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GameTick: Move input processing to a dedicated method
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63 extern float multiplier;
64 extern XYZ viewer;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
68 extern float gravity;
69 extern int detail;
70 extern float texdetail;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool devtools;
93 int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
121 extern int maptype;
122 extern int editoractive;
123 extern int editorpathtype;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int hostile;
130
131 extern bool stillloading;
132 extern bool winfreeze;
133
134 extern bool campaign;
135
136 extern void toggleFullscreen();
137
138 bool won = false;
139 int whichchoice = 0;
140 bool winhotspot = false;
141 bool windialogue = false;
142 bool realthreat = 0;
143 XYZ cameraloc;
144 float cameradist = 0;
145 bool oldattackkey = 0;
146 int whichlevel = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
150
151 const char* rabbitskin[] = {
152     "Textures/Fur3.jpg",
153     "Textures/Fur.jpg",
154     "Textures/Fur2.jpg",
155     "Textures/Lynx.jpg",
156     "Textures/Otter.jpg",
157     "Textures/Opal.jpg",
158     "Textures/Sable.jpg",
159     "Textures/Chocolate.jpg",
160     "Textures/BW2.jpg",
161     "Textures/WB2.jpg"
162 };
163
164 const char* wolfskin[] = {
165     "Textures/Wolf.jpg",
166     "Textures/DarkWolf.jpg",
167     "Textures/SnowWolf.jpg"
168 };
169
170 const char** creatureskin[] = { rabbitskin, wolfskin };
171
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
174
175 // utility functions
176
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
179 {
180     Normalise(&vec);
181     float angle = -asin(-vec.x) * 180 / M_PI;
182     if (vec.z < 0) {
183         angle = 180 - angle;
184     }
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by) {
207         return to;
208     } else if (from > to) {
209         return from - by;
210     } else {
211         return from + by;
212     }
213 }
214
215 void Game::playdialoguescenesound()
216 {
217     XYZ temppos;
218     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219     temppos = temppos - viewer;
220     Normalise(&temppos);
221     temppos += viewer;
222
223     int sound = -1;
224     switch (Dialog::currentScene().sound) {
225         case -6:
226             sound = alarmsound;
227             break;
228         case -4:
229             sound = consolefailsound;
230             break;
231         case -3:
232             sound = consolesuccesssound;
233             break;
234         case -2:
235             sound = firestartsound;
236             break;
237         case -1:
238             sound = fireendsound;
239             break;
240         case 1:
241             sound = rabbitchitter;
242             break;
243         case 2:
244             sound = rabbitchitter2;
245             break;
246         case 3:
247             sound = rabbitpainsound;
248             break;
249         case 4:
250             sound = rabbitpain1sound;
251             break;
252         case 5:
253             sound = rabbitattacksound;
254             break;
255         case 6:
256             sound = rabbitattack2sound;
257             break;
258         case 7:
259             sound = rabbitattack3sound;
260             break;
261         case 8:
262             sound = rabbitattack4sound;
263             break;
264         case 9:
265             sound = growlsound;
266             break;
267         case 10:
268             sound = growl2sound;
269             break;
270         case 11:
271             sound = snarlsound;
272             break;
273         case 12:
274             sound = snarl2sound;
275             break;
276         case 13:
277             sound = barksound;
278             break;
279         case 14:
280             sound = bark2sound;
281             break;
282         case 15:
283             sound = bark3sound;
284             break;
285         case 16:
286             sound = barkgrowlsound;
287             break;
288         default:
289             break;
290     }
291     if (sound != -1) {
292         emit_sound_at(sound, temppos);
293     }
294 }
295
296 // ================================================================
297
298 int Game::findClosestPlayer()
299 {
300     int closest = -1;
301     float closestdist = std::numeric_limits<float>::max();
302
303     for (unsigned int i = 1; i < Person::players.size(); i++) {
304         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305         if (distance < closestdist) {
306             closestdist = distance;
307             closest = (int)i;
308         }
309     }
310     return closest;
311 }
312
313 static int findClosestObject()
314 {
315     int closest = -1;
316     float closestdist = std::numeric_limits<float>::max();
317
318     for (unsigned int i = 0; i < Object::objects.size(); i++) {
319         float distance = distsq(&Object::objects[i]->position,
320                                 &Person::players[0]->coords);
321         if (distance < closestdist) {
322             closestdist = distance;
323             closest = (int)i;
324         }
325     }
326     return closest;
327 }
328
329 static void cmd_dispatch(const string cmd)
330 {
331     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
332
333     for (i = 0; i < n_cmds; i++) {
334         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337             break;
338         }
339     }
340     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
341 }
342
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
346 {
347     char filename[1024];
348     time_t t = time(NULL);
349     struct tm* tme = localtime(&t);
350     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
352
353     save_screenshot(filename);
354 }
355
356 void Game::SetUpLighting()
357 {
358     if (environment == snowyenvironment) {
359         light.setColors(.65, .65, .7, .4, .4, .44);
360     }
361     if (environment == desertenvironment) {
362         light.setColors(.95, .95, .95, .4, .35, .3);
363     }
364     if (environment == grassyenvironment) {
365         light.setColors(.95, .95, 1, .4, .4, .44);
366     }
367     if (!skyboxtexture) {
368         light.setColors(1, 1, 1, .4, .4, .4);
369     }
370     float average;
371     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372     light.color[0] *= (skyboxlightr + average) / 2;
373     light.color[1] *= (skyboxlightg + average) / 2;
374     light.color[2] *= (skyboxlightb + average) / 2;
375     light.ambient[0] *= (skyboxlightr + average) / 2;
376     light.ambient[1] *= (skyboxlightg + average) / 2;
377     light.ambient[2] *= (skyboxlightb + average) / 2;
378 }
379
380 void Setenvironment(int which)
381 {
382     LOGFUNC;
383
384     LOG(" Setting environment...");
385
386     float temptexdetail;
387     environment = which;
388
389     pause_sound(stream_snowtheme);
390     pause_sound(stream_grasstheme);
391     pause_sound(stream_deserttheme);
392     pause_sound(stream_wind);
393     pause_sound(stream_desertambient);
394
395     if (environment == snowyenvironment) {
396         windvector = 0;
397         windvector.z = 3;
398         if (ambientsound) {
399             emit_stream_np(stream_wind);
400         }
401
402         Object::treetextureptr.load("Textures/SnowTree.png", 0);
403         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
406
407         footstepsound = footstepsn1;
408         footstepsound2 = footstepsn2;
409         footstepsound3 = footstepst1;
410         footstepsound4 = footstepst2;
411
412         terraintexture.load("Textures/Snow.jpg", 1);
413         terraintexture2.load("Textures/Rock.jpg", 1);
414
415         temptexdetail = texdetail;
416         if (texdetail > 1) {
417             texdetail = 4;
418         }
419         skybox->load("Textures/Skybox(snow)/Front.jpg",
420                      "Textures/Skybox(snow)/Left.jpg",
421                      "Textures/Skybox(snow)/Back.jpg",
422                      "Textures/Skybox(snow)/Right.jpg",
423                      "Textures/Skybox(snow)/Up.jpg",
424                      "Textures/Skybox(snow)/Down.jpg");
425
426         texdetail = temptexdetail;
427     } else if (environment == desertenvironment) {
428         windvector = 0;
429         windvector.z = 2;
430         Object::treetextureptr.load("Textures/DesertTree.png", 0);
431         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
434
435         if (ambientsound) {
436             emit_stream_np(stream_desertambient);
437         }
438
439         footstepsound = footstepsn1;
440         footstepsound2 = footstepsn2;
441         footstepsound3 = footstepsn1;
442         footstepsound4 = footstepsn2;
443
444         terraintexture.load("Textures/Sand.jpg", 1);
445         terraintexture2.load("Textures/SandSlope.jpg", 1);
446
447         temptexdetail = texdetail;
448         if (texdetail > 1) {
449             texdetail = 4;
450         }
451         skybox->load("Textures/Skybox(sand)/Front.jpg",
452                      "Textures/Skybox(sand)/Left.jpg",
453                      "Textures/Skybox(sand)/Back.jpg",
454                      "Textures/Skybox(sand)/Right.jpg",
455                      "Textures/Skybox(sand)/Up.jpg",
456                      "Textures/Skybox(sand)/Down.jpg");
457
458         texdetail = temptexdetail;
459     } else if (environment == grassyenvironment) {
460         windvector = 0;
461         windvector.z = 2;
462         Object::treetextureptr.load("Textures/Tree.png", 0);
463         Object::bushtextureptr.load("Textures/Bush.png", 0);
464         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466
467         if (ambientsound) {
468             emit_stream_np(stream_wind, 100.);
469         }
470
471         footstepsound = footstepgr1;
472         footstepsound2 = footstepgr2;
473         footstepsound3 = footstepst1;
474         footstepsound4 = footstepst2;
475
476         terraintexture.load("Textures/GrassDirt.jpg", 1);
477         terraintexture2.load("Textures/MossRock.jpg", 1);
478
479         temptexdetail = texdetail;
480         if (texdetail > 1) {
481             texdetail = 4;
482         }
483         skybox->load("Textures/Skybox(grass)/Front.jpg",
484                      "Textures/Skybox(grass)/Left.jpg",
485                      "Textures/Skybox(grass)/Back.jpg",
486                      "Textures/Skybox(grass)/Right.jpg",
487                      "Textures/Skybox(grass)/Up.jpg",
488                      "Textures/Skybox(grass)/Down.jpg");
489
490         texdetail = temptexdetail;
491     }
492     temptexdetail = texdetail;
493     texdetail = 1;
494     terrain.load("Textures/HeightMap.png");
495
496     texdetail = temptexdetail;
497 }
498
499 bool Game::LoadLevel(int which)
500 {
501     stealthloading = 0;
502     whichlevel = which;
503
504     if (which == -1) {
505         return LoadLevel("tutorial", true);
506     } else if (which >= 0 && which <= 15) {
507         char buf[32];
508         snprintf(buf, 32, "map%d", which + 1); // challenges
509         return LoadLevel(buf);
510     } else {
511         return LoadLevel("mapsave");
512     }
513 }
514
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
516 {
517     const std::string level_path = Folders::getResourcePath("Maps/" + name);
518     if (!Folders::file_exists(level_path)) {
519         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
520         return false;
521     }
522
523     int indemo; // FIXME this should be removed
524     int templength;
525     float lamefloat;
526
527     LOGFUNC;
528
529     LOG(std::string("Loading level...") + name);
530
531     if (!gameon) {
532         visibleloading = true;
533     }
534     if (stealthloading) {
535         visibleloading = false;
536     }
537     if (!stillloading) {
538         loadtime = 0;
539     }
540     gamestarted = 1;
541
542     numenvsounds = 0;
543
544     Tutorial::active = tutorial;
545
546     if (Tutorial::active) {
547         Tutorial::stage = 0;
548     }
549     if (Tutorial::stage == 0) {
550         Tutorial::stagetime = 0;
551         Tutorial::maxtime = 1;
552     }
553     pause_sound(whooshsound);
554     pause_sound(stream_firesound);
555
556     int mapvers;
557     FILE* tfile;
558     errno = 0;
559     tfile = Folders::openMandatoryFile(level_path, "rb");
560
561     pause_sound(stream_firesound);
562     scoreadded = 0;
563     windialogue = false;
564     hostiletime = 0;
565     won = 0;
566
567     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
568
569     Dialog::dialogs.clear();
570
571     Dialog::indialogue = -1;
572     cameramode = 0;
573
574     damagedealt = 0;
575     damagetaken = 0;
576
577     if (Account::hasActive()) {
578         difficulty = Account::active().getDifficulty();
579     }
580
581     Hotspot::hotspots.clear();
582     Hotspot::current = -1;
583     bonustime = 1;
584
585     skyboxtexture = 1;
586     skyboxr = 1;
587     skyboxg = 1;
588     skyboxb = 1;
589
590     freeze = 0;
591     winfreeze = 0;
592
593     for (unsigned char i = 0; i < 100; i++) {
594         bonusnum[i] = 0;
595     }
596
597     numfalls = 0;
598     numflipfail = 0;
599     numseen = 0;
600     numstaffattack = 0;
601     numswordattack = 0;
602     numknifeattack = 0;
603     numunarmedattack = 0;
604     numescaped = 0;
605     numflipped = 0;
606     numwallflipped = 0;
607     numthrowkill = 0;
608     numafterkill = 0;
609     numreversals = 0;
610     numattacks = 0;
611     maxalarmed = 0;
612     numresponded = 0;
613
614     bonustotal = startbonustotal;
615     bonus = 0;
616     gameon = 1;
617     changedelay = 0;
618     if (console) {
619         emit_sound_np(consolesuccesssound);
620         freeze = 0;
621         console = false;
622     }
623
624     if (!stealthloading) {
625         terrain.decals.clear();
626         Sprite::deleteSprites();
627
628         for (int i = 0; i < subdivision; i++) {
629             for (int j = 0; j < subdivision; j++) {
630                 terrain.patchobjects[i][j].clear();
631             }
632         }
633         Game::LoadingScreen();
634     }
635
636     weapons.clear();
637     Person::players.resize(1);
638
639     funpackf(tfile, "Bi", &mapvers);
640     if (mapvers < 12) {
641         cerr << name << " has obsolete map version " << mapvers << endl;
642     }
643     if (mapvers >= 15) {
644         funpackf(tfile, "Bi", &indemo);
645     } else {
646         indemo = 0;
647     }
648     if (mapvers >= 5) {
649         funpackf(tfile, "Bi", &maptype);
650     } else {
651         maptype = mapkilleveryone;
652     }
653     if (mapvers >= 6) {
654         funpackf(tfile, "Bi", &hostile);
655     } else {
656         hostile = 1;
657     }
658     if (mapvers >= 4) {
659         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
660     } else {
661         viewdistance = 100;
662         fadestart = .6;
663     }
664     if (mapvers >= 2) {
665         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
666     } else {
667         skyboxtexture = 1;
668         skyboxr = 1;
669         skyboxg = 1;
670         skyboxb = 1;
671     }
672     if (mapvers >= 10) {
673         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
674     } else {
675         skyboxlightr = skyboxr;
676         skyboxlightg = skyboxg;
677         skyboxlightb = skyboxb;
678     }
679     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680     if (stealthloading) {
681         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
682     } else {
683         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
684     }
685     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687             Person::players[0]->weaponids[j] = weapons.size();
688             int type;
689             funpackf(tfile, "Bi", &type);
690             weapons.push_back(Weapon(type, 0));
691         }
692     }
693
694     Game::LoadingScreen();
695
696     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
700
701     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
702
703     if (mapvers >= 9) {
704         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
705     } else {
706         Person::players[0]->whichskin = 0;
707         Person::players[0]->creature = rabbittype;
708     }
709
710     Person::players[0]->lastattack = -1;
711     Person::players[0]->lastattack2 = -1;
712     Person::players[0]->lastattack3 = -1;
713
714     //dialogues
715     if (mapvers >= 8) {
716         Dialog::loadDialogs(tfile);
717     }
718
719     for (int k = 0; k < Person::players[0]->numclothes; k++) {
720         funpackf(tfile, "Bi", &templength);
721         for (int l = 0; l < templength; l++) {
722             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
723         }
724         Person::players[0]->clothes[k][templength] = '\0';
725         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
726     }
727
728     funpackf(tfile, "Bi", &environment);
729
730     if (environment != oldenvironment) {
731         Setenvironment(environment);
732     }
733     oldenvironment = environment;
734
735     Object::LoadObjectsFromFile(tfile, stealthloading);
736
737     if (mapvers >= 7) {
738         int numhotspots;
739         funpackf(tfile, "Bi", &numhotspots);
740         if (numhotspots < 0) {
741             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
742             numhotspots = 0;
743         }
744         Hotspot::hotspots.resize(numhotspots);
745         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747             funpackf(tfile, "Bi", &templength);
748             if (templength) {
749                 for (int l = 0; l < templength; l++) {
750                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
751                 }
752             }
753             Hotspot::hotspots[i].text[templength] = '\0';
754             if (Hotspot::hotspots[i].type == -111) {
755                 indemo = 1;
756             }
757         }
758     } else {
759         Hotspot::hotspots.clear();
760     }
761
762     Game::LoadingScreen();
763
764     if (!stealthloading) {
765         Object::ComputeCenter();
766         Object::ComputeRadius();
767     }
768
769     Game::LoadingScreen();
770
771     int numplayers;
772     funpackf(tfile, "Bi", &numplayers);
773     if (numplayers > maxplayers) {
774         cout << "Warning: this level contains more players than allowed" << endl;
775     }
776     unsigned j = 1;
777     for (int i = 1; i < numplayers; i++) {
778         try {
779             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
780             j++;
781         } catch (InvalidPersonException e) {
782             cerr << "Invalid Person found in " << name << endl;
783         }
784     }
785     Game::LoadingScreen();
786
787     funpackf(tfile, "Bi", &numpathpoints);
788     if (numpathpoints > 30 || numpathpoints < 0) {
789         numpathpoints = 0;
790     }
791     for (int j = 0; j < numpathpoints; j++) {
792         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793         for (int k = 0; k < numpathpointconnect[j]; k++) {
794             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
795         }
796     }
797     Game::LoadingScreen();
798
799     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
800
801     SetUpLighting();
802
803     if (!stealthloading) {
804         Object::AddObjectsToTerrain();
805         terrain.DoShadows();
806         Game::LoadingScreen();
807         Object::DoShadows();
808         Game::LoadingScreen();
809     }
810
811     fclose(tfile);
812
813     for (unsigned i = 0; i < Person::players.size(); i++) {
814         Game::LoadingScreen();
815         if (i == 0) {
816             Person::players[i]->burnt = 0;
817             Person::players[i]->bled = 0;
818             Person::players[i]->onfire = 0;
819             Person::players[i]->scale = .2;
820             if (mapvers < 9) {
821                 Person::players[i]->creature = rabbittype;
822             }
823         }
824         Person::players[i]->skeleton.free = 0;
825
826         Person::players[i]->skeletonLoad();
827
828         Person::players[i]->addClothes();
829
830         if (i == 0) {
831             Person::players[i]->animCurrent = bounceidleanim;
832             Person::players[i]->animTarget = bounceidleanim;
833             Person::players[i]->frameCurrent = 0;
834             Person::players[i]->frameTarget = 1;
835             Person::players[i]->target = 0;
836         }
837         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838         if (difficulty == 0) {
839             Person::players[i]->speed -= .2;
840         }
841         if (difficulty == 1) {
842             Person::players[i]->speed -= .1;
843         }
844
845         if (i == 0) {
846             Person::players[i]->velocity = 0;
847             Person::players[i]->oldcoords = Person::players[i]->coords;
848             Person::players[i]->realoldcoords = Person::players[i]->coords;
849
850             Person::players[i]->id = i;
851             Person::players[i]->updatedelay = 0;
852             Person::players[i]->normalsupdatedelay = 0;
853
854             Person::players[i]->proportionhead = 1.2;
855             Person::players[i]->proportionbody = 1.05;
856             Person::players[i]->proportionarms = 1.00;
857             Person::players[i]->proportionlegs = 1.1;
858             Person::players[i]->proportionlegs.y = 1.05;
859             Person::players[i]->headless = 0;
860             Person::players[i]->currentoffset = 0;
861             Person::players[i]->targetoffset = 0;
862             if (Person::players[i]->creature == wolftype) {
863                 Person::players[i]->scale = .23;
864                 Person::players[i]->damagetolerance = 300;
865             } else {
866                 Person::players[i]->damagetolerance = 200;
867             }
868         }
869
870         Game::LoadingScreen();
871
872         if (cellophane) {
873             Person::players[i]->proportionhead.z = 0;
874             Person::players[i]->proportionbody.z = 0;
875             Person::players[i]->proportionarms.z = 0;
876             Person::players[i]->proportionlegs.z = 0;
877         }
878
879         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
880
881         if (i == 0) {
882             Person::players[i]->headmorphness = 0;
883             Person::players[i]->targetheadmorphness = 1;
884             Person::players[i]->headmorphstart = 0;
885             Person::players[i]->headmorphend = 0;
886
887             Person::players[i]->pausetime = 0;
888
889             Person::players[i]->dead = 0;
890             Person::players[i]->jumppower = 5;
891             Person::players[i]->damage = 0;
892             Person::players[i]->permanentdamage = 0;
893             Person::players[i]->superpermanentdamage = 0;
894
895             Person::players[i]->forwardkeydown = 0;
896             Person::players[i]->leftkeydown = 0;
897             Person::players[i]->backkeydown = 0;
898             Person::players[i]->rightkeydown = 0;
899             Person::players[i]->jumpkeydown = 0;
900             Person::players[i]->crouchkeydown = 0;
901             Person::players[i]->throwkeydown = 0;
902
903             Person::players[i]->collided = -10;
904             Person::players[i]->loaded = 1;
905             Person::players[i]->bloodloss = 0;
906             Person::players[i]->weaponactive = -1;
907             Person::players[i]->weaponstuck = -1;
908             Person::players[i]->bleeding = 0;
909             Person::players[i]->deathbleeding = 0;
910             Person::players[i]->stunned = 0;
911             Person::players[i]->hasvictim = 0;
912             Person::players[i]->wentforweapon = 0;
913         }
914     }
915
916     Person::players[0]->aitype = playercontrolled;
917
918     if (difficulty == 1) {
919         Person::players[0]->power = 1 / .9;
920         Person::players[0]->damagetolerance = 250;
921     } else if (difficulty == 0) {
922         Person::players[0]->power = 1 / .8;
923         Person::players[0]->damagetolerance = 300;
924         Person::players[0]->armorhead *= 1.5;
925         Person::players[0]->armorhigh *= 1.5;
926         Person::players[0]->armorlow *= 1.5;
927     }
928
929     cameraloc = Person::players[0]->coords;
930     cameraloc.y += 5;
931     yaw = Person::players[0]->yaw;
932
933     hawkcoords = Person::players[0]->coords;
934     hawkcoords.y += 30;
935
936     Game::LoadingScreen();
937
938     LOG("Starting background music...");
939
940     OPENAL_StopSound(OPENAL_ALL);
941     if (ambientsound) {
942         if (environment == snowyenvironment) {
943             emit_stream_np(stream_wind);
944         } else if (environment == desertenvironment) {
945             emit_stream_np(stream_desertambient);
946         } else if (environment == grassyenvironment) {
947             emit_stream_np(stream_wind, 100.);
948         }
949     }
950     oldmusicvolume[0] = 0;
951     oldmusicvolume[1] = 0;
952     oldmusicvolume[2] = 0;
953     oldmusicvolume[3] = 0;
954
955     leveltime = 0;
956     wonleveltime = 0;
957     visibleloading = false;
958
959     return true;
960 }
961
962 /* Process input events that impact settings, console, devtools, etc.
