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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36 #include "Awards.h"
37
38 using namespace std;
39
40 // Added more evilness needed for MSVC
41 #ifdef _MSC_VER
42         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
43         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
44 #endif
45
46
47 extern float multiplier;
48 extern XYZ viewer;
49 extern int environment;
50 extern float texscale;
51 extern Terrain terrain;
52 extern int kTextureSize;
53 extern float screenwidth,screenheight;
54 extern float gravity;
55 extern int detail;
56 extern float texdetail;
57 extern Objects objects;
58 extern int slomo;
59 extern float slomodelay;
60 extern bool floatjump;
61 extern float volume;
62 extern Light light;
63 extern float texdetail;
64 extern GLubyte bloodText[512*512*3];
65 extern GLubyte wolfbloodText[512*512*3];
66 extern float terraindetail;
67 extern float camerashake;
68 extern float woozy;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
75 extern float windvar;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
81 extern bool freeze;
82 extern bool autoslomo;
83 extern bool keyboardfrozen;
84 extern int netdatanew;
85 extern bool loadingstuff;
86 extern char mapname[256];
87 extern XYZ windvector;
88 extern bool debugmode;
89 static int music1;
90 extern int mainmenu;
91 extern int oldmainmenu;
92 extern bool visibleloading;
93 extern int loadscreencolor;
94 extern float flashamount,flashr,flashg,flashb;
95 extern int flashdelay;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool foliage;
103 extern bool trilinear;
104 extern bool damageeffects;
105 extern bool showpoints;
106 extern bool showdamagebar; // (des)activate the damage bar
107 extern bool texttoggle;
108 extern bool alwaysblur;
109 extern float gamespeed;
110 extern bool decals;
111 extern bool vblsync;
112 extern bool immediate;
113 extern bool velocityblur;
114 extern float tintr,tintg,tintb;
115 extern bool skyboxtexture;
116 extern float skyboxr;
117 extern float skyboxg;
118 extern float skyboxb;
119 extern float skyboxlightr;
120 extern float skyboxlightg;
121 extern float skyboxlightb;
122 extern float fadestart;
123 extern float slomospeed;
124 extern float slomofreq;
125 extern int tutoriallevel;
126 extern float smoketex;
127 extern float tutorialstagetime;
128 extern int tutorialstage;
129 extern float tutorialmaxtime;
130 extern float tutorialsuccess;
131 extern bool againbonus;
132 extern bool