j<256;j++){
7645                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7646                                                 }
7647                                                 ipstream.ignore(256,':');
7648                                                 ipstream >> campaignchoosenext[i];
7649                                                 ipstream.ignore(256,':');
7650                                                 ipstream >> campaignnumnext[i];
7651                                                 for(j=0;j<campaignnumnext[i];j++){
7652                                                         ipstream.ignore(256,':');
7653                                                         ipstream >> campaignnextlevel[i][j];
7654                                                         campaignnextlevel[i][j]-=1;
7655                                                 }
7656                                                 ipstream.ignore(256,':');
7657                                                 ipstream >> campaignlocationx[i];
7658                                                 ipstream.ignore(256,':');
7659                                                 ipstream >> campaignlocationy[i];
7660                                         }
7661                                         ipstream.close();
7662
7663                                         for(i=0;i<campaignnumlevels;i++){
7664                                                 levelvisible[i]=0;
7665                                                 levelhighlight[i]=0;
7666                                         }
7667
7668
7669                                         for(i=0;i<campaignnumlevels;i++){
7670                                                 levelvisible[i]=0;
7671                                                 levelhighlight[i]=0;
7672                                         }
7673
7674                                         levelorder[0]=0;
7675                                         levelvisible[0]=1;
7676                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
7677                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7678                                                 levelvisible[levelorder[i+1]]=1;
7679                                         }
7680                                         int whichlevelstart;
7681                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7682                                         if(whichlevelstart<0){
7683                                                 campaignchoicenum=1;
7684                                                 campaignchoicewhich[0]=0;
7685                                         }
7686                                         else
7687                                         {
7688                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7689                                                 for(i=0;i<campaignchoicenum;i++){
7690                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7691                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7692                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7693                                                 }
7694                                         }
7695
7696                                         loading=2;
7697                                         loadtime=0;
7698                                         targetlevel=7;
7699                                         //if(firstload)TickOnceAfter();
7700                                         if(!firstload)LoadStuff();
7701                                         //else {
7702                                         for(i=0;i<255;i++){
7703                                                 mapname[i]='\0';
7704                                         }
7705                                         mapname[0]=':';
7706                                         mapname[1]='D';
7707                                         mapname[2]='a';
7708                                         mapname[3]='t';
7709                                         mapname[4]='a';
7710                                         mapname[5]=':';
7711                                         mapname[6]='M';
7712                                         mapname[7]='a';
7713                                         mapname[8]='p';
7714                                         mapname[9]='s';
7715                                         mapname[10]=':';
7716
7717                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
7718                                         whichchoice=0;
7719                                         visibleloading=1;
7720                                         stillloading=1;
7721                                         Loadlevel(mapname);
7722                                         campaign=1;
7723                                         mainmenu=0;
7724                                         gameon=1;
7725                                         pause_sound(stream_music3);
7726
7727                                         stealthloading=0;
7728                                 }
7729
7730                                 if(loading==3)loading=0;
7731
7732                         }
7733
7734                         oldmusictype=musictype;
7735         }
7736
7737         facing=0;
7738         facing.z=-1;
7739
7740         facing=DoRotation(facing,-rotation2,0,0);
7741         facing=DoRotation(facing,0,0-rotation,0);
7742         viewerfacing=facing;
7743
7744         brotate=0;
7745         if(!cameramode){
7746                 if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7747                 else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7748                 target.y+=.1;
7749                 if(player[0].skeleton.free){
7750                         for(i=0;i<player[0].skeleton.num_joints;i++){
7751                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7752                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7753                         }
7754                         target.y+=.1;
7755                 }
7756                 if(player[0].skeleton.free!=2&&!autocam){
7757                         cameraspeed=20;
7758                         if(findLengthfast(&player[0].velocity)>400){
7759                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7760                         }
7761                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7762                         coltarget=target-cameraloc;
7763                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7764                         else {
7765                                 Normalise(&coltarget);
7766                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7767                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7768                         }
7769                         if(editorenabled)cameraloc=target;
7770                         cameradist+=multiplier*5;
7771                         if(cameradist>2.3)cameradist=2.3;
7772                         viewer=cameraloc-facing*cameradist;
7773                         colviewer=viewer;
7774                         coltarget=cameraloc;
7775                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7776                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7777                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7778                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7779                                         colviewer=viewer;
7780                                         coltarget=cameraloc;
7781                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7782                                 }
7783                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7784                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7785                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7786                                                 colviewer=viewer;
7787                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7788                                                         viewer=colviewer;
7789                                                 }
7790                                         }
7791                                         cameradist=findDistance(&viewer,&target);
7792                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7793                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7794                                         }
7795                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7796                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7797                                         }
7798                 }
7799                 if(player[0].skeleton.free!=2&&autocam){
7800                         cameraspeed=20;
7801                         if(findLengthfast(&player[0].velocity)>400){
7802                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7803                         }
7804                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7805                         cameradist+=multiplier*5;
7806                         if(cameradist>3.3)cameradist=3.3;
7807                         coltarget=target-cameraloc;
7808                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7809                         else if(findLengthfast(&coltarget)>1)
7810                         {
7811                                 Normalise(&coltarget);
7812                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7813                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7814                         }
7815                         if(editorenabled)cameraloc=target;
7816                         viewer=cameraloc;
7817                         colviewer=viewer;
7818                         coltarget=cameraloc;
7819                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7820                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7821                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7822                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7823                                         colviewer=viewer;
7824                                         coltarget=cameraloc;
7825                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7826                                 }
7827                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7828                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7829                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7830                                                 colviewer=viewer;
7831                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7832                                                         viewer=colviewer;
7833                                                 }
7834                                         }
7835                                         cameradist=findDistance(&viewer,&target);
7836                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7837                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7838                                         }
7839                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7840                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7841                                         }
7842                 }
7843                 if(camerashake>.8)camerashake=.8;
7844                 //if(woozy>10)woozy=10;
7845                 //woozy+=multiplier;
7846                 woozy+=multiplier;
7847                 if(player[0].dead)camerashake=0;
7848                 if(player[0].dead)woozy=0;
7849                 camerashake-=multiplier*2;
7850                 blackout-=multiplier*2;
7851                 //if(player[0].isCrouch())woozy-=multiplier*8;
7852                 if(camerashake<0)camerashake=0;
7853                 if(blackout<0)blackout=0;
7854                 //if(woozy<0)woozy=0;
7855                 if(camerashake){
7856                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
7857                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
7858                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
7859                 }
7860         }
7861 }