963  * Gameplay-related input processing is still done in Game::Tick() for now
964  * as it is tightly coupled to the game logic.
965  */
966 void Game::ProcessInput()
967 {
968     /* Pump SDL input events */
969     Input::Tick();
970
971     /* Menu handling (main menu, leave game) */
972     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973         (gameon || mainmenu == 0)) {
974         selected = -1;
975         if (mainmenu == 0 && !winfreeze) {
976             mainmenu = 2; // Pause
977         } else if (mainmenu == 1 || mainmenu == 2) {
978             mainmenu = 0; // Unpause
979         }
980         // Play menu theme
981         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982             OPENAL_SetFrequency(OPENAL_ALL);
983             emit_stream_np(stream_menutheme);
984             pause_sound(leveltheme);
985         }
986         // On resume, play level music
987         if (!mainmenu) {
988             pause_sound(stream_menutheme);
989             resume_stream(leveltheme);
990         }
991     }
992
993     /* Challenge mode */
994     if (!campaign && !mainmenu) {
995         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
996             if (winfreeze) {
997                 winfreeze = 0;
998             }
999         }
1000
1001         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1002             if (console) {
1003                 console = false;
1004                 freeze = 0;
1005             } else if (winfreeze) {
1006                 mainmenu = 9;
1007                 gameon = 0;
1008             }
1009         }
1010     }
1011
1012
1013     /* Tutorial mode hotkeys */
1014     if (Tutorial::active) {
1015         // Skip current tutorial stage
1016         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1017             if (Tutorial::stage != 51) {
1018                 Tutorial::stagetime = Tutorial::maxtime;
1019             }
1020             emit_sound_np(consolefailsound, 128.);
1021         }
1022     }
1023
1024
1025     /* Screenshot */
1026     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1027         Screenshot();
1028     }
1029
1030
1031     /* Stereo video mode hotkeys */
1032     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1033         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1034             stereoreverse = true;
1035         } else {
1036             stereoreverse = false;
1037         }
1038
1039         if (stereoreverse) {
1040             printf("Stereo reversed\n");
1041         } else {
1042             printf("Stereo unreversed\n");
1043         }
1044     }
1045
1046     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1047         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1048             stereoseparation -= 0.001;
1049         } else {
1050             stereoseparation -= 0.010;
1051         }
1052         printf("Stereo decreased increased to %f\n", stereoseparation);
1053     }
1054
1055     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1056         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1057             stereoseparation += 0.001;
1058         } else {
1059             stereoseparation += 0.010;
1060         }
1061         printf("Stereo separation increased to %f\n", stereoseparation);
1062     }
1063
1064
1065     /* Devtools */
1066     if (devtools && !mainmenu) {
1067         ProcessDevInput();
1068     }
1069 }
1070
1071 void Game::ProcessDevInput()
1072 {
1073     if (!devtools || mainmenu) {
1074         return;
1075     }
1076
1077     float headprop, bodyprop, armprop, legprop;
1078
1079     if (!mainmenu) {
1080         // Console
1081         if (Input::isKeyPressed(consolekey)) {
1082             console = !console;
1083             if (console) {
1084                 OPENAL_SetFrequency(OPENAL_ALL);
1085             } else {
1086                 freeze = 0;
1087                 waiting = false;
1088             }
1089         }
1090
1091         // Freeze
1092         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V)) {
1093             freeze = !freeze;
1094             if (freeze) {
1095                 OPENAL_SetFrequency(OPENAL_ALL);
1096             }
1097         }
1098     }
1099
1100     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1101         /* Invicible */
1102         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1103             Person::players[0]->damagetolerance = 200000;
1104             Person::players[0]->damage = 0;
1105             Person::players[0]->burnt = 0;
1106             Person::players[0]->permanentdamage = 0;
1107             Person::players[0]->superpermanentdamage = 0;
1108         }
1109
1110         /* Change environment */
1111         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1112             environment++;
1113             if (environment > 2) {
1114                 environment = 0;
1115             }
1116             Setenvironment(environment);
1117         }
1118
1119         /* Camera mode */
1120         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1121             cameramode = !cameramode;
1122         }
1123
1124         /* Toggle Slow motion */
1125         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1126             slomo = 1 - slomo;
1127             slomodelay = 1000;
1128         }
1129
1130         /* Ragdoll */
1131         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1132             Person::players[0]->RagDoll(0);
1133
1134             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1135         }
1136
1137         /* Grow tree leaves?? */
1138         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1139             for (auto& an_object : Object::objects) {
1140                 if (an_object->type == treeleavestype) {
1141                     an_object->scale *= .9;
1142                 }
1143             }
1144         }
1145
1146         /* Change (or add) weapon */
1147         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1148             int closest = 0;
1149             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1150                 closest = findClosestPlayer();
1151             }
1152
1153             if (closest >= 0) {
1154                 if (Person::players[closest]->num_weapons > 0) {
1155                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
1156                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
1157                     } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
1158                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
1159                     } else {
1160                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1161                     }
1162                 } else {
1163                     Person::players[closest]->weaponids[0] = weapons.size();
1164
1165                     weapons.push_back(Weapon(knife, closest));
1166
1167                     Person::players[closest]->num_weapons = 1;
1168                 }
1169             }
1170         }
1171
1172         /* Change yaw? */
1173         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1174             int closest = 0;
1175             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1176                 closest = findClosestPlayer();
1177             }
1178
1179             if (closest >= 0) {
1180                 Person::players[closest]->yaw += multiplier * 50;
1181                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1182             }
1183         }
1184
1185         /* Toggle fire */
1186         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1187             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1188             if (Person::players[0]->onfire) {
1189                 Person::players[0]->CatchFire();
1190             }
1191             if (!Person::players[0]->onfire) {
1192                 emit_sound_at(fireendsound, Person::players[0]->coords);
1193                 pause_sound(stream_firesound);
1194             }
1195         }
1196
1197         /* Change skin */
1198         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1199             int closest = 0;
1200             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1201                 closest = findClosestPlayer();
1202             }
1203
1204             if (closest >= 0) {
1205                 Person::players[closest]->whichskin++;
1206                 if (Person::players[closest]->whichskin > 9) {
1207                     Person::players[closest]->whichskin = 0;
1208                 }
1209                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1210                     Person::players[closest]->whichskin = 0;
1211                 }
1212
1213                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1214                                                                              &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1215             }
1216
1217             Person::players[closest]->addClothes();
1218         }
1219
1220         /* Change creature type */
1221         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1222             int closest = 0;
1223             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1224                 closest = findClosestPlayer();
1225             }
1226
1227             if (closest >= 0) {
1228                 if (Person::players[closest]->creature == wolftype) {
1229                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1230                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1231                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1232                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1233                 } else {
1234                     // rabbittype
1235                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1236                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1237                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1238                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1239                 }
1240
1241                 if (Person::players[closest]->creature == rabbittype) {
1242                     Person::players[closest]->creature = wolftype;
1243                     Person::players[closest]->whichskin = 0;
1244                     Person::players[closest]->skeletonLoad();
1245
1246                     Person::players[closest]->proportionhead = 1.1;
1247                     Person::players[closest]->proportionbody = 1.1;
1248                     Person::players[closest]->proportionarms = 1.1;
1249                     Person::players[closest]->proportionlegs = 1.1;
1250                     Person::players[closest]->proportionlegs.y = 1.1;
1251                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1252
1253                     Person::players[closest]->damagetolerance = 300;
1254                 } else {
1255                     Person::players[closest]->creature = rabbittype;
1256                     Person::players[closest]->whichskin = 0;
1257                     Person::players[closest]->skeletonLoad(true);
1258
1259                     Person::players[closest]->proportionhead = 1.2;
1260                     Person::players[closest]->proportionbody = 1.05;
1261                     Person::players[closest]->proportionarms = 1.00;
1262                     Person::players[closest]->proportionlegs = 1.1;
1263                     Person::players[closest]->proportionlegs.y = 1.05;
1264                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1265
1266                     Person::players[closest]->damagetolerance = 200;
1267                 }
1268
1269                 if (Person::players[closest]->creature == wolftype) {
1270                     Person::players[closest]->proportionhead = 1.1 * headprop;
1271                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1272                     Person::players[closest]->proportionarms = 1.1 * armprop;
1273                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1274                 }
1275
1276                 if (Person::players[closest]->creature == rabbittype) {
1277                     Person::players[closest]->proportionhead = 1.2 * headprop;
1278                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1279                     Person::players[closest]->proportionarms = 1.00 * armprop;
1280                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1281                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1282                 }
1283             }
1284         }
1285
1286         /* Decapitate */
1287         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1288             int closest = -1;
1289             float closestdist = std::numeric_limits<float>::max();
1290
1291             for (unsigned i = 1; i < Person::players.size(); i++) {
1292                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1293                 if (!Person::players[i]->headless) {
1294                     if (distance < closestdist) {
1295                         closestdist = distance;
1296                         closest = i;
1297                     }
1298                 }
1299             }
1300
1301             XYZ flatfacing2, flatvelocity2;
1302             XYZ blah;
1303             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1304                 blah = Person::players[closest]->coords;
1305                 XYZ headspurtdirection;
1306                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1307                 Joint& headjoint = Person::players[closest]->joint(head);
1308                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1309                     if (!Person::players[closest]->skeleton.free) {
1310                         flatvelocity2 = Person::players[closest]->velocity;
1311                     }
1312                     if (Person::players[closest]->skeleton.free) {
1313                         flatvelocity2 = headjoint.velocity;
1314                     }
1315                     if (!Person::players[closest]->skeleton.free) {
1316                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1317                     }
1318                     if (Person::players[closest]->skeleton.free) {
1319                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1320                     }
1321                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1322                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1323                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1324                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1325                     Normalise(&headspurtdirection);
1326                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1327                     flatvelocity2 += headspurtdirection * 8;
1328                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1329                 }
1330                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1331
1332                 emit_sound_at(splattersound, blah);
1333                 emit_sound_at(breaksound2, blah, 100.);
1334
1335                 if (Person::players[closest]->skeleton.free == 2) {
1336                     Person::players[closest]->skeleton.free = 0;
1337                 }
1338                 Person::players[closest]->RagDoll(0);
1339                 Person::players[closest]->dead = 2;
1340                 Person::players[closest]->headless = 1;
1341                 Person::players[closest]->DoBloodBig(3, 165);
1342
1343                 camerashake += .3;
1344             }
1345         }
1346
1347         /* Explode */
1348         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1349             int closest = findClosestPlayer();
1350             XYZ flatfacing2, flatvelocity2;
1351             XYZ blah;
1352             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1353                 blah = Person::players[closest]->coords;
1354                 emit_sound_at(splattersound, blah);
1355                 emit_sound_at(breaksound2, blah);
1356
1357                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1358                     if (!Person::players[closest]->skeleton.free) {
1359                         flatvelocity2 = Person::players[closest]->velocity;
1360                     }
1361                     if (Person::players[closest]->skeleton.free) {
1362                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1363                     }
1364                     if (!Person::players[closest]->skeleton.free) {
1365                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1366                     }
1367                     if (Person::players[closest]->skeleton.free) {
1368                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1369                     }
1370                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1371                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1372                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1373                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1374                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1375                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1376                 }
1377
1378                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1379                     if (!Person::players[closest]->skeleton.free) {
1380                         flatvelocity2 = Person::players[closest]->velocity;
1381                     }
1382                     if (Person::players[closest]->skeleton.free) {
1383                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1384                     }
1385                     if (!Person::players[closest]->skeleton.free) {
1386                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1387                     }
1388                     if (Person::players[closest]->skeleton.free) {
1389                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1390                     }
1391                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1392                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1393                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1394                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1395                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1396                 }
1397
1398                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1399                     if (!Person::players[closest]->skeleton.free) {
1400                         flatvelocity2 = Person::players[closest]->velocity;
1401                     }
1402                     if (Person::players[closest]->skeleton.free) {
1403                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1404                     }
1405                     if (!Person::players[closest]->skeleton.free) {
1406                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1407                     }
1408                     if (Person::players[closest]->skeleton.free) {
1409                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1410                     }
1411                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1412                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1413                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1414                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1415                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1416                 }
1417
1418                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1419                     if (!Person::players[closest]->skeleton.free) {
1420                         flatvelocity2 = Person::players[closest]->velocity;
1421                     }
1422                     if (Person::players[closest]->skeleton.free) {
1423                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1424                     }
1425                     if (!Person::players[closest]->skeleton.free) {
1426                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1427                     }
1428                     if (Person::players[closest]->skeleton.free) {
1429                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1430                     }
1431                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1432                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1433                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1434                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1435                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1436                 }
1437
1438                 XYZ temppos;
1439                 for (unsigned j = 0; j < Person::players.size(); j++) {
1440                     if (int(j) != closest) {
1441                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1442                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1443                             if (Person::players[j]->skeleton.free == 2) {
1444                                 Person::players[j]->skeleton.free = 1;
1445                             }
1446                             Person::players[j]->skeleton.longdead = 0;
1447                             Person::players[j]->RagDoll(0);
1448                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1449                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1450                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1451                                     flatvelocity2 = temppos - Person::players[closest]->coords;
1452                                     Normalise(&flatvelocity2);
1453                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1454                                 }
1455                             }
1456                         }
1457                     }
1458                 }
1459
1460                 Person::players[closest]->DoDamage(10000);
1461                 Person::players[closest]->RagDoll(0);
1462                 Person::players[closest]->dead = 2;
1463                 Person::players[closest]->coords = 20;
1464                 Person::players[closest]->skeleton.free = 2;
1465
1466                 camerashake += .6;
1467             }
1468         }
1469
1470         /* Enable editor */
1471         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1472             editorenabled = !editorenabled;
1473             if (editorenabled) {
1474                 Person::players[0]->damagetolerance = 100000;
1475             } else {
1476                 Person::players[0]->damagetolerance = 200;
1477             }
1478             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1479             Person::players[0]->permanentdamage = 0;
1480             Person::players[0]->superpermanentdamage = 0;
1481             Person::players[0]->bloodloss = 0;
1482             Person::players[0]->deathbleeding = 0;
1483         }
1484     }
1485
1486     //skip level
1487     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1488         targetlevel++;
1489         if (targetlevel > numchallengelevels - 1) {
1490             targetlevel = 0;
1491         }
1492         loading = 1;
1493         leveltime = 5;
1494     }
1495
1496     if (editorenabled) {
1497         /* Closest player deletion */
1498         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1499             int closest = findClosestPlayer();
1500             if (closest > 0) {
1501                 Person::players.erase(Person::players.begin() + closest);
1502             }
1503         }
1504
1505         /* Closest object deletion */
1506         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1507             int closest = findClosestObject();
1508             if (closest >= 0) {
1509                 Object::DeleteObject(closest);
1510             }
1511         }
1512
1513         /* Add object */
1514         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1515             if (Object::objects.size() < max_objects - 1) {
1516                 XYZ scenecoords;
1517                 scenecoords.x = Person::players[0]->coords.x;
1518                 scenecoords.z = Person::players[0]->coords.z;
1519                 scenecoords.y = Person::players[0]->coords.y - 3;
1520                 if (editortype == bushtype) {
1521                     scenecoords.y = Person::players[0]->coords.y - .5;
1522                 }
1523                 if (editortype == firetype) {
1524                     scenecoords.y = Person::players[0]->coords.y - .5;
1525                 }
1526                 float temprotat, temprotat2;
1527                 temprotat = editoryaw;
1528                 temprotat2 = editorpitch;
1529                 if (temprotat < 0 || editortype == bushtype) {
1530                     temprotat = Random() % 360;
1531                 }
1532                 if (temprotat2 < 0) {
1533                     temprotat2 = Random() % 360;
1534                 }
1535
1536                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1537                 if (editortype == treetrunktype) {
1538                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1539                 }
1540             }
1541         }
1542
1543         /* Add player */
1544         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1545             Person::players.push_back(shared_ptr<Person>(new Person()));
1546
1547             Person::players.back()->id = Person::players.size() - 1;
1548
1549             Person::players.back()->scale = Person::players[0]->scale;
1550             Person::players.back()->creature = rabbittype;
1551             Person::players.back()->howactive = editoractive;
1552
1553             int k = abs(Random() % 2) + 1;
1554             if (k == 0) {
1555                 Person::players.back()->whichskin = 0;
1556             } else if (k == 1) {
1557                 Person::players.back()->whichskin = 1;
1558             } else {
1559                 Person::players.back()->whichskin = 2;
1560             }
1561
1562             Person::players.back()->skeletonLoad(true);
1563
1564             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1565             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1566
1567             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1568             Person::players.back()->yaw = Person::players[0]->yaw;
1569
1570             Person::players.back()->coords = Person::players[0]->coords;
1571             Person::players.back()->oldcoords = Person::players.back()->coords;
1572             Person::players.back()->realoldcoords = Person::players.back()->coords;
1573
1574             if (Person::players[0]->creature == wolftype) {
1575                 headprop = Person::players[0]->proportionhead.x / 1.1;
1576                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1577                 armprop = Person::players[0]->proportionarms.x / 1.1;
1578                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1579             } else {
1580                 // rabbittype
1581                 headprop = Person::players[0]->proportionhead.x / 1.2;
1582                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1583                 armprop = Person::players[0]->proportionarms.x / 1.00;
1584                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1585             }
1586
1587             if (Person::players.back()->creature == wolftype) {
1588                 Person::players.back()->proportionhead = 1.1 * headprop;
1589                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1590                 Person::players.back()->proportionarms = 1.1 * armprop;
1591                 Person::players.back()->proportionlegs = 1.1 * legprop;
1592             }
1593
1594             if (Person::players.back()->creature == rabbittype) {
1595                 Person::players.back()->proportionhead = 1.2 * headprop;
1596                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1597                 Person::players.back()->proportionarms = 1.00 * armprop;
1598                 Person::players.back()->proportionlegs = 1.1 * legprop;
1599                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1600             }
1601
1602             if (cellophane) {
1603                 Person::players.back()->proportionhead.z = 0;
1604                 Person::players.back()->proportionbody.z = 0;
1605                 Person::players.back()->proportionarms.z = 0;
1606                 Person::players.back()->proportionlegs.z = 0;
1607             }
1608
1609             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1610
1611             Person::players.back()->damagetolerance = 200;
1612
1613             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1614             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1615             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1616             Person::players.back()->armorhead = Person::players[0]->armorhead;
1617             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1618             Person::players.back()->armorlow = Person::players[0]->armorlow;
1619             Person::players.back()->metalhead = Person::players[0]->metalhead;
1620             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1621             Person::players.back()->metallow = Person::players[0]->metallow;
1622
1623             Person::players.back()->immobile = Person::players[0]->immobile;
1624
1625             Person::players.back()->numclothes = Person::players[0]->numclothes;
1626             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1627                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1628                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1629                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1630                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1631             }
1632             Person::players.back()->addClothes();
1633
1634             Person::players.back()->power = Person::players[0]->power;
1635             Person::players.back()->speedmult = Person::players[0]->speedmult;
1636
1637             Person::players.back()->loaded = true;
1638         }
1639
1640         /* Add waypoint */
1641         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1642             if (Person::players.back()->numwaypoints < 90) {
1643                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1644                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1645                 Person::players.back()->numwaypoints++;
1646             }
1647         }
1648
1649         /* Connect waypoint */
1650         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1651             if (numpathpoints < 30) {
1652                 bool connected, alreadyconnected;
1653                 connected = 0;
1654                 if (numpathpoints > 1) {
1655                     for (int i = 0; i < numpathpoints; i++) {
1656                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1657                             alreadyconnected = 0;
1658                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1659                                 if (pathpointconnect[pathpointselected][j] == i) {
1660                                     alreadyconnected = 1;
1661                                 }
1662                             }
1663                             if (!alreadyconnected) {
1664                                 numpathpointconnect[pathpointselected]++;
1665                                 connected = 1;
1666                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1667                             }
1668                         }
1669                     }
1670                 }
1671                 if (!connected) {
1672                     numpathpoints++;
1673                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1674                     numpathpointconnect[numpathpoints - 1] = 0;
1675                     if (numpathpoints > 1 && pathpointselected != -1) {
1676                         numpathpointconnect[pathpointselected]++;
1677                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1678                     }
1679                     pathpointselected = numpathpoints - 1;
1680                 }
1681             }
1682         }
1683
1684         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1685             pathpointselected++;
1686             if (pathpointselected >= numpathpoints) {
1687                 pathpointselected = -1;
1688             }
1689         }
1690
1691         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1692             pathpointselected--;
1693             if (pathpointselected <= -2) {
1694                 pathpointselected = numpathpoints - 1;
1695             }
1696         }
1697
1698         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1699             if (pathpointselected != -1) {
1700                 numpathpoints--;
1701                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1702                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1703                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1704                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1705                 }
1706                 for (int i = 0; i < numpathpoints; i++) {
1707                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1708                         if (pathpointconnect[i][j] == pathpointselected) {
1709                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1710                             numpathpointconnect[i]--;
1711                         }
1712                         if (pathpointconnect[i][j] == numpathpoints) {
1713                             pathpointconnect[i][j] = pathpointselected;
1714                         }
1715                     }
1716                 }
1717                 pathpointselected = numpathpoints - 1;
1718             }
1719         }
1720
1721         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1722             editortype--;
1723             if (editortype == treeleavestype || editortype == 10) {
1724                 editortype--;
1725             }
1726             if (editortype < 0) {
1727                 editortype = firetype;
1728             }
1729         }
1730
1731         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1732             editortype++;
1733             if (editortype == treeleavestype || editortype == 10) {
1734                 editortype++;
1735             }
1736             if (editortype > firetype) {
1737                 editortype = 0;
1738             }
1739         }
1740
1741         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1742             editoryaw -= multiplier * 100;
1743             if (editoryaw < -.01) {
1744                 editoryaw = -.01;
1745             }
1746         }
1747
1748         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1749             editoryaw += multiplier * 100;
1750         }
1751
1752         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1753             editorsize += multiplier;
1754         }
1755
1756         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1757             editorsize -= multiplier;
1758             if (editorsize < .1) {
1759                 editorsize = .1;
1760             }
1761         }
1762
1763         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1764             mapradius -= multiplier * 10;
1765         }
1766
1767         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1768             mapradius += multiplier * 10;
1769         }
1770
1771         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1772             editorpitch += multiplier * 100;
1773         }
1774
1775         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1776             editorpitch -= multiplier * 100;
1777             if (editorpitch < -.01) {
1778                 editorpitch = -.01;
1779             }
1780         }
1781     }
1782 }
1783
1784 void doJumpReversals()
1785 {
1786     for (unsigned k = 0; k < Person::players.size(); k++) {
1787         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1788             if (Person::players[k]->skeleton.free == 0 &&
1789                 Person::players[i]->skeleton.oldfree == 0 &&
1790                 (Person::players[i]->animTarget == jumpupanim ||
1791                  Person::players[k]->animTarget == jumpupanim) &&
1792                 (Person::players[i]->aitype == playercontrolled ||
1793                  Person::players[k]->aitype == playercontrolled) &&
1794                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1795                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1796                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1797                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1798                     //TODO: refactor two huge similar ifs
1799                     if (Person::players[i]->animTarget == jumpupanim &&
1800                         Person::players[k]->animTarget != getupfrombackanim &&
1801                         Person::players[k]->animTarget != getupfromfrontanim &&
1802                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1803                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1804                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1805                          Person::players[k]->aitype != playercontrolled)) {
1806                         Person::players[i]->victim = Person::players[k];
1807                         Person::players[i]->velocity = 0;
1808                         Person::players[i]->animCurrent = jumpreversedanim;
1809                         Person::players[i]->animTarget = jumpreversedanim;
1810                         Person::players[i]->frameCurrent = 0;
1811                         Person::players[i]->frameTarget = 1;
1812                         Person::players[i]->targettilt2 = 0;
1813                         Person::players[k]->victim = Person::players[i];
1814                         Person::players[k]->velocity = 0;
1815                         Person::players[k]->animCurrent = jumpreversalanim;
1816                         Person::players[k]->animTarget = jumpreversalanim;
1817                         Person::players[k]->frameCurrent = 0;
1818                         Person::players[k]->frameTarget = 1;
1819                         Person::players[k]->targettilt2 = 0;
1820                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1821                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1822                             Person::players[i]->animTarget = rabbitkickreversedanim;
1823                             Person::players[i]->frameCurrent = 1;
1824                             Person::players[i]->frameTarget = 2;
1825                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1826                             Person::players[k]->animTarget = rabbitkickreversalanim;
1827                             Person::players[k]->frameCurrent = 1;
1828                             Person::players[k]->frameTarget = 2;
1829                         }
1830                         Person::players[i]->target = 0;
1831                         Person::players[k]->oldcoords = Person::players[k]->coords;
1832                         Person::players[i]->coords = Person::players[k]->coords;
1833                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1834                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1835                         if (Person::players[k]->aitype == attacktypecutoff) {
1836                             Person::players[k]->stunned = .5;
1837                         }
1838                     }
1839                     if (Person::players[k]->animTarget == jumpupanim &&
1840                         Person::players[i]->animTarget != getupfrombackanim &&
1841                         Person::players[i]->animTarget != getupfromfrontanim &&
1842                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1843                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1844                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1845                          Person::players[i]->aitype != playercontrolled)) {
1846                         Person::players[k]->victim = Person::players[i];
1847                         Person::players[k]->velocity = 0;
1848                         Person::players[k]->animCurrent = jumpreversedanim;
1849                         Person::players[k]->animTarget = jumpreversedanim;
1850                         Person::players[k]->frameCurrent = 0;
1851                         Person::players[k]->frameTarget = 1;
1852                         Person::players[k]->targettilt2 = 0;
1853                         Person::players[i]->victim = Person::players[k];
1854                         Person::players[i]->velocity = 0;
1855                         Person::players[i]->animCurrent = jumpreversalanim;
1856                         Person::players[i]->animTarget = jumpreversalanim;
1857                         Person::players[i]->frameCurrent = 0;
1858                         Person::players[i]->frameTarget = 1;
1859                         Person::players[i]->targettilt2 = 0;
1860                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1861                             Person::players[k]->animTarget = rabbitkickreversedanim;
1862                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1863                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1864                             Person::players[i]->animTarget = rabbitkickreversalanim;
1865                             Person::players[k]->frameCurrent = 1;
1866                             Person::players[k]->frameTarget = 2;
1867                             Person::players[i]->frameCurrent = 1;
1868                             Person::players[i]->frameTarget = 2;
1869                         }
1870                         Person::players[k]->target = 0;
1871                         Person::players[i]->oldcoords = Person::players[i]->coords;
1872                         Person::players[k]->coords = Person::players[i]->coords;
1873                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1874                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1875                         if (Person::players[i]->aitype == attacktypecutoff) {
1876                             Person::players[i]->stunned = .5;
1877                         }
1878                     }
1879                 }
1880             }
1881         }
1882     }
1883 }
1884
1885 void doAerialAcrobatics()
1886 {
1887     static XYZ facing, flatfacing;
1888     for (unsigned k = 0; k < Person::players.size(); k++) {
1889         Person::players[k]->turnspeed = 500;
1890
1891         if ((Person::players[k]->isRun() &&
1892              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1893                Person::players[k]->targetyaw != wolfrunninganim) ||
1894               Person::players[k]->frameTarget == 4)) ||
1895             Person::players[k]->animTarget == removeknifeanim ||
1896             Person::players[k]->animTarget == crouchremoveknifeanim ||
1897             Person::players[k]->animTarget == flipanim ||
1898             Person::players[k]->animTarget == fightsidestep ||
1899             Person::players[k]->animTarget == walkanim) {
1900             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1901         }
1902
1903         if (Person::players[k]->isStop() ||
1904             Person::players[k]->isLanding() ||
1905             Person::players[k]->animTarget == staggerbackhighanim ||
1906             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1907             Person::players[k]->animTarget == staggerbackhardanim ||
1908             Person::players[k]->animTarget == backhandspringanim ||
1909             Person::players[k]->animTarget == dodgebackanim ||
1910             Person::players[k]->animTarget == rollanim ||
1911             (Animation::animations[Person::players[k]->animTarget].attack &&
1912              Person::players[k]->animTarget != rabbitkickanim &&
1913              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1914              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1915             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1916         }
1917
1918         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1919             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1920         }
1921
1922         Person::players[k]->DoStuff();
1923         if (Person::players[k]->immobile && k != 0) {
1924             Person::players[k]->coords = Person::players[k]->realoldcoords;
1925         }
1926
1927         //if player's position has changed (?)
1928         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1929             !Person::players[k]->skeleton.free &&
1930             Person::players[k]->animTarget != climbanim &&
1931             Person::players[k]->animTarget != hanganim) {
1932             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1933             int whichhit;
1934             bool tempcollide = 0;
1935
1936             if (Person::players[k]->collide < -.3) {
1937                 Person::players[k]->collide = -.3;
1938             }
1939             if (Person::players[k]->collide > 1) {
1940                 Person::players[k]->collide = 1;
1941             }
1942             Person::players[k]->collide -= multiplier * 30;
1943
1944             //clip to terrain
1945             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1946
1947             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1948                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1949                 if (Object::objects[i]->type != rocktype ||
1950                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1951                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1952                     lowpoint = Person::players[k]->coords;
1953                     if (Person::players[k]->animTarget != jumpupanim &&
1954                         Person::players[k]->animTarget != jumpdownanim &&
1955                         !Person::players[k]->isFlip()) {
1956                         lowpoint.y += 1.25;
1957                     } else {
1958                         lowpoint.y += 1.3;
1959                     }
1960                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1961                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1962                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1963                     }
1964                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1965                         flatfacing = lowpoint - Person::players[k]->coords;
1966                         Person::players[k]->coords = lowpoint;
1967                         Person::players[k]->coords.y -= 1.3;
1968                         Person::players[k]->collide = 1;
1969                         tempcollide = 1;
1970                         //wall jumps
1971                         //TODO: refactor four similar blocks
1972                         if (Person::players[k]->aitype == playercontrolled &&
1973                             (Person::players[k]->animTarget == jumpupanim ||
1974                              Person::players[k]->animTarget == jumpdownanim ||
1975                              Person::players[k]->isFlip()) &&
1976                             !Person::players[k]->jumptogglekeydown &&
1977                             Person::players[k]->jumpkeydown) {
1978                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1979                             XYZ tempcoords1 = lowpoint;
1980                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1981                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1982                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1983                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1984                                 if (k == 0) {
1985                                     pause_sound(whooshsound);
1986                                 }
1987
1988                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1989                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1990                                 if (lowpointtarget.z < 0) {
1991                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1992                                 }
1993                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1994                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1995                                 if (k == 0) {
1996                                     numwallflipped++;
1997                                 }
1998                             } else {
1999                                 lowpoint = tempcoords1;
2000                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2001                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2002                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2003                                     Person::players[k]->setTargetAnimation(walljumprightanim);
2004                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2005                                     if (k == 0) {
2006                                         pause_sound(whooshsound);
2007                                     }
2008
2009                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2010                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2011                                     if (lowpointtarget.z < 0) {
2012                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2013                                     }
2014                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2015                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2016                                     if (k == 0) {
2017                                         numwallflipped++;
2018                                     }
2019                                 } else {
2020                                     lowpoint = tempcoords1;
2021                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2022                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2023                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2024                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
2025                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2026                                         if (k == 0) {
2027                                             pause_sound(whooshsound);
2028                                         }
2029
2030                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2031                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2032                                         if (lowpointtarget.z < 0) {
2033                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2034                                         }
2035                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2036                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2037                                         if (k == 0) {
2038                                             numwallflipped++;
2039                                         }
2040                                     } else {
2041                                         lowpoint = tempcoords1;
2042                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2043                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2044                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2045                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
2046                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2047                                             if (k == 0) {
2048                                                 pause_sound(whooshsound);
2049                                             }
2050
2051                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2052                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2053                                             if (lowpointtarget.z < 0) {
2054                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2055                                             }
2056                                             Person::players[k]->yaw += 180;
2057                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2058                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2059                                             if (k == 0) {
2060                                                 numwallflipped++;
2061                                             }
2062                                         }
2063                                     }
2064                                 }
2065                             }
2066                         }
2067                     }
2068                 } else if (Object::objects[i]->type == rocktype) {
2069                     lowpoint2 = Person::players[k]->coords;
2070                     lowpoint = Person::players[k]->coords;
2071                     lowpoint.y += 2;
2072                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2073                         Person::players[k]->coords = colpoint;
2074                         Person::players[k]->collide = 1;
2075                         tempcollide = 1;
2076
2077                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2078                             //flipped into a rock
2079                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2080                                 Person::players[k]->RagDoll(0);
2081                             }
2082
2083                             if (Person::players[k]->animTarget == jumpupanim) {
2084                                 Person::players[k]->jumppower = -4;
2085                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2086                             }
2087                             Person::players[k]->target = 0;
2088                             Person::players[k]->frameTarget = 0;
2089                             Person::players[k]->onterrain = 1;
2090
2091                             if (Person::players[k]->id == 0) {
2092                                 pause_sound(whooshsound);
2093                                 OPENAL_SetVolume(channels[whooshsound], 0);
2094                             }
2095
2096                             //landing
2097                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2098                                 if (Person::players[k]->isFlip()) {
2099                                     Person::players[k]->jumppower = -4;
2100                                 }
2101                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2102                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2103                                 if (k == 0) {
2104                                     addEnvSound(Person::players[k]->coords);
2105                                 }
2106                             }
2107                         }
2108                     }
2109                 }
2110             }
2111
2112             if (tempcollide) {
2113                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2114                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2115                     lowpoint = Person::players[k]->coords;
2116                     lowpoint.y += 1.35;
2117                     if (Object::objects[i]->type != rocktype) {
2118                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2119                             if (Person::players[k]->animTarget != jumpupanim &&
2120                                 Person::players[k]->animTarget != jumpdownanim &&
2121                                 Person::players[k]->onterrain) {
2122                                 Person::players[k]->avoidcollided = 1;
2123                             }
2124                             Person::players[k]->coords = lowpoint;
2125                             Person::players[k]->coords.y -= 1.35;
2126                             Person::players[k]->collide = 1;
2127
2128                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2129                                 (Person::players[k]->animCurrent != climbanim &&
2130                                      Person::players[k]->animCurrent != hanganim &&
2131                                      !Person::players[k]->isWallJump() ||
2132                                  Person::players[k]->animTarget == jumpupanim ||
2133                                  Person::players[k]->animTarget == jumpdownanim)) {
2134                                 lowpoint = Person::players[k]->coords;
2135                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2136                                 lowpoint = Person::players[k]->coords;
2137                                 lowpoint.y += .05;
2138                                 facing = 0;
2139                                 facing.z = -1;
2140                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2141                                 lowpointtarget = lowpoint + facing * 1.4;
2142                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2143                                 if (whichhit != -1) {
2144                                     lowpoint = Person::players[k]->coords;
2145                                     lowpoint.y += .1;
2146                                     lowpointtarget = lowpoint + facing * 1.4;
2147                                     lowpoint2 = lowpoint;
2148                                     lowpointtarget2 = lowpointtarget;
2149                                     lowpoint3 = lowpoint;
2150                                     lowpointtarget3 = lowpointtarget;
2151                                     lowpoint4 = lowpoint;
2152                                     lowpointtarget4 = lowpointtarget;
2153                                     lowpoint5 = lowpoint;
2154                                     lowpointtarget5 = lowpointtarget;
2155                                     lowpoint6 = lowpoint;
2156                                     lowpointtarget6 = lowpointtarget;
2157                                     lowpoint7 = lowpoint;
2158                                     lowpointtarget7 = lowpoint;
2159                                     lowpoint2.x += .1;
2160                                     lowpointtarget2.x += .1;
2161                                     lowpoint3.z += .1;
2162                                     lowpointtarget3.z += .1;
2163                                     lowpoint4.x -= .1;
2164                                     lowpointtarget4.x -= .1;
2165                                     lowpoint5.z -= .1;
2166                                     lowpointtarget5.z -= .1;
2167                                     lowpoint6.y += 45 / 13;
2168                                     lowpointtarget6.y += 45 / 13;
2169                                     lowpointtarget6 += facing * .6;
2170                                     lowpointtarget7.y += 90 / 13;
2171                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2172                                     if (Object::objects[i]->friction > .5) {
2173                                         if (whichhit != -1) {
2174                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2175                                                 Person::players[k]->collided = 1;
2176                                             }
2177                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2178                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2179                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2180                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2181                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2182                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2183                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2184                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2185                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2186                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2187                                                         for (int j = 0; j < 45; j++) {
2188                                                             lowpoint = Person::players[k]->coords;
2189                                                             lowpoint.y += (float)j / 13;
2190                                                             lowpointtarget = lowpoint + facing * 1.4;
2191                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2192                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2193                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2194                                                                     break;
2195                                                                 }
2196                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2197                                                                     lowpoint = Person::players[k]->coords;
2198                                                                     lowpoint.y += (float)j / 13;
2199                                                                     lowpointtarget = lowpoint + facing * 1.3;
2200                                                                     flatfacing = Person::players[k]->coords;
2201                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2202                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2203                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2204
2205                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2206                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2207                                                                             if (k == 0) {
2208                                                                                 pause_sound(whooshsound);
2209                                                                             }
2210                                                                         }
2211                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2212
2213                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2214                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2215                                                                         if (lowpointtarget.z < 0) {
2216                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2217                                                                         }
2218                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2219                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2220
2221                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2222                                                                         Person::players[k]->velocity = 0;
2223
2224                                                                         //climb ledge (?)
2225                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2226                                                                             Person::players[k]->animTarget = climbanim;
2227                                                                             Person::players[k]->jumppower = 0;
2228                                                                             Person::players[k]->jumpclimb = 1;
2229                                                                         }
2230                                                                         Person::players[k]->transspeed = 6;
2231                                                                         Person::players[k]->target = 0;
2232                                                                         Person::players[k]->frameTarget = 1;
2233                                                                         //hang ledge (?)
2234                                                                         if (j > 25) {
2235                                                                             Person::players[k]->setTargetAnimation(hanganim);
2236                                                                             Person::players[k]->jumppower = 0;
2237                                                                         }
2238                                                                     }
2239                                                                     break;
2240                                                                 }
2241                                                             }
2242                                                         }
2243                                                     }
2244                                                 }
2245                                             }
2246                                         }
2247                                     }
2248                                 }
2249                             }
2250                         }
2251                     }
2252                 }
2253             }
2254             if (Person::players[k]->collide <= 0) {
2255                 //in the air
2256                 if (!Person::players[k]->onterrain &&
2257                     Person::players[k]->animTarget != jumpupanim &&
2258                     Person::players[k]->animTarget != jumpdownanim &&
2259                     Person::players[k]->animTarget != climbanim &&
2260                     Person::players[k]->animTarget != hanganim &&
2261                     !Person::players[k]->isWallJump() &&
2262                     !Person::players[k]->isFlip()) {
2263                     if (Person::players[k]->animCurrent != climbanim &&
2264                         Person::players[k]->animCurrent != tempanim &&
2265                         Person::players[k]->animTarget != backhandspringanim &&
2266                         (Person::players[k]->animTarget != rollanim ||
2267                          Person::players[k]->frameTarget < 2 ||
2268                          Person::players[k]->frameTarget > 6)) {
2269                         //stagger off ledge (?)
2270                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2271                             Person::players[k]->RagDoll(0);
2272                         }
2273                         Person::players[k]->setTargetAnimation(jumpdownanim);
2274
2275                         if (!k) {
2276                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2277                         }
2278                     }
2279                     //gravity
2280                     Person::players[k]->velocity.y += gravity;
2281                 }
2282             }
2283         }
2284         Person::players[k]->realoldcoords = Person::players[k]->coords;
2285     }
2286 }
2287
2288 void doAttacks()
2289 {
2290     static int randattack;
2291     static bool playerrealattackkeydown = 0;
2292
2293     if (!Input::isKeyDown(attackkey)) {
2294         oldattackkey = 0;
2295     }
2296     if (oldattackkey) {
2297         Person::players[0]->attackkeydown = 0;
2298     }
2299     if (oldattackkey) {
2300         playerrealattackkeydown = 0;
2301     }
2302     if (!oldattackkey) {
2303         playerrealattackkeydown = Input::isKeyDown(attackkey);
2304     }
2305     if ((Person::players[0]->parriedrecently <= 0 ||
2306          Person::players[0]->weaponactive == -1) &&
2307         (!oldattackkey ||
2308          (realthreat &&
2309           Person::players[0]->lastattack != swordslashanim &&
2310           Person::players[0]->lastattack != knifeslashstartanim &&
2311           Person::players[0]->lastattack != staffhitanim &&
2312           Person::players[0]->lastattack != staffspinhitanim))) {
2313         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2314     }
2315     if (Input::isKeyDown(attackkey) &&
2316         !oldattackkey &&
2317         !Person::players[0]->backkeydown) {
2318         for (unsigned k = 0; k < Person::players.size(); k++) {
2319             if ((Person::players[k]->animTarget == swordslashanim ||
2320                  Person::players[k]->animTarget == staffhitanim ||
2321                  Person::players[k]->animTarget == staffspinhitanim) &&
2322                 Person::players[0]->animCurrent != dodgebackanim &&
2323                 !Person::players[k]->skeleton.free) {
2324                 Person::players[k]->Reverse();
2325             }
2326         }
2327     }
2328
2329     if (!hostile || Dialog::inDialog()) {
2330         Person::players[0]->attackkeydown = 0;
2331     }
2332
2333     for (unsigned k = 0; k < Person::players.size(); k++) {
2334         if (Dialog::inDialog()) {
2335             Person::players[k]->attackkeydown = 0;
2336         }
2337         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2338             if (Person::players[k]->aitype != playercontrolled) {
2339                 Person::players[k]->victim = Person::players[0];
2340             }
2341             //attack key pressed
2342             if (Person::players[k]->attackkeydown) {
2343                 //dodge backward
2344                 if (Person::players[k]->backkeydown &&
2345                     Person::players[k]->animTarget != backhandspringanim &&
2346                     (Person::players[k]->isIdle() ||
2347                      Person::players[k]->isStop() ||
2348                      Person::players[k]->isRun() ||
2349                      Person::players[k]->animTarget == walkanim)) {
2350                     if (Person::players[k]->jumppower <= 1) {
2351                         Person::players[k]->jumppower -= 2;
2352                     } else {
2353                         for (unsigned i = 0; i < Person::players.size(); i++) {
2354                             if (i == k) {
2355                                 continue;
2356                             }
2357                             if (Person::players[i]->animTarget == swordslashanim ||
2358                                 Person::players[i]->animTarget == knifeslashstartanim ||
2359                                 Person::players[i]->animTarget == staffhitanim ||
2360                                 Person::players[i]->animTarget == staffspinhitanim) {
2361                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2362                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2363                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2364                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2365                                 }
2366                             }
2367                         }
2368                         if (Person::players[k]->animTarget != dodgebackanim) {
2369                             if (k == 0) {
2370                                 numflipped++;
2371                             }
2372                             Person::players[k]->setTargetAnimation(backhandspringanim);
2373                             Person::players[k]->targetyaw = -yaw + 180;
2374                             if (Person::players[k]->leftkeydown) {
2375                                 Person::players[k]->targetyaw -= 45;
2376                             }
2377                             if (Person::players[k]->rightkeydown) {
2378                                 Person::players[k]->targetyaw += 45;
2379                             }
2380                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2381                             Person::players[k]->jumppower -= 2;
2382                         }
2383                     }
2384                 }
2385                 //attack
2386                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2387                     !Person::players[k]->backkeydown &&
2388                     (Person::players[k]->isIdle() ||
2389                      Person::players[k]->isRun() ||
2390                      Person::players[k]->animTarget == walkanim ||
2391                      Person::players[k]->animTarget == sneakanim ||
2392                      Person::players[k]->isCrouch())) {
2393                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2394                     //normal attacks (?)
2395                     Person::players[k]->hasvictim = 0;
2396                     if (Person::players.size() > 1) {
2397                         for (unsigned i = 0; i < Person::players.size(); i++) {
2398                             if (i == k || !(k == 0 || i == 0)) {
2399                                 continue;
2400                             }
2401                             if (!Person::players[k]->hasvictim) {
2402                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2403                                     //choose an attack
2404                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2405                                     if (distance < 4.5 &&
2406                                         !Person::players[i]->skeleton.free &&
2407                                         Person::players[i]->howactive < typedead1 &&
2408                                         Person::players[i]->animTarget != jumpreversedanim &&
2409                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2410                                         Person::players[i]->animTarget != rabbitkickanim &&
2411                                         Person::players[k]->animTarget != rabbitkickanim &&
2412                                         Person::players[i]->animTarget != getupfrombackanim &&
2413                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2414                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2415                                         Person::players[i]->animTarget != jumpdownanim &&
2416                                         Person::players[i]->animTarget != jumpupanim &&
2417                                         Person::players[i]->animTarget != getupfromfrontanim) {
2418                                         Person::players[k]->victim = Person::players[i];
2419                                         Person::players[k]->hasvictim = 1;
2420                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2421                                             //sweep
2422                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2423                                                 Person::players[k]->crouchkeydown &&
2424                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2425                                                 Person::players[k]->animTarget = sweepanim;
2426                                                 //winduppunch
2427                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2428                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2429                                                        !Person::players[k]->forwardkeydown &&
2430                                                        !Person::players[k]->leftkeydown &&
2431                                                        !Person::players[k]->rightkeydown &&
2432                                                        !Person::players[k]->crouchkeydown &&
2433                                                        !attackweapon &&
2434                                                        !reversaltrain) {
2435                                                 Person::players[k]->animTarget = winduppunchanim;
2436                                                 //upunch
2437                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2438                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2439                                                        !Person::players[k]->forwardkeydown &&
2440                                                        !Person::players[k]->leftkeydown &&
2441                                                        !Person::players[k]->rightkeydown &&
2442                                                        !Person::players[k]->crouchkeydown &&
2443                                                        !attackweapon) {
2444                                                 Person::players[k]->animTarget = upunchanim;
2445                                                 //knifefollow
2446                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2447                                                        Person::players[i]->staggerdelay > 0 &&
2448                                                        attackweapon == knife &&
2449                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2450                                                 Person::players[k]->animTarget = knifefollowanim;
2451                                                 //knifeslashstart
2452                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2453                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2454                                                        !Person::players[k]->forwardkeydown &&
2455                                                        !Person::players[k]->leftkeydown &&
2456                                                        !Person::players[k]->rightkeydown &&
2457                                                        !Person::players[k]->crouchkeydown &&
2458                                                        attackweapon == knife &&
2459                                                        Person::players[k]->weaponmissdelay <= 0) {
2460                                                 Person::players[k]->animTarget = knifeslashstartanim;
2461                                                 //swordslash
2462                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2463                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2464                                                        !Person::players[k]->crouchkeydown &&
2465                                                        attackweapon == sword &&
2466                                                        Person::players[k]->weaponmissdelay <= 0) {
2467                                                 Person::players[k]->animTarget = swordslashanim;
2468                                                 //staffhit
2469                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2470                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2471                                                        !Person::players[k]->crouchkeydown &&
2472                                                        attackweapon == staff &&
2473                                                        Person::players[k]->weaponmissdelay <= 0 &&
2474                                                        !Person::players[k]->leftkeydown &&
2475                                                        !Person::players[k]->rightkeydown &&
2476                                                        !Person::players[k]->forwardkeydown) {
2477                                                 Person::players[k]->animTarget = staffhitanim;
2478                                                 //staffspinhit
2479                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2480                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2481                                                        !Person::players[k]->crouchkeydown &&
2482                                                        attackweapon == staff &&
2483                                                        Person::players[k]->weaponmissdelay <= 0) {
2484                                                 Person::players[k]->animTarget = staffspinhitanim;
2485                                                 //spinkick
2486                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2487                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2488                                                 Person::players[k]->animTarget = spinkickanim;
2489                                                 //lowkick
2490                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2491                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2492                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2493                                                 Person::players[k]->animTarget = lowkickanim;
2494                                             }
2495                                         } else { //AI player
2496                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2497                                                 randattack = abs(Random() % 5);
2498                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2499                                                     //sweep
2500                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2501                                                         Person::players[k]->animTarget = sweepanim;
2502                                                         //upunch
2503                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2504                                                                !attackweapon) {
2505                                                         Person::players[k]->animTarget = upunchanim;
2506                                                         //spinkick
2507                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2508                                                         Person::players[k]->animTarget = spinkickanim;
2509                                                         //lowkick
2510                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2511                                                         Person::players[k]->animTarget = lowkickanim;
2512                                                     }
2513                                                 }
2514                                                 if (attackweapon) {
2515                                                     //sweep
2516                                                     if ((!Tutorial::active || !attackweapon) &&
2517                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2518                                                         randattack == 0 &&
2519                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2520                                                         Person::players[k]->animTarget = sweepanim;
2521                                                         //knifeslashstart
2522                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2523                                                                attackweapon == knife &&
2524                                                                Person::players[k]->weaponmissdelay <= 0) {
2525                                                         Person::players[k]->animTarget = knifeslashstartanim;
2526                                                         //swordslash
2527                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2528                                                                  Person::players[0]->hasvictim &&
2529                                                                  Person::players[0]->animTarget == swordslashanim) &&
2530                                                                attackweapon == sword &&
2531                                                                Person::players[k]->weaponmissdelay <= 0) {
2532                                                         Person::players[k]->animTarget = swordslashanim;
2533                                                         //staffhit
2534                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2535                                                                  Person::players[0]->hasvictim &&
2536                                                                  Person::players[0]->animTarget == swordslashanim) &&
2537                                                                attackweapon == staff &&
2538                                                                Person::players[k]->weaponmissdelay <= 0 &&
2539                                                                randattack < 3) {
2540                                                         Person::players[k]->animTarget = staffhitanim;
2541                                                         //staffspinhit
2542                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2543                                                                  Person::players[0]->hasvictim &&
2544                                                                  Person::players[0]->animTarget == swordslashanim) &&
2545                                                                attackweapon == staff &&
2546                                                                Person::players[k]->weaponmissdelay <= 0 &&
2547                                                                randattack >= 3) {
2548                                                         Person::players[k]->animTarget = staffspinhitanim;
2549                                                         //spinkick
2550                                                     } else if ((!Tutorial::active || !attackweapon) &&
2551                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2552                                                                randattack == 1 &&
2553                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2554                                                         Person::players[k]->animTarget = spinkickanim;
2555                                                         //lowkick
2556                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2557                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2558                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2559                                                         Person::players[k]->animTarget = lowkickanim;
2560                                                     }
2561                                                 }
2562                                             }
2563                                         }
2564                                         //upunch becomes wolfslap
2565                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2566                                             Person::players[k]->animTarget = wolfslapanim;
2567                                         }
2568                                     }
2569                                     //sneak attacks
2570                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2571                                         Person::players[i]->howactive < typedead1 &&
2572                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2573                                         !Person::players[i]->skeleton.free &&
2574                                         Person::players[i]->animTarget != getupfrombackanim &&
2575                                         Person::players[i]->animTarget != getupfromfrontanim &&
2576                                         (Person::players[i]->surprised > 0 ||
2577                                          Person::players[i]->aitype == passivetype ||
2578                                          attackweapon && Person::players[i]->stunned > 0) &&
2579                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2580                                         //sneakattack
2581                                         if (!attackweapon) {
2582                                             Person::players[k]->animCurrent = sneakattackanim;
2583                                             Person::players[k]->animTarget = sneakattackanim;
2584                                             Person::players[i]->animCurrent = sneakattackedanim;
2585                                             Person::players[i]->animTarget = sneakattackedanim;
2586                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2587                                             Person::players[k]->coords = Person::players[i]->coords;
2588                                         }
2589                                         //knifesneakattack
2590                                         if (attackweapon == knife) {
2591                                             Person::players[k]->animCurrent = knifesneakattackanim;
2592                                             Person::players[k]->animTarget = knifesneakattackanim;
2593                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2594                                             Person::players[i]->animTarget = knifesneakattackedanim;
2595                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2596                                             Person::players[i]->coords = Person::players[k]->coords;
2597                                         }
2598                                         //swordsneakattack
2599                                         if (attackweapon == sword) {
2600                                             Person::players[k]->animCurrent = swordsneakattackanim;
2601                                             Person::players[k]->animTarget = swordsneakattackanim;
2602                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2603                                             Person::players[i]->animTarget = swordsneakattackedanim;
2604                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2605                                             Person::players[i]->coords = Person::players[k]->coords;
2606                                         }
2607                                         if (attackweapon != staff) {
2608                                             Person::players[k]->victim = Person::players[i];
2609                                             Person::players[k]->hasvictim = 1;
2610                                             Person::players[i]->targettilt2 = 0;
2611                                             Person::players[i]->frameTarget = 1;
2612                                             Person::players[i]->frameCurrent = 0;
2613                                             Person::players[i]->target = 0;
2614                                             Person::players[i]->velocity = 0;
2615                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2616                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2617                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2618                                             Person::players[k]->target = Person::players[i]->target;
2619                                             Person::players[k]->velocity = 0;
2620                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2621                                             Person::players[k]->yaw = Person::players[i]->yaw;
2622                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2623                                         }
2624                                     }
2625                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2626                                         Person::players[k]->victim == Person::players[i] &&
2627                                         (!Person::players[i]->skeleton.free)) {
2628                                         oldattackkey = 1;
2629                                         Person::players[k]->frameTarget = 0;
2630                                         Person::players[k]->target = 0;
2631
2632                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2633                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2634                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2635                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2636                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2637                                     }
2638                                     if (Person::players[k]->animTarget == knifefollowanim &&
2639                                         Person::players[k]->victim == Person::players[i]) {
2640                                         oldattackkey = 1;
2641                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2642                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2643                                         Person::players[k]->victim = Person::players[i];
2644                                         Person::players[k]->hasvictim = 1;
2645                                         Person::players[i]->animTarget = knifefollowedanim;
2646                                         Person::players[i]->animCurrent = knifefollowedanim;
2647                                         Person::players[i]->targettilt2 = 0;
2648                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2649                                         Person::players[i]->frameTarget = 1;
2650                                         Person::players[i]->frameCurrent = 0;
2651                                         Person::players[i]->target = 0;
2652                                         Person::players[i]->velocity = 0;
2653                                         Person::players[k]->animCurrent = knifefollowanim;
2654                                         Person::players[k]->animTarget = knifefollowanim;
2655                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2656                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2657                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2658                                         Person::players[k]->target = Person::players[i]->target;
2659                                         Person::players[k]->velocity = 0;
2660                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2661                                         Person::players[i]->coords = Person::players[k]->coords;
2662                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2663                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2664                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2665                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2666                                     }
2667                                 }
2668                             }
2669                         }
2670                     }
2671                     const bool hasstaff = attackweapon == staff;
2672                     if (k == 0 && Person::players.size() > 1) {
2673                         for (unsigned i = 0; i < Person::players.size(); i++) {
2674                             if (i == k) {
2675                                 continue;
2676                             }
2677                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2678                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2679                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2680                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2681                                     if (Person::players[i]->skeleton.free) {
2682                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2683                                             (Person::players[i]->dead ||
2684                                              Person::players[i]->skeleton.longdead > 1000 ||
2685                                              Person::players[k]->isRun() ||
2686                                              hasstaff ||
2687                                              (attackweapon &&
2688                                               (Person::players[i]->skeleton.longdead > 2000 ||
2689                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2690                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2691                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2692                                             Person::players[k]->victim = Person::players[i];
2693                                             Person::players[k]->hasvictim = 1;
2694                                             if (attackweapon && !Tutorial::active) {
2695                                                 //crouchstab
2696                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2697                                                     Person::players[k]->animTarget = crouchstabanim;
2698                                                 }
2699                                                 //swordgroundstab
2700                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2701                                                     Person::players[k]->animTarget = swordgroundstabanim;
2702                                                 }
2703                                                 //staffgroundsmash
2704                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2705                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2706                                                 }
2707                                             }
2708                                             if (distance < 2.5 &&
2709                                                 Person::players[k]->crouchkeydown &&
2710                                                 Person::players[k]->animTarget != crouchstabanim &&
2711                                                 !attackweapon &&
2712                                                 Person::players[i]->dead &&
2713                                                 Person::players[i]->skeleton.free &&
2714                                                 Person::players[i]->skeleton.longdead > 1000) {
2715                                                 Person::players[k]->animTarget = killanim;
2716                                                 terrain.deleteDeadDecals();
2717                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2718                                                     if (Object::objects[l]->model.type == decalstype) {
2719                                                         Object::objects[l]->model.deleteDeadDecals();
2720                                                     }
2721                                                 }
2722                                             }
2723                                             if (!Person::players[i]->dead || musictype != 2) {
2724                                                 if (distance < 3.5 &&
2725                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2726                                                     Person::players[k]->staggerdelay <= 0 &&
2727                                                     (Person::players[i]->dead ||
2728                                                      Person::players[i]->skeleton.longdead < 300 &&
2729                                                          Person::players[k]->lastattack != spinkickanim &&
2730                                                          Person::players[i]->skeleton.free) &&
2731                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2732                                                     Person::players[k]->animTarget = dropkickanim;
2733                                                     terrain.deleteDeadDecals();
2734                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2735                                                         if (Object::objects[l]->model.type == decalstype) {
2736                                                             Object::objects[l]->model.deleteDeadDecals();
2737                                                         }
2738                                                     }
2739                                                 }
2740                                             }
2741                                         }
2742                                     }
2743                                 }
2744                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2745                                     Person::players[k]->victim == Person::players[i] &&
2746                                     (!Person::players[i]->skeleton.free ||
2747                                      Person::players[k]->animTarget == killanim ||
2748                                      Person::players[k]->animTarget == crouchstabanim ||
2749                                      Person::players[k]->animTarget == swordgroundstabanim ||
2750                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2751                                      Person::players[k]->animTarget == dropkickanim)) {
2752                                     oldattackkey = 1;
2753                                     Person::players[k]->frameTarget = 0;
2754                                     Person::players[k]->target = 0;
2755
2756                                     XYZ targetpoint = Person::players[i]->coords;
2757                                     if (Person::players[k]->animTarget == crouchstabanim ||
2758                                         Person::players[k]->animTarget == swordgroundstabanim ||
2759                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2760                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2761                                                         Person::players[i]->jointPos(neck)) /
2762                                                        2 *
2763                                                        Person::players[i]->scale;
2764                                     }
2765                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2766                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2767
2768                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2769                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2770                                     }
2771
2772                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2773                                         Person::players[k]->targettilt2 += 10;
2774                                     }
2775
2776                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2777                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2778                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2779
2780                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2781                                         Person::players[k]->targetyaw += 30;
2782                                     }
2783                                 }
2784                             }
2785                         }
2786                     }
2787                     if (!Person::players[k]->hasvictim) {
2788                         //find victim
2789                         for (unsigned i = 0; i < Person::players.size(); i++) {
2790                             if (i == k || !(i == 0 || k == 0)) {
2791                                 continue;
2792                             }
2793                             if (!Person::players[i]->skeleton.free) {
2794                                 if (Person::players[k]->hasvictim) {
2795                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2796                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2797                                         Person::players[k]->victim = Person::players[i];
2798                                     }
2799                                 } else {
2800                                     Person::players[k]->victim = Person::players[i];
2801                                     Person::players[k]->hasvictim = 1;
2802                                 }
2803                             }
2804                         }
2805                     }
2806                     if (Person::players[k]->aitype == playercontrolled) {
2807                         //rabbit kick
2808                         if (Person::players[k]->attackkeydown &&
2809                             Person::players[k]->isRun() &&
2810                             Person::players[k]->wasRun() &&
2811                             ((Person::players[k]->hasvictim &&
2812                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2813                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2814                               !Person::players[k]->victim->skeleton.free &&
2815                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2816                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2817                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2818                               Person::players[k]->aitype != playercontrolled && //wat???
2819                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2820                               Person::players[k]->rabbitkickenabled) ||
2821                              Person::players[k]->jumpkeydown)) {
2822                             oldattackkey = 1;
2823                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2824                         }
2825                     }
2826                     //update counts
2827                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2828                         numattacks++;
2829                         switch (attackweapon) {
2830                             case 0:
2831                                 numunarmedattack++;
2832                                 break;
2833                             case knife:
2834                                 numknifeattack++;
2835                                 break;
2836                             case sword:
2837                                 numswordattack++;
2838                                 break;
2839                             case staff:
2840                                 numstaffattack++;
2841                                 break;
2842                         }
2843                     }
2844                 }
2845             }
2846         }
2847     }
2848 }
2849
2850 void doPlayerCollisions()
2851 {
2852     static XYZ rotatetarget;
2853     static float collisionradius;
2854     if (Person::players.size() > 1) {
2855         for (unsigned k = 0; k < Person::players.size(); k++) {
2856             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2857                 //neither player is part of a reversal
2858                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2859                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2860                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2861                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2862                     (i != 0 && k != 0)) {
2863                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2864                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2865                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2866                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2867                         (i != 0 && k != 0)) {
2868                         //neither is sleeping
2869                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2870                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2871                                 //in same patch, neither is climbing
2872                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2873                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2874                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2875                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2876                                     Person::players[i]->animTarget != climbanim &&
2877                                     Person::players[i]->animTarget != hanganim &&
2878                                     Person::players[k]->animTarget != climbanim &&
2879                                     Person::players[k]->animTarget != hanganim) {
2880                                     //players are close (bounding box test)
2881                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2882                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2883                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2884                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2885                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2886                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2887                                                             //spread fire from player to player
2888                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2889                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2890                                                                     if (!Person::players[i]->onfire) {
2891                                                                         Person::players[i]->CatchFire();
2892                                                                     }
2893                                                                     if (!Person::players[k]->onfire) {
2894                                                                         Person::players[k]->CatchFire();
2895                                                                     }
2896                                                                 }
2897                                                             }
2898
2899                                                             XYZ tempcoords1 = Person::players[i]->coords;
2900                                                             XYZ tempcoords2 = Person::players[k]->coords;
2901                                                             if (!Person::players[i]->skeleton.oldfree) {
2902                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2903                                                             }
2904                                                             if (!Person::players[k]->skeleton.oldfree) {
2905                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2906                                                             }
2907                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2908                                                             if (Person::players[0]->hasvictim) {
2909                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2910                                                                     collisionradius = 3;
2911                                                                 }
2912                                                             }
2913                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2914                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2915                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2916                                                                 //jump down on a dead body
2917                                                                 if (k == 0 || i == 0) {
2918                                                                     int l = i ? i : k;
2919                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2920                                                                         !Person::players[0]->skeleton.oldfree &&
2921                                                                         !Person::players[0]->skeleton.free &&
2922                                                                         Person::players[l]->skeleton.oldfree &&
2923                                                                         Person::players[l]->skeleton.free &&
2924                                                                         Person::players[l]->dead &&
2925                                                                         Person::players[0]->lastcollide <= 0 &&
2926                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2927                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2928                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2929                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2930                                                                         Person::players[l]->skeleton.free = 0;
2931                                                                         Person::players[l]->yaw = 0;
2932                                                                         Person::players[l]->RagDoll(0);
2933                                                                         Person::players[l]->DoDamage(20);
2934                                                                         camerashake += .3;
2935                                                                         Person::players[l]->skeleton.longdead = 0;
2936                                                                         Person::players[0]->lastcollide = 1;
2937                                                                     }
2938                                                                 }
2939
2940                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2941                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2942                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2943                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2944                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2945                                                                          Person::players[i]->skeleton.free) &&
2946                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2947                                                                          Person::players[k]->skeleton.free)) {
2948                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2949                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2950                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2951                                                                              (k == 0 ||
2952                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2953                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2954                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2955                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2956                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2957                                                                             //If hit by body
2958                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2959                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2960                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2961                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2962                                                                                 if (!Tutorial::active) {
2963                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2964                                                                                 }
2965
2966                                                                                 Person::players[i]->RagDoll(0);
2967                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2968                                                                                     award_bonus(0, aimbonus);
2969                                                                                 }
2970                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2971                                                                                 Person::players[k]->RagDoll(0);
2972                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2973                                                                                     award_bonus(0, aimbonus); // Huh, again?
2974                                                                                 }
2975                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2976
2977                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2978                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2979                                                                                 }
2980                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2981                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2982                                                                                 }
2983                                                                             }
2984                                                                         }
2985                                                                     }
2986                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2987                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2988                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2989                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2990                                                                         //If bumped
2991                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2992                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2993                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2994                                                                                 Normalise(&rotatetarget);
2995                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2996                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2997                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2998                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2999                                                                                     if (Person::players[k]->isIdle()) {
3000                                                                                         if (Person::players[k]->howactive < typesleeping) {
3001                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
3002                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
3003                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
3004                                                                                         }
3005                                                                                         if (!editorenabled) {
3006                                                                                             Person::players[k]->howactive = typeactive;
3007                                                                                         }
3008                                                                                     }
3009                                                                                 }
3010                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
3011                                                                                     if (Person::players[i]->isIdle()) {
3012                                                                                         if (Person::players[i]->howactive < typesleeping) {
3013                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
3014                                                                                         } else {
3015                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
3016                                                                                         }
3017                                                                                         if (!editorenabled) {
3018                                                                                             Person::players[i]->howactive = typeactive;
3019                                                                                         }
3020                                                                                     }
3021                                                                                 }
3022                                                                             }
3023                                                                             //jump down on player
3024                                                                             if (hostile) {
3025                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3026                                                                                     !Person::players[i]->isCrouch() &&
3027                                                                                     Person::players[i]->animTarget != rollanim &&
3028                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
3029                                                                                     Person::players[k]->lastcollide <= 0 &&
3030                                                                                     Person::players[k]->velocity.y < -10) {
3031                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3032                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3033                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3034                                                                                     Person::players[i]->DoDamage(20);
3035                                                                                     Person::players[i]->RagDoll(0);
3036                                                                                     Person::players[k]->lastcollide = 1;
3037                                                                                     award_bonus(k, AboveBonus);
3038                                                                                 }
3039                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3040                                                                                     !Person::players[k]->isCrouch() &&
3041                                                                                     Person::players[k]->animTarget != rollanim &&
3042                                                                                     !Person::players[i]->skeleton.oldfree &&
3043                                                                                     !Person::players[i]->skeleton.free &&
3044                                                                                     Person::players[i]->lastcollide <= 0 &&
3045                                                                                     Person::players[i]->velocity.y < -10) {
3046                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3047                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3048                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3049                                                                                     Person::players[k]->DoDamage(20);
3050                                                                                     Person::players[k]->RagDoll(0);
3051                                                                                     Person::players[i]->lastcollide = 1;
3052                                                                                     award_bonus(i, AboveBonus);
3053                                                                                 }
3054                                                                             }
3055                                                                         }
3056                                                                     }
3057                                                                 }
3058                                                                 Person::players[i]->CheckKick();
3059                                                                 Person::players[k]->CheckKick();
3060                                                             }
3061                                                         }
3062                                                     }
3063                                                 }
3064                                             }
3065                                         }
3066                                     }
3067                                 }
3068                             }
3069                         }
3070                     }
3071                 }
3072             }
3073         }
3074     }
3075 }
3076
3077 void Game::Tick()
3078 {
3079     static XYZ facing, flatfacing;
3080     static int target;
3081
3082     /* Pump SDL input events and process non-gameplay related ones */
3083     ProcessInput();
3084
3085     /*
3086     Values of mainmenu :
3087     1 Main menu
3088     2 Menu pause (resume/end game)
3089     3 Option menu
3090     4 Controls configuration menu
3091     5 Main game menu (choose level or challenge)
3092     6 Deleting user menu
3093     7 User managment menu (select/add)
3094     8 Choose difficulty menu
3095     9 Challenge level selection menu
3096     10 End of the campaign congratulation (is that really a menu?)
3097     11 Same that 9 ??? => unused
3098     18 stereo configuration
3099     */
3100
3101     if (!console) {
3102         //campaign over?
3103         if (mainmenu && endgame == 1) {
3104             mainmenu = 10;
3105         }
3106         //go to level select after completing a campaign level
3107         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3108             mainmenu = 5;
3109             gameon = 0;
3110             winfreeze = 0;
3111             fireSound();
3112             flash();
3113             if (musictoggle) {
3114                 OPENAL_SetFrequency(OPENAL_ALL);
3115                 emit_stream_np(stream_menutheme);
3116                 pause_sound(leveltheme);
3117             }
3118             Menu::Load();
3119         }
3120     }
3121
3122     if (mainmenu) {
3123         Menu::Tick();
3124     }
3125
3126     if (!mainmenu) {
3127         if (hostile == 1) {
3128             hostiletime += multiplier;
3129         } else {
3130             hostiletime = 0;
3131         }
3132         if (!winfreeze) {
3133             leveltime += multiplier;
3134         }
3135
3136         if (console) {
3137             freeze = 1;
3138
3139             inputText(consoletext[0], &consoleselected);
3140             if (!waiting) {
3141                 if (!consoletext[0].empty()) {
3142                     cmd_dispatch(consoletext[0]);
3143                     for (int k = 14; k >= 1; k--) {
3144                         consoletext[k] = consoletext[k - 1];
3145                     }
3146                     consoletext[0].clear();
3147                     consoleselected = 0;
3148                 }
3149             }
3150
3151             consoleblinkdelay -= multiplier;
3152             if (consoleblinkdelay <= 0) {
3153                 consoleblinkdelay = .3;
3154                 consoleblink = !consoleblink;
3155             }
3156         }
3157
3158         static int oldwinfreeze;
3159         if (winfreeze && !oldwinfreeze) {
3160             OPENAL_SetFrequency(OPENAL_ALL);
3161             emit_sound_np(consolesuccesssound);
3162         }
3163         if (winfreeze == 0) {
3164             oldwinfreeze = winfreeze;
3165         } else {
3166             oldwinfreeze++;
3167         }
3168
3169         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3170
3171             //dialogues
3172             static float talkdelay = 0;
3173
3174             if (Dialog::inDialog()) {
3175                 talkdelay = 1;
3176             }
3177             talkdelay -= multiplier;
3178
3179             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3180                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3181                     Dialog::dialogs[i].tick(i);
3182                 }
3183             }
3184
3185             windvar += multiplier;
3186             smoketex += multiplier;
3187             Tutorial::stagetime += multiplier;
3188
3189             //hotspots
3190             static float hotspotvisual[40];
3191             if (Hotspot::hotspots.size()) {
3192                 XYZ hotspotsprite;
3193                 if (editorenabled) {
3194                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3195                         hotspotvisual[i] -= multiplier / 320;
3196                     }
3197                 }
3198
3199                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3200                     while (hotspotvisual[i] < 0) {
3201                         hotspotsprite = 0;
3202                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3203                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3204                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3205                         hotspotsprite += Hotspot::hotspots[i].position;
3206                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3207                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3208                     }
3209                 }
3210
3211                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3212                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3213                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3214                     }
3215                 }
3216             }
3217
3218             //Tutorial
3219             if (Tutorial::active) {
3220                 Tutorial::Do(multiplier);
3221             }
3222
3223             //bonuses
3224             if (!Tutorial::active) {
3225                 if (bonustime == 0 &&
3226                     bonus != solidhit &&
3227                     bonus != spinecrusher &&
3228                     bonus != tracheotomy &&
3229                     bonus != backstab &&
3230                     bonusvalue > 10) {
3231                     emit_sound_np(consolesuccesssound);
3232                 }
3233             } else if (bonustime == 0) {
3234                 emit_sound_np(fireendsound);
3235             }
3236             if (bonustime == 0) {
3237                 if (bonus != solidhit &&
3238                     bonus != twoxcombo &&
3239                     bonus != threexcombo &&
3240                     bonus != fourxcombo &&
3241                     bonus != megacombo) {
3242                     bonusnum[bonus]++;
3243                 } else {
3244                     bonusnum[bonus] += 0.15;
3245                 }
3246                 if (Tutorial::active) {
3247                     bonusvalue = 0;
3248                 }
3249                 if (bonusvalue > 0) {
3250                     bonusvalue /= bonusnum[bonus];
3251                     if (bonusvalue <= 0) {
3252                         bonusvalue = 0;
3253                     }
3254                 }
3255                 bonustotal += bonusvalue;
3256             }
3257             bonustime += multiplier;
3258
3259             //snow effects
3260             if (environment == snowyenvironment) {
3261                 precipdelay -= multiplier;
3262                 while (precipdelay < 0) {
3263                     precipdelay += .04;
3264                     if (!detail) {
3265                         precipdelay += .04;
3266                     }
3267                     XYZ footvel, footpoint;
3268
3269                     footvel = 0;
3270                     footpoint = viewer + viewerfacing * 6;
3271                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3272                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3273                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3274                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3275                 }
3276             }
3277
3278             doAerialAcrobatics();
3279
3280             static XYZ oldviewer;
3281
3282             //control keys
3283             if (!Dialog::inDialog()) {
3284                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3285                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3286                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3287                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3288                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3289                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3290                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3291                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3292             } else {
3293                 Person::players[0]->forwardkeydown = 0;
3294                 Person::players[0]->leftkeydown = 0;
3295                 Person::players[0]->backkeydown = 0;
3296                 Person::players[0]->rightkeydown = 0;
3297                 Person::players[0]->jumpkeydown = 0;
3298                 Person::players[0]->crouchkeydown = 0;
3299                 Person::players[0]->drawkeydown = 0;
3300                 Person::players[0]->throwkeydown = 0;
3301             }
3302
3303             if (!Person::players[0]->jumpkeydown) {
3304                 Person::players[0]->jumpclimb = 0;
3305             }
3306
3307             if (Dialog::inDialog()) {
3308                 cameramode = 1;
3309                 if (Dialog::directing) {
3310                     facing = 0;
3311                     facing.z = -1;
3312
3313                     facing = DoRotation(facing, -pitch, 0, 0);
3314                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3315
3316                     flatfacing = 0;
3317                     flatfacing.z = -1;
3318
3319                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3320
3321                     if (Input::isKeyDown(forwardkey)) {
3322                         viewer += facing * multiplier * 4;
3323                     }
3324                     if (Input::isKeyDown(backkey)) {
3325                         viewer -= facing * multiplier * 4;
3326                     }
3327                     if (Input::isKeyDown(leftkey)) {
3328                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3329                     }
3330                     if (Input::isKeyDown(rightkey)) {
3331                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3332                     }
3333                     if (Input::isKeyDown(jumpkey)) {
3334                         viewer.y += multiplier * 4;
3335                     }
3336                     if (Input::isKeyDown(crouchkey)) {
3337                         viewer.y -= multiplier * 4;
3338                     }
3339                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3340                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3341                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3342                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3343                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3344                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3345                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3346                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3347                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3348                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3349                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3350                         int whichend;
3351                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3352                             whichend = 1;
3353                         }
3354                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3355                             whichend = 2;
3356                         }
3357                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3358                             whichend = 3;
3359                         }
3360                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3361                             whichend = 4;
3362                         }
3363                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3364                             whichend = 5;
3365                         }
3366                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3367                             whichend = 6;
3368                         }
3369                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3370                             whichend = 7;
3371                         }
3372                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3373                             whichend = 8;
3374                         }
3375                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3376                             whichend = 9;
3377                         }
3378                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3379                             whichend = 0;
3380                         }
3381                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3382                             whichend = -1;
3383                         }
3384                         if (whichend != -1) {
3385                             Dialog::currentScene().participantfocus = whichend;
3386                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3387                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3388                         }
3389                         if (whichend == -1) {
3390                             Dialog::currentScene().participantfocus = -1;
3391                         }
3392                         /* FIXME: potentially accessing -1 in Person::players! */
3393                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3394                             Dialog::indialogue = -1;
3395                             Dialog::directing = false;
3396                             cameramode = 0;
3397                         }
3398                         Dialog::currentScene().camera = viewer;
3399                         Dialog::currentScene().camerayaw = yaw;
3400                         Dialog::currentScene().camerapitch = pitch;
3401                         Dialog::indialogue++;
3402                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3403                             if (Dialog::currentScene().sound != 0) {
3404                                 playdialoguescenesound();
3405                             }
3406                         }
3407
3408                         for (unsigned j = 0; j < Person::players.size(); j++) {
3409                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3410                         }
3411                     }
3412                     //TODO: should these be KeyDown or KeyPressed?
3413                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3414                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3415                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3416                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3417                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3418                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3419                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3420                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3421                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3422                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3423                         int whichend;
3424                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3425                             whichend = 1;
3426                         }
3427                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3428                             whichend = 2;
3429                         }
3430                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3431                             whichend = 3;
3432                         }
3433                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3434                             whichend = 4;
3435                         }
3436                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3437                             whichend = 5;
3438                         }
3439                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3440                             whichend = 6;
3441                         }
3442                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3443                             whichend = 7;
3444                         }
3445                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3446                             whichend = 8;
3447                         }
3448                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3449                             whichend = 9;
3450                         }
3451                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3452                             whichend = 0;
3453                         }
3454                         Dialog::currentScene().participantfacing[whichend] = facing;
3455                     }
3456                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3457                         Dialog::indialogue = -1;
3458                         Dialog::directing = false;
3459                         cameramode = 0;
3460                     }
3461                 }
3462                 if (!Dialog::directing) {
3463                     pause_sound(whooshsound);
3464                     viewer = Dialog::currentScene().camera;
3465                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3466                     yaw = Dialog::currentScene().camerayaw;
3467                     pitch = Dialog::currentScene().camerapitch;
3468                     if (Dialog::dialoguetime > 0.5) {
3469                         if (Input::isKeyPressed(attackkey)) {
3470                             Dialog::indialogue++;
3471                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3472                                 if (Dialog::currentScene().sound != 0) {
3473                                     playdialoguescenesound();
3474                                     if (Dialog::currentScene().sound == -5) {
3475                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3476                                     }
3477                                     if (Dialog::currentScene().sound == -6) {
3478                                         hostile = 1;
3479                                     }
3480
3481                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3482                                         Dialog::indialogue = -1;
3483                                         Dialog::directing = false;
3484                                         cameramode = 0;
3485                                     }
3486                                 }
3487                             }
3488                         }
3489                     }
3490                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3491                         Dialog::indialogue = -1;
3492                         Dialog::directing = false;
3493                         cameramode = 0;
3494                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3495                             hostile = 1;
3496                         }
3497                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3498                             windialogue = true;
3499                         }
3500                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3501                             hostile = 1;
3502                             for (unsigned i = 1; i < Person::players.size(); i++) {
3503                                 Person::players[i]->aitype = attacktypecutoff;
3504                             }
3505                         }
3506                     }
3507                 }
3508             }
3509
3510             if (!Person::players[0]->jumpkeydown) {
3511                 Person::players[0]->jumptogglekeydown = 0;
3512             }
3513             if (Person::players[0]->jumpkeydown &&
3514                 Person::players[0]->animTarget != jumpupanim &&
3515                 Person::players[0]->animTarget != jumpdownanim &&
3516                 !Person::players[0]->isFlip()) {
3517                 Person::players[0]->jumptogglekeydown = 1;
3518             }
3519
3520             Dialog::dialoguetime += multiplier;
3521             hawkyaw += multiplier * 25;
3522             realhawkcoords = 0;
3523             realhawkcoords.x = 25;
3524             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3525             hawkcalldelay -= multiplier / 2;
3526
3527             if (hawkcalldelay <= 0) {
3528                 emit_sound_at(hawksound, realhawkcoords);
3529
3530                 hawkcalldelay = 16 + abs(Random() % 8);
3531             }
3532
3533             doAttacks();
3534
3535             doPlayerCollisions();
3536
3537             doJumpReversals();
3538
3539             for (unsigned k = 0; k < Person::players.size(); k++) {
3540                 if (k != 0 && Person::players[k]->immobile) {
3541                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3542                 }
3543             }
3544
3545             for (unsigned k = 0; k < Person::players.size(); k++) {
3546                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3547                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3548                         Person::players[k]->DoDamage(1000);
3549                     }
3550                 }
3551             }
3552
3553             //respawn
3554             static bool respawnkeydown;
3555             if (!editorenabled &&
3556                 (whichlevel != -2 &&
3557                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
3558                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3559                       devtools) ||
3560                  (Input::isKeyDown(jumpkey) &&
3561                   !respawnkeydown &&
3562                   !oldattackkey &&
3563                   Person::players[0]->dead))) {
3564                 targetlevel = whichlevel;
3565                 loading = 1;
3566                 leveltime = 5;
3567             }
3568             respawnkeydown = Input::isKeyDown(jumpkey);
3569
3570             static bool movekey;
3571
3572             //?
3573             for (unsigned i = 0; i < Person::players.size(); i++) {
3574                 static float oldtargetyaw;
3575                 if (!Person::players[i]->skeleton.free) {
3576                     oldtargetyaw = Person::players[i]->targetyaw;
3577                     if (i == 0 && !Dialog::inDialog()) {
3578                         //TODO: refactor repetitive code
3579                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3580                             Person::players[0]->animTarget != staggerbackhighanim &&
3581                             Person::players[0]->animTarget != staggerbackhardanim &&
3582                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3583                             Person::players[0]->animTarget != removeknifeanim &&
3584                             Person::players[0]->animTarget != backhandspringanim &&
3585                             Person::players[0]->animTarget != dodgebackanim &&
3586                             Person::players[0]->animTarget != walljumprightkickanim &&
3587                             Person::players[0]->animTarget != walljumpleftkickanim) {
3588                             if (cameramode) {
3589                                 Person::players[0]->targetyaw = 0;
3590                             } else {
3591                                 Person::players[0]->targetyaw = -yaw + 180;
3592                             }
3593                         }
3594
3595                         facing = 0;
3596                         facing.z = -1;
3597
3598                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3599                         if (cameramode) {
3600                             facing = flatfacing;
3601                         } else {
3602                             facing = DoRotation(facing, -pitch, 0, 0);
3603                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3604                         }
3605
3606                         Person::players[0]->lookyaw = -yaw;
3607
3608                         Person::players[i]->targetheadyaw = yaw;
3609                         Person::players[i]->targetheadpitch = pitch;
3610                     }
3611                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3612                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3613                             Person::players[i]->animTarget != staggerbackhighanim &&
3614                             Person::players[i]->animTarget != staggerbackhardanim &&
3615                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3616                             Person::players[i]->animTarget != removeknifeanim &&
3617                             Person::players[i]->animTarget != backhandspringanim &&
3618                             Person::players[i]->animTarget != dodgebackanim &&
3619                             Person::players[i]->animTarget != walljumprightkickanim &&
3620                             Person::players[i]->animTarget != walljumpleftkickanim) {
3621                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3622                         }
3623
3624                         facing = 0;
3625                         facing.z = -1;
3626
3627                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3628
3629                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3630                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3631
3632                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3633                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3634                     }
3635                     if (Dialog::inDialog()) {
3636                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3637                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3638                     }
3639
3640                     if (leveltime < .5) {
3641                         numenvsounds = 0;
3642                     }
3643
3644                     Person::players[i]->avoidsomething = 0;
3645
3646                     //avoid flaming things
3647                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3648                         if (Object::objects[j]->onfire) {
3649                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3650                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3651                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3652                                     Person::players[i]->collided = 0;
3653                                     Person::players[i]->avoidcollided = 1;
3654                                     if (Person::players[i]->avoidsomething == 0 ||
3655                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3656                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3657                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3658                                         Person::players[i]->avoidsomething = 1;
3659                                     }
3660                                 }
3661                             }
3662                         }
3663                     }
3664
3665                     //avoid flaming players
3666                     for (unsigned j = 0; j < Person::players.size(); j++) {
3667                         if (Person::players[j]->onfire) {
3668                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3669                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3670                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3671                                     Person::players[i]->collided = 0;
3672                                     Person::players[i]->avoidcollided = 1;
3673                                     if (Person::players[i]->avoidsomething == 0 ||
3674                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3675                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3676                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3677                                         Person::players[i]->avoidsomething = 1;
3678                                     }
3679                                 }
3680                             }
3681                         }
3682                     }
3683
3684                     if (Person::players[i]->collided > .8) {
3685                         Person::players[i]->avoidcollided = 0;
3686                     }
3687
3688                     Person::players[i]->doAI();
3689
3690                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3691                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3692                         Person::players[i]->forwardkeydown = 0;
3693                         Person::players[i]->leftkeydown = 0;
3694                         Person::players[i]->backkeydown = 0;
3695                         Person::players[i]->rightkeydown = 0;
3696                         Person::players[i]->jumpkeydown = 0;
3697                         Person::players[i]->attackkeydown = 0;
3698                         //Person::players[i]->crouchkeydown=0;
3699                         Person::players[i]->throwkeydown = 0;
3700                     }
3701
3702                     if (Dialog::inDialog()) {
3703                         Person::players[i]->forwardkeydown = 0;
3704                         Person::players[i]->leftkeydown = 0;
3705                         Person::players[i]->backkeydown = 0;
3706                         Person::players[i]->rightkeydown = 0;
3707                         Person::players[i]->jumpkeydown = 0;
3708                         Person::players[i]->crouchkeydown = 0;
3709                         Person::players[i]->drawkeydown = 0;
3710                         Person::players[i]->throwkeydown = 0;
3711                     }
3712
3713                     if (Person::players[i]->collided < -.3) {
3714                         Person::players[i]->collided = -.3;
3715                     }
3716                     if (Person::players[i]->collided > 1) {
3717                         Person::players[i]->collided = 1;
3718                     }
3719                     Person::players[i]->collided -= multiplier * 4;
3720                     Person::players[i]->whichdirectiondelay -= multiplier;
3721                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3722                         Person::players[i]->avoidcollided = -.3;
3723                         Person::players[i]->whichdirection = abs(Random() % 2);
3724                         Person::players[i]->whichdirectiondelay = .4;
3725                     }
3726                     if (Person::players[i]->avoidcollided > 1) {
3727                         Person::players[i]->avoidcollided = 1;
3728                     }
3729                     Person::players[i]->avoidcollided -= multiplier / 4;
3730                     if (!Person::players[i]->skeleton.free) {
3731                         Person::players[i]->stunned -= multiplier;
3732                         Person::players[i]->surprised -= multiplier;
3733                     }
3734                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3735                         Person::players[i]->aitype == attacktypecutoff &&
3736                         !Person::players[i]->dead &&
3737                         !Person::players[i]->skeleton.free &&
3738                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3739                         numresponded = 1;
3740                     }
3741
3742                     if (!Person::players[i]->throwkeydown) {
3743                         Person::players[i]->throwtogglekeydown = 0;
3744                     }
3745
3746                     //pick up weapon
3747                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3748                         if (Person::players[i]->weaponactive == -1 &&
3749                             Person::players[i]->num_weapons < 2 &&
3750                             (Person::players[i]->isIdle() ||
3751                              Person::players[i]->isCrouch() ||
3752                              Person::players[i]->animTarget == sneakanim ||
3753                              Person::players[i]->animTarget == rollanim ||
3754                              Person::players[i]->animTarget == backhandspringanim ||
3755                              Person::players[i]->isFlip() ||
3756                              Person::players[i]->aitype != playercontrolled)) {
3757                             for (unsigned j = 0; j < weapons.size(); j++) {
3758                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3759                                      Person::players[i]->aitype == playercontrolled) &&
3760                                     weapons[j].owner == -1 &&
3761                                     Person::players[i]->weaponactive == -1) {
3762                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3763                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3764                                             if (Person::players[i]->isCrouch() ||
3765                                                 Person::players[i]->animTarget == sneakanim ||
3766                                                 Person::players[i]->isRun() ||
3767                                                 Person::players[i]->isIdle() ||
3768                                                 Person::players[i]->aitype != playercontrolled) {
3769                                                 Person::players[i]->throwtogglekeydown = 1;
3770                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3771                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3772                                                 Person::players[i]->hasvictim = 0;
3773                                             }
3774                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3775                                                 Person::players[i]->throwtogglekeydown = 1;
3776                                                 Person::players[i]->hasvictim = 0;
3777
3778                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3779                                                      Person::players[i]->aitype == playercontrolled) &&
3780                                                         weapons[j].owner == -1 ||
3781                                                     Person::players[i]->victim &&
3782                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3783                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3784                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3785                                                             if (weapons[j].getType() != staff) {
3786                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3787                                                             }
3788
3789                                                             Person::players[i]->takeWeapon(j);
3790                                                         }
3791                                                     }
3792                                                 }
3793                                             }
3794                                         } else if ((Person::players[i]->isIdle() ||
3795                                                     Person::players[i]->isFlip() ||
3796                                                     Person::players[i]->aitype != playercontrolled) &&
3797                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3798                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3799                                             if (!Person::players[i]->isFlip()) {
3800                                                 Person::players[i]->throwtogglekeydown = 1;
3801                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3802                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3803                                             }
3804                                             if (Person::players[i]->isFlip()) {
3805                                                 Person::players[i]->throwtogglekeydown = 1;
3806                                                 Person::players[i]->hasvictim = 0;
3807
3808                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3809                                                     if (Person::players[i]->weaponactive == -1) {
3810                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3811                                                              Person::players[i]->aitype == playercontrolled) &&
3812                                                                 weapons[k].owner == -1 ||
3813                                                             Person::players[i]->victim &&
3814                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3815                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3816                                                                 Person::players[i]->weaponactive == -1) {
3817                                                                 if (weapons[k].getType() != staff) {
3818                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3819                                                                 }
3820
3821                                                                 Person::players[i]->takeWeapon(k);
3822                                                             }
3823                                                         }
3824                                                     }
3825                                                 }
3826                                             }
3827                                         }
3828                                     }
3829                                 }
3830                             }
3831                             if (Person::players[i]->isCrouch() ||
3832                                 Person::players[i]->animTarget == sneakanim ||
3833                                 Person::players[i]->isRun() ||
3834                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3835                                 Person::players[i]->animTarget == backhandspringanim) {
3836                                 if (Person::players.size() > 1) {
3837                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3838                                         if (Person::players[i]->weaponactive == -1) {
3839                                             if (j != i) {
3840                                                 if (Person::players[j]->num_weapons &&
3841                                                     Person::players[j]->skeleton.free &&
3842                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3843                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3844                                                        Person::players[j]->weaponstuckwhere == 0) ||
3845                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3846                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3847                                                      Person::players[j]->weaponstuck == -1 ||
3848                                                      Person::players[j]->num_weapons > 1)) {
3849                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3850                                                         Person::players[i]->throwtogglekeydown = 1;
3851                                                         Person::players[i]->victim = Person::players[j];
3852                                                         Person::players[i]->hasvictim = 1;
3853                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3854                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3855                                                     }
3856                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3857                                                         Person::players[i]->throwtogglekeydown = 1;
3858                                                         Person::players[i]->victim = Person::players[j];
3859                                                         Person::players[i]->hasvictim = 1;
3860                                                         int k = Person::players[j]->weaponids[0];
3861                                                         if (Person::players[i]->hasvictim) {
3862                                                             bool fleshstuck;
3863                                                             fleshstuck = 0;
3864                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3865                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3866                                                                     fleshstuck = 1;
3867                                                                 }
3868                                                             }
3869                                                             if (!fleshstuck) {
3870                                                                 if (weapons[k].getType() != staff) {
3871                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3872                                                                 }
3873                                                             }
3874                                                             if (fleshstuck) {
3875                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3876                                                             }
3877
3878                                                             if (weapons[k].owner != -1) {
3879                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3880                                                                     Person::players[i]->victim->num_weapons = 0;
3881                                                                 } else {
3882                                                                     Person::players[i]->victim->num_weapons = 1;
3883                                                                 }
3884
3885                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3886                                                                 Person::players[i]->victim->skeleton.free = 1;
3887                                                                 Person::players[i]->victim->skeleton.broken = 0;
3888
3889                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3890                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3891                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3892                                                                 }
3893
3894                                                                 XYZ relative;
3895                                                                 relative = 0;
3896                                                                 relative.y = 10;
3897                                                                 Normalise(&relative);
3898                                                                 XYZ footvel, footpoint;
3899                                                                 footvel = 0;
3900                                                                 footpoint = weapons[k].position;
3901                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3902                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3903                                                                         if (bloodtoggle) {
3904                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3905                                                                         }
3906                                                                         weapons[k].bloody = 2;
3907                                                                         weapons[k].blooddrip = 5;
3908                                                                         Person::players[i]->victim->weaponstuck = -1;
3909                                                                         Person::players[i]->victim->bloodloss += 2000;
3910                                                                         Person::players[i]->victim->DoDamage(2000);
3911                                                                     }
3912                                                                 }
3913                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3914                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3915                                                                         Person::players[i]->victim->weaponstuck = 0;
3916                                                                     }
3917                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3918                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3919                                                                     }
3920                                                                 }
3921
3922                                                                 Person::players[i]->victim->weaponactive = -1;
3923
3924                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3925                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3926                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3927                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3928                                                             }
3929                                                             Person::players[i]->takeWeapon(k);
3930                                                         }
3931                                                     }
3932                                                 }
3933                                             }
3934                                         }
3935                                     }
3936                                 }
3937                             }
3938                         }
3939                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3940                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3941                                 if (Person::players[i]->isIdle() ||
3942                                     Person::players[i]->isRun() ||
3943                                     Person::players[i]->isCrouch() ||
3944                                     Person::players[i]->animTarget == sneakanim ||
3945                                     Person::players[i]->isFlip()) {
3946                                     if (Person::players.size() > 1) {
3947                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3948                                             if (i != j) {
3949                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3950                                                     if (hostile) {
3951                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3952                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3953                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3954                                                             !Person::players[j]->skeleton.free &&
3955                                                             -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
3956                                                             if (!Person::players[i]->isFlip()) {
3957                                                                 Person::players[i]->throwtogglekeydown = 1;
3958                                                                 Person::players[i]->victim = Person::players[j];
3959                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3960                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3961                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3962                                                             }
3963                                                             if (Person::players[i]->isFlip()) {
3964                                                                 if (Person::players[i]->weaponactive != -1) {
3965                                                                     Person::players[i]->throwtogglekeydown = 1;
3966                                                                     Person::players[i]->victim = Person::players[j];
3967                                                                     XYZ aim;
3968                                                                     aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
3969                                                                     Normalise(&aim);
3970
3971                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3972
3973                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3974                                                                     Person::players[i]->num_weapons--;
3975                                                                     if (Person::players[i]->num_weapons) {
3976                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3977                                                                     }
3978                                                                     Person::players[i]->weaponactive = -1;
3979                                                                 }
3980                                                             }
3981                                                         }
3982                                                     }
3983                                                 }
3984                                             }
3985                                         }
3986                                     }
3987                                 }
3988                             }
3989                         }
3990                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3991                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3992                                 Person::players[i]->throwtogglekeydown = 1;
3993                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3994                                 if (tempVelocity.x == 0) {
3995                                     tempVelocity.x = .1;
3996                                 }
3997                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3998                                 Person::players[i]->num_weapons--;
3999                                 if (Person::players[i]->num_weapons) {
4000                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4001                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
4002                                         Person::players[i]->weaponstuck = 0;
4003                                     }
4004                                 }
4005
4006                                 Person::players[i]->weaponactive = -1;
4007                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4008                                     Person::players[j]->wentforweapon = 0;
4009                                 }
4010                             }
4011                         }
4012                     }
4013
4014                     //draw weapon
4015                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
4016                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
4017                             (Person::players[i]->num_weapons == 2) &&
4018                                 (Person::players[i]->weaponactive == -1) &&
4019                                 Person::players[i]->isIdle() ||
4020                             Person::players[0]->dead &&
4021                                 (Person::players[i]->weaponactive != -1) &&
4022                                 i != 0) {
4023                             bool isgood = true;
4024                             if (Person::players[i]->weaponactive != -1) {
4025                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
4026                                     isgood = false;
4027                                 }
4028                             }
4029                             if (isgood && Person::players[i]->creature != wolftype) {
4030                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4031                                     Person::players[i]->setTargetAnimation(drawrightanim);
4032                                     Person::players[i]->drawtogglekeydown = 1;
4033                                 }
4034                                 if ((Person::players[i]->isIdle() ||
4035                                      (Person::players[i]->aitype != playercontrolled &&
4036                                       Person::players[0]->weaponactive != -1 &&
4037                                       Person::players[i]->isRun())) &&
4038                                     Person::players[i]->num_weapons &&
4039                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4040                                     Person::players[i]->setTargetAnimation(drawleftanim);
4041                                     Person::players[i]->drawtogglekeydown = 1;
4042                                 }
4043                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4044                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4045                                     Person::players[i]->drawtogglekeydown = 1;
4046                                 }
4047                             }
4048                         }
4049                     }
4050
4051                     //clean weapon
4052                     if (Person::players[i]->weaponactive != -1) {
4053                         if (Person::players[i]->isCrouch() &&
4054                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4055                             bloodtoggle &&
4056                             Person::players[i]->onterrain &&
4057                             Person::players[i]->num_weapons &&
4058                             Person::players[i]->attackkeydown &&
4059                             musictype != stream_fighttheme) {
4060                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4061                                 Person::players[i]->setTargetAnimation(crouchstabanim);
4062                             }
4063                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4064                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4065                             }
4066                             Person::players[i]->hasvictim = 0;
4067                         }
4068                     }
4069
4070                     if (!Person::players[i]->drawkeydown) {
4071                         Person::players[i]->drawtogglekeydown = 0;
4072                     }
4073
4074                     XYZ absflatfacing;
4075                     if (i == 0) {
4076                         absflatfacing = 0;
4077                         absflatfacing.z = -1;
4078
4079                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4080                     } else {
4081                         absflatfacing = flatfacing;
4082                     }
4083
4084                     if (Dialog::inDialog()) {
4085                         Person::players[i]->forwardkeydown = 0;
4086                         Person::players[i]->leftkeydown = 0;
4087                         Person::players[i]->backkeydown = 0;
4088                         Person::players[i]->rightkeydown = 0;
4089                         Person::players[i]->jumpkeydown = 0;
4090                         Person::players[i]->crouchkeydown = 0;
4091                         Person::players[i]->drawkeydown = 0;
4092                         Person::players[i]->throwkeydown = 0;
4093                     }
4094                     movekey = 0;
4095                     //Do controls
4096                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
4097                         Person::players[i]->animTarget != staggerbackhighanim &&
4098                         Person::players[i]->animTarget != staggerbackhardanim &&
4099                         Person::players[i]->animTarget != backhandspringanim &&
4100                         Person::players[i]->animTarget != dodgebackanim) {
4101                         if (!Person::players[i]->forwardkeydown) {
4102                             Person::players[i]->forwardstogglekeydown = 0;
4103                         }
4104                         if (Person::players[i]->crouchkeydown) {
4105                             //Crouch
4106                             target = -2;
4107                             if (i == 0) {
4108                                 Person::players[i]->superruntoggle = 1;
4109                                 if (Person::players.size() > 1) {
4110                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4111                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4112                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4113                                                 Person::players[i]->superruntoggle = 0;
4114                                             }
4115                                         }
4116                                     }
4117                                 }
4118                             }
4119
4120                             if (Person::players.size() > 1) {
4121                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4122                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4123                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4124                                             Person::players[j]->victim == Person::players[i] &&
4125                                             (Person::players[j]->animTarget == sweepanim ||
4126                                              Person::players[j]->animTarget == upunchanim ||
4127                                              Person::players[j]->animTarget == wolfslapanim ||
4128                                              ((Person::players[j]->animTarget == swordslashanim ||
4129                                                Person::players[j]->animTarget == knifeslashstartanim ||
4130                                                Person::players[j]->animTarget == staffhitanim ||
4131                                                Person::players[j]->animTarget == staffspinhitanim) &&
4132                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4133                                             if (target >= 0) {
4134                                                 target = -1;
4135                                             } else {
4136                                                 target = j;
4137                                             }
4138                                         }
4139                                     }
4140                                 }
4141                             }
4142                             if (target >= 0) {
4143                                 Person::players[target]->Reverse();
4144                             }
4145                             Person::players[i]->lowreversaldelay = .5;
4146
4147                             if (Person::players[i]->isIdle()) {
4148                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4149                                 Person::players[i]->transspeed = 10;
4150                             }
4151                             if (Person::players[i]->isRun() ||
4152                                 (Person::players[i]->isStop() &&
4153                                  (Person::players[i]->leftkeydown ||
4154                                   Person::players[i]->rightkeydown ||
4155                                   Person::players[i]->forwardkeydown ||
4156                                   Person::players[i]->backkeydown))) {
4157                                 Person::players[i]->setTargetAnimation(rollanim);
4158                                 Person::players[i]->transspeed = 20;
4159                             }
4160                         }
4161                         if (!Person::players[i]->crouchkeydown) {
4162                             //Uncrouch
4163                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4164                                 Person::players[i]->superruntoggle = 0;
4165                             }
4166                             target = -2;
4167                             if (Person::players[i]->isCrouch()) {
4168                                 if (Person::players.size() > 1) {
4169                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4170                                         if (j != i &&
4171                                             !Person::players[j]->skeleton.free &&
4172                                             Person::players[j]->victim &&
4173                                             Person::players[i]->highreversaldelay <= 0) {
4174                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4175                                                 Person::players[j]->victim == Person::players[i] &&
4176                                                 (Person::players[j]->animTarget == spinkickanim) &&
4177                                                 Person::players[i]->isCrouch()) {
4178                                                 if (target >= 0) {
4179                                                     target = -1;
4180                                                 } else {
4181                                                     target = j;
4182                                                 }
4183                                             }
4184                                         }
4185                                     }
4186                                 }
4187                                 if (target >= 0) {
4188                                     Person::players[target]->Reverse();
4189                                 }
4190                                 Person::players[i]->highreversaldelay = .5;
4191
4192                                 if (Person::players[i]->isCrouch()) {
4193                                     if (!Person::players[i]->wasCrouch()) {
4194                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4195                                         Person::players[i]->frameCurrent = 0;
4196                                     }
4197                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4198                                     Person::players[i]->transspeed = 10;
4199                                 }
4200                             }
4201                             if (Person::players[i]->animTarget == sneakanim) {
4202                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4203                                 Person::players[i]->transspeed = 10;
4204                             }
4205                         }
4206                         if (Person::players[i]->forwardkeydown) {
4207                             if (Person::players[i]->isIdle() ||
4208                                 (Person::players[i]->isStop() &&
4209                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4210                                 (Person::players[i]->isLanding() &&
4211                                  Person::players[i]->frameTarget > 0 &&
4212                                  !Person::players[i]->jumpkeydown) ||
4213                                 (Person::players[i]->isLandhard() &&
4214                                  Person::players[i]->frameTarget > 0 &&
4215                                  !Person::players[i]->jumpkeydown &&
4216                                  Person::players[i]->crouchkeydown)) {
4217                                 if (Person::players[i]->aitype == passivetype) {
4218                                     Person::players[i]->setTargetAnimation(walkanim);
4219                                 } else {
4220                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4221                                 }
4222                             }
4223                             if (Person::players[i]->isCrouch()) {
4224                                 Person::players[i]->animTarget = sneakanim;
4225                                 if (Person::players[i]->wasCrouch()) {
4226                                     Person::players[i]->target = 0;
4227                                 }
4228                                 Person::players[i]->frameTarget = 0;
4229                             }
4230                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4231                                 Person::players[i]->setTargetAnimation(climbanim);
4232                                 Person::players[i]->frameTarget = 1;
4233                                 Person::players[i]->jumpclimb = 1;
4234                             }
4235                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4236                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4237                             }
4238                             Person::players[i]->forwardstogglekeydown = 1;
4239                             movekey = 1;
4240                         }
4241                         if (Person::players[i]->rightkeydown) {
4242                             if (Person::players[i]->isIdle() ||
4243                                 (Person::players[i]->isStop() &&
4244                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4245                                 (Person::players[i]->isLanding() &&
4246                                  Person::players[i]->frameTarget > 0 &&
4247                                  !Person::players[i]->jumpkeydown) ||
4248                                 (Person::players[i]->isLandhard() &&
4249                                  Person::players[i]->frameTarget > 0 &&
4250                                  !Person::players[i]->jumpkeydown &&
4251                                  Person::players[i]->crouchkeydown)) {
4252                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4253                             }
4254                             if (Person::players[i]->isCrouch()) {
4255                                 Person::players[i]->animTarget = sneakanim;
4256                                 if (Person::players[i]->wasCrouch()) {
4257                                     Person::players[i]->target = 0;
4258                                 }
4259                                 Person::players[i]->frameTarget = 0;
4260                             }
4261                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4262                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4263                             }
4264                             Person::players[i]->targetyaw -= 90;
4265                             if (Person::players[i]->forwardkeydown) {
4266                                 Person::players[i]->targetyaw += 45;
4267                             }
4268                             if (Person::players[i]->backkeydown) {
4269                                 Person::players[i]->targetyaw -= 45;
4270                             }
4271                             movekey = 1;
4272                         }
4273                         if (Person::players[i]->leftkeydown) {
4274                             if (Person::players[i]->isIdle() ||
4275                                 (Person::players[i]->isStop() &&
4276                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4277                                 (Person::players[i]->isLanding() &&
4278                                  Person::players[i]->frameTarget > 0 &&
4279                                  !Person::players[i]->jumpkeydown) ||
4280                                 (Person::players[i]->isLandhard() &&
4281                                  Person::players[i]->frameTarget > 0 &&
4282                                  !Person::players[i]->jumpkeydown &&
4283                                  Person::players[i]->crouchkeydown)) {
4284                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4285                             }
4286                             if (Person::players[i]->isCrouch()) {
4287                                 Person::players[i]->animTarget = sneakanim;
4288                                 if (Person::players[i]->wasCrouch()) {
4289                                     Person::players[i]->target = 0;
4290                                 }
4291                                 Person::players[i]->frameTarget = 0;
4292                             }
4293                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4294                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4295                             }
4296                             Person::players[i]->targetyaw += 90;
4297                             if (Person::players[i]->forwardkeydown) {
4298                                 Person::players[i]->targetyaw -= 45;
4299                             }
4300                             if (Person::players[i]->backkeydown) {
4301                                 Person::players[i]->targetyaw += 45;
4302                             }
4303                             movekey = 1;
4304                         }
4305                         if (Person::players[i]->backkeydown) {
4306                             if (Person::players[i]->isIdle() ||
4307                                 (Person::players[i]->isStop() &&
4308                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4309                                 (Person::players[i]->isLanding() &&
4310                                  Person::players[i]->frameTarget > 0 &&
4311                                  !Person::players[i]->jumpkeydown) ||
4312                                 (Person::players[i]->isLandhard() &&
4313                                  Person::players[i]->frameTarget > 0 &&
4314                                  !Person::players[i]->jumpkeydown &&
4315                                  Person::players[i]->crouchkeydown)) {
4316                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4317                             }
4318                             if (Person::players[i]->isCrouch()) {
4319                                 Person::players[i]->animTarget = sneakanim;
4320                                 if (Person::players[i]->wasCrouch()) {
4321                                     Person::players[i]->target = 0;
4322                                 }
4323                                 Person::players[i]->frameTarget = 0;
4324                             }
4325                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4326                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4327                             }
4328                             if (Person::players[i]->animTarget == hanganim) {
4329                                 Person::players[i]->animCurrent = jumpdownanim;
4330                                 Person::players[i]->animTarget = jumpdownanim;
4331                                 Person::players[i]->target = 0;
4332                                 Person::players[i]->frameCurrent = 0;
4333                                 Person::players[i]->frameTarget = 1;
4334                                 Person::players[i]->velocity = 0;
4335                                 Person::players[i]->velocity.y += gravity;
4336                                 Person::players[i]->coords.y -= 1.4;
4337                                 Person::players[i]->grabdelay = 1;
4338                             }
4339                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4340                                 Person::players[i]->targetyaw += 180;
4341                             }
4342                             movekey = 1;
4343                         }
4344                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4345                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4346                                   Person::players[i]->isRun() ||
4347                                   Person::players[i]->animTarget == walkanim ||
4348                                   Person::players[i]->isCrouch() ||
4349                                   Person::players[i]->animTarget == sneakanim) &&
4350                                  Person::players[i]->jumppower > 1) &&
4351                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4352                                   Person::players[i]->animTarget != wolfrunninganim) ||
4353                                  i != 0)) {
4354                                 Person::players[i]->jumpstart = 0;
4355                                 Person::players[i]->setTargetAnimation(jumpupanim);
4356                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4357                                 Person::players[i]->transspeed = 20;
4358                                 Person::players[i]->FootLand(leftfoot, 1);
4359                                 Person::players[i]->FootLand(rightfoot, 1);
4360
4361                                 facing = 0;
4362                                 facing.z = -1;
4363                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4364
4365                                 if (movekey) {
4366                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4367                                 }
4368                                 if (!movekey) {
4369                                     Person::players[i]->velocity = 0;
4370                                 }
4371
4372                                 //Dodge sweep?
4373                                 target = -2;
4374                                 if (Person::players.size() > 1) {
4375                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4376                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4377                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4378                                                 (Person::players[j]->victim == Person::players[i]) &&
4379                                                 (Person::players[j]->animTarget == sweepanim)) {
4380                                                 if (target >= 0) {
4381                                                     target = -1;
4382                                                 } else {
4383                                                     target = j;
4384                                                 }
4385                                             }
4386                                         }
4387                                     }
4388                                 }
4389                                 if (target >= 0) {
4390                                     Person::players[i]->velocity.y = 1;
4391                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4392                                     Person::players[i]->velocity.y = 7;
4393                                     Person::players[i]->crouchtogglekeydown = 1;
4394                                 } else {
4395                                     Person::players[i]->velocity.y = 5;
4396                                 }
4397
4398                                 if (mousejump && i == 0 && devtools) {
4399                                     if (!Person::players[i]->isLanding()) {
4400                                         Person::players[i]->tempdeltav = deltav;
4401                                     }
4402                                     if (Person::players[i]->tempdeltav < 0) {
4403                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4404                                     }
4405                                 }
4406
4407                                 Person::players[i]->coords.y += .2;
4408                                 Person::players[i]->jumppower -= 1;
4409
4410                                 if (!i) {
4411                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4412                                 }
4413
4414                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4415                             }
4416                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4417                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4418                                 Person::players[i]->frameTarget = 2;
4419                                 Person::players[i]->landhard = 0;
4420                                 Person::players[i]->jumpstart = 1;
4421                                 Person::players[i]->tempdeltav = deltav;
4422                             }
4423                             if (Person::players[i]->animTarget == jumpupanim &&
4424                                 (((!floatjump &&
4425                                    !editorenabled) ||
4426                                   !devtools) ||
4427                                  Person::players[i]->aitype != playercontrolled)) {
4428                                 if (Person::players[i]->jumppower > multiplier * 6) {
4429                                     Person::players[i]->velocity.y += multiplier * 6;
4430                                     Person::players[i]->jumppower -= multiplier * 6;
4431                                 }
4432                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4433                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4434                                     Person::players[i]->jumppower = 0;
4435                                 }
4436                             }
4437                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4438                                 Person::players[i]->velocity.y += multiplier * 30;
4439                             }
4440                         }
4441
4442                         if (!movekey) {
4443                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4444                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4445                             }
4446                             if (Person::players[i]->animTarget == sneakanim) {
4447                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4448                                 if (Person::players[i]->animCurrent == sneakanim) {
4449                                     Person::players[i]->target = 0;
4450                                 }
4451                                 Person::players[i]->frameTarget = 0;
4452                             }
4453                         }
4454                         if (Person::players[i]->animTarget == walkanim &&
4455                             (Person::players[i]->aitype == attacktypecutoff ||
4456                              Person::players[i]->aitype == searchtype ||
4457                              (Person::players[i]->aitype == passivetype &&
4458                               Person::players[i]->numwaypoints <= 1))) {
4459                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4460                         }
4461                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4462                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4463                         }
4464                     }
4465                 }
4466                 if (Person::players[i]->animTarget == rollanim) {
4467                     Person::players[i]->targetyaw = oldtargetyaw;
4468                 }
4469             }
4470
4471             //Rotation
4472             for (unsigned k = 0; k < Person::players.size(); k++) {
4473                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4474                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4475                         Person::players[k]->yaw -= 360;
4476                     } else {
4477                         Person::players[k]->yaw += 360;
4478                     }
4479                 }
4480
4481                 //stop to turn in right direction
4482                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4483                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4484                 }
4485
4486                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4487                     Person::players[k]->targettilt = 0;
4488                 }
4489
4490                 if (Person::players[k]->animTarget != jumpupanim &&
4491                     Person::players[k]->animTarget != backhandspringanim &&
4492                     Person::players[k]->animTarget != jumpdownanim &&
4493                     !Person::players[k]->isFlip()) {
4494                     Person::players[k]->targettilt = 0;
4495                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4496                         Person::players[k]->jumppower = 0;
4497                     }
4498                     Person::players[k]->jumppower += multiplier * 7;
4499                     if (Person::players[k]->isCrouch()) {
4500                         Person::players[k]->jumppower += multiplier * 7;
4501                     }
4502                     if (Person::players[k]->jumppower > 5) {
4503                         Person::players[k]->jumppower = 5;
4504                     }
4505                 }
4506
4507                 if (Person::players[k]->isRun()) {
4508                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4509                 }
4510
4511                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4512                 Person::players[k]->grabdelay -= multiplier;
4513             }
4514
4515             //do animations
4516             for (unsigned k = 0; k < Person::players.size(); k++) {
4517                 Person::players[k]->DoAnimations();
4518                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4519                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4520             }
4521
4522             //do stuff
4523             Object::DoStuff();
4524
4525             for (int j = numenvsounds - 1; j >= 0; j--) {
4526                 envsoundlife[j] -= multiplier;
4527                 if (envsoundlife[j] < 0) {
4528                     numenvsounds--;
4529                     envsoundlife[j] = envsoundlife[numenvsounds];
4530                     envsound[j] = envsound[numenvsounds];
4531                 }
4532             }
4533             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4534
4535             if (Tutorial::active) {
4536                 Tutorial::DoStuff(multiplier);
4537             }
4538
4539             //3d sound
4540             static float gLoc[3];
4541             gLoc[0] = viewer.x;
4542             gLoc[1] = viewer.y;
4543             gLoc[2] = viewer.z;
4544             static float vel[3];
4545             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4546             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4547             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4548
4549             //Set orientation with forward and up vectors
4550             static XYZ upvector;
4551             upvector = 0;
4552             upvector.z = -1;
4553
4554             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4555             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4556
4557             facing = 0;
4558             facing.z = -1;
4559
4560             facing = DoRotation(facing, -pitch, 0, 0);
4561             facing = DoRotation(facing, 0, 0 - yaw, 0);
4562
4563             static float ori[6];
4564             ori[0] = -facing.x;
4565             ori[1] = facing.y;
4566             ori[2] = -facing.z;
4567             ori[3] = -upvector.x;
4568             ori[4] = upvector.y;
4569             ori[5] = -upvector.z;
4570
4571             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4572             OPENAL_Update();
4573
4574             oldviewer = viewer;
4575         }
4576     }
4577 }
4578
4579 void Game::TickOnce()
4580 {
4581     if (mainmenu) {
4582         yaw += multiplier * 5;
4583     } else if (Dialog::directing || !Dialog::inDialog()) {
4584         yaw += deltah * .7;
4585         if (invertmouse) {
4586             pitch -= deltav * .7;
4587         } else {
4588             pitch += deltav * .7;
4589         }
4590         if (pitch > 90) {
4591             pitch = 90;
4592         }
4593         if (pitch < -70) {
4594             pitch = -70;
4595         }
4596     }
4597 }
4598
4599 void Game::TickOnceAfter()
4600 {
4601     static XYZ colviewer;
4602     static XYZ coltarget;
4603     static XYZ target;
4604     static XYZ col;
4605     static XYZ facing;
4606     static float changedelay;
4607     static bool alldead;
4608     static float unseendelay;
4609     static float cameraspeed;
4610
4611     if (!mainmenu) {
4612         static int oldmusictype = musictype;
4613
4614         if (environment == snowyenvironment) {
4615             leveltheme = stream_snowtheme;
4616         }
4617         if (environment == grassyenvironment) {
4618             leveltheme = stream_grasstheme;
4619         }
4620         if (environment == desertenvironment) {
4621             leveltheme = stream_deserttheme;
4622         }
4623
4624         realthreat = 0;
4625
4626         musictype = leveltheme;
4627         for (unsigned i = 0; i < Person::players.size(); i++) {
4628             if ((Person::players[i]->aitype == attacktypecutoff ||
4629                  Person::players[i]->aitype == getweapontype ||
4630                  Person::players[i]->aitype == gethelptype ||
4631                  Person::players[i]->aitype == searchtype) &&
4632                 !Person::players[i]->dead &&
4633                 (Person::players[i]->animTarget != sneakattackedanim &&
4634                  Person::players[i]->animTarget != knifesneakattackedanim &&
4635                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4636                 musictype = stream_fighttheme;
4637                 realthreat = 1;
4638             }
4639         }
4640         if (Person::players[0]->dead) {
4641             musictype = stream_menutheme;
4642         }
4643
4644         if (musictype == stream_fighttheme) {
4645             unseendelay = 1;
4646         }
4647
4648         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4649             unseendelay -= multiplier;
4650             if (unseendelay > 0) {
4651                 musictype = stream_fighttheme;
4652             }
4653         }
4654
4655         if (loading == 2) {
4656             musictype = stream_menutheme;
4657             musicvolume[2] = 512;
4658             musicvolume[0] = 0;
4659             musicvolume[1] = 0;
4660             musicvolume[3] = 0;
4661         }
4662
4663         if (musictoggle) {
4664             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4665                 emit_sound_np(alarmsound);
4666             }
4667         }
4668         musicselected = musictype;
4669
4670         if (musicselected == leveltheme) {
4671             musicvolume[0] += multiplier * 450;
4672         } else {
4673             musicvolume[0] -= multiplier * 450;
4674         }
4675         if (musicselected == stream_fighttheme) {
4676             musicvolume[1] += multiplier * 450;
4677         } else {
4678             musicvolume[1] -= multiplier * 450;
4679         }
4680         if (musicselected == stream_menutheme) {
4681             musicvolume[2] += multiplier * 450;
4682         } else {
4683             musicvolume[2] -= multiplier * 450;
4684         }
4685
4686         for (int i = 0; i < 3; i++) {
4687             if (musicvolume[i] < 0) {
4688                 musicvolume[i] = 0;
4689             }
4690             if (musicvolume[i] > 512) {
4691                 musicvolume[i] = 512;
4692             }
4693         }
4694
4695         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4696             musicvolume[2] = 128;
4697         }
4698
4699         if (musictoggle) {
4700             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4701                 emit_stream_np(leveltheme, musicvolume[0]);
4702             }
4703             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4704                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4705             }
4706             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4707                 emit_stream_np(stream_menutheme, musicvolume[2]);
4708             }
4709             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4710                 pause_sound(leveltheme);
4711             }
4712             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4713                 pause_sound(stream_fighttheme);
4714             }
4715             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4716                 pause_sound(stream_menutheme);
4717             }
4718
4719             if (musicvolume[0] != oldmusicvolume[0]) {
4720                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4721             }
4722             if (musicvolume[1] != oldmusicvolume[1]) {
4723                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4724             }
4725             if (musicvolume[2] != oldmusicvolume[2]) {
4726                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4727             }
4728
4729             for (int i = 0; i < 3; i++) {
4730                 oldmusicvolume[i] = musicvolume[i];
4731             }
4732         } else {
4733             pause_sound(leveltheme);
4734             pause_sound(stream_fighttheme);
4735             pause_sound(stream_menutheme);
4736
4737             for (int i = 0; i < 4; i++) {
4738                 oldmusicvolume[i] = 0;
4739                 musicvolume[i] = 0;
4740             }
4741         }
4742
4743         Hotspot::killhotspot = 2;
4744         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4745             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4746                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4747                     Hotspot::killhotspot = 0;
4748                 } else if (Hotspot::killhotspot == 2) {
4749                     Hotspot::killhotspot = 1;
4750                 }
4751             }
4752         }
4753         if (Hotspot::killhotspot == 2) {
4754             Hotspot::killhotspot = 0;
4755         }
4756
4757         winhotspot = false;
4758         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4759             if (Hotspot::hotspots[i].type == -1) {
4760                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4761                     winhotspot = true;
4762                 }
4763             }
4764         }
4765
4766         int numalarmed = 0;
4767         for (unsigned i = 1; i < Person::players.size(); i++) {
4768             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4769                 numalarmed++;
4770             }
4771         }
4772         if (numalarmed > maxalarmed) {
4773             maxalarmed = numalarmed;
4774         }
4775
4776         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4777             if (Person::players[0]->dead) {
4778                 changedelay = 1;
4779                 targetlevel = whichlevel;
4780             }
4781             alldead = true;
4782             for (unsigned i = 1; i < Person::players.size(); i++) {
4783                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4784                     alldead = false;
4785                     break;
4786                 }
4787             }
4788
4789             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4790                 changedelay = 1;
4791                 targetlevel = whichlevel + 1;
4792                 if (targetlevel > numchallengelevels - 1) {
4793                     targetlevel = 0;
4794                 }
4795             }
4796             if (winhotspot || windialogue) {
4797                 changedelay = 0.1;
4798                 targetlevel = whichlevel + 1;
4799                 if (targetlevel > numchallengelevels - 1) {
4800                     targetlevel = 0;
4801                 }
4802             }
4803
4804             if (Hotspot::killhotspot) {
4805                 changedelay = 1;
4806                 targetlevel = whichlevel + 1;
4807                 if (targetlevel > numchallengelevels - 1) {
4808                     targetlevel = 0;
4809                 }
4810             }
4811
4812             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4813                 //high scores, awards, win
4814                 if (campaign) {
4815                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4816                     scoreadded = 1;
4817                 } else {
4818                     wonleveltime = leveltime;
4819                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4820                 }
4821                 won = 1;
4822                 Account::saveFile(Folders::getUserSavePath());
4823             }
4824         }
4825
4826         if (!winfreeze) {
4827
4828             if (leveltime < 1) {
4829                 loading = 0;
4830                 changedelay = .1;
4831                 alldead = false;
4832                 winhotspot = false;
4833                 Hotspot::killhotspot = 0;
4834             }
4835
4836             if (!editorenabled && gameon && !mainmenu) {
4837                 if (changedelay != -999) {
4838                     changedelay -= multiplier / 7;
4839                 }
4840                 if (Person::players[0]->dead) {
4841                     targetlevel = whichlevel;
4842                 }
4843                 if (loading == 2 && !campaign) {
4844                     flash();
4845
4846                     fireSound(firestartsound);
4847
4848                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4849                         startbonustotal = bonustotal;
4850                     }
4851
4852                     LoadLevel(targetlevel);
4853                     fireSound();
4854
4855                     loading = 3;
4856                 }
4857                 if (loading == 2 && targetlevel == whichlevel) {
4858                     flash();
4859                     loadtime = 0;
4860
4861                     fireSound(firestartsound);
4862
4863                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4864
4865                     fireSound();
4866
4867                     loading = 3;
4868                 }
4869                 if (changedelay <= -999 &&
4870                     whichlevel != -2 &&
4871                     !loading &&
4872                     (Person::players[0]->dead ||
4873                      (alldead && maptype == mapkilleveryone) ||
4874                      (winhotspot) ||
4875                      (Hotspot::killhotspot))) {
4876                     loading = 1;
4877                 }
4878                 if ((Person::players[0]->dead ||
4879                      (alldead && maptype == mapkilleveryone) ||
4880                      (winhotspot) ||
4881                      (windialogue) ||
4882                      (Hotspot::killhotspot)) &&
4883                     changedelay <= 0) {
4884                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4885                         winfreeze = true;
4886                         changedelay = -999;
4887                     }
4888                     if (Person::players[0]->dead) {
4889                         loading = 1;
4890                     }
4891                 }
4892             }
4893
4894             if (campaign) {
4895                 // campaignchoosenext determines what to do when the level is complete:
4896                 // 0 = load next level
4897                 // 1 = go back to level select screen
4898                 // 2 = stealthload next level
4899                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4900                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4901                         endgame = 1;
4902                     }
4903                 } else if (mainmenu == 0 && winfreeze) {
4904                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4905
4906                     if (!stealthloading) {
4907                         fireSound(firestartsound);
4908
4909                         flash();
4910                     }
4911
4912                     startbonustotal = 0;
4913
4914                     LoadCampaign();
4915
4916                     loading = 2;
4917                     loadtime = 0;
4918                     targetlevel = 7;
4919                     if (!firstLoadDone) {
4920                         LoadStuff();
4921                     }
4922                     whichchoice = 0;
4923                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4924                     visibleloading = true;
4925                     stillloading = 1;
4926                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4927                     campaign = 1;
4928                     mainmenu = 0;
4929                     gameon = 1;
4930                     pause_sound(stream_menutheme);
4931
4932                     stealthloading = 0;
4933                 }
4934             }
4935
4936             if (loading == 3) {
4937                 loading = 0;
4938             }
4939         }
4940
4941         oldmusictype = musictype;
4942     }
4943
4944     facing = 0;
4945     facing.z = -1;
4946
4947     facing = DoRotation(facing, -pitch, 0, 0);
4948     facing = DoRotation(facing, 0, 0 - yaw, 0);
4949     viewerfacing = facing;
4950
4951     if (!cameramode) {
4952         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4953             target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
4954         } else {
4955             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
4956         }
4957         target.y += .1;
4958         if (Person::players[0]->skeleton.free) {
4959             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4960                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4961                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4962                 }
4963             }
4964             target.y += .1;
4965         }
4966         if (Person::players[0]->skeleton.free != 2) {
4967             cameraspeed = 20;
4968             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4969                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4970             }
4971             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4972                 target.y += 1.4;
4973             }
4974             coltarget = target - cameraloc;
4975             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4976                 cameraloc = target;
4977             } else {
4978                 Normalise(&coltarget);
4979                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4980                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4981                 } else {
4982                     cameraloc = cameraloc + coltarget * multiplier * 8;
4983                 }
4984             }
4985             if (editorenabled) {
4986                 cameraloc = target;
4987             }
4988             cameradist += multiplier * 5;
4989             if (cameradist > 2.3) {
4990                 cameradist = 2.3;
4991             }
4992             viewer = cameraloc - facing * cameradist;
4993             colviewer = viewer;
4994             coltarget = cameraloc;
4995             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4996             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4997                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4998                 colviewer = viewer;
4999                 coltarget = cameraloc;
5000                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5001                     viewer = col;
5002                 }
5003             }
5004             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
5005                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5006                 colviewer = viewer;
5007                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5008                     viewer = colviewer;
5009                 }
5010             }
5011             cameradist = findDistance(&viewer, &target);
5012             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
5013             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
5014                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
5015             }
5016         }
5017         if (camerashake > .8) {
5018             camerashake = .8;
5019         }
5020         woozy += multiplier;
5021         if (Person::players[0]->dead) {
5022             camerashake = 0;
5023         }
5024         if (Person::players[0]->dead) {
5025             woozy = 0;
5026         }
5027         camerashake -= multiplier * 2;
5028         blackout -= multiplier * 2;
5029         if (camerashake < 0) {
5030             camerashake = 0;
5031         }
5032         if (blackout < 0) {
5033             blackout = 0;
5034         }
5035         if (camerashake) {
5036             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5037             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5038             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
5039         }
5040     }
5041 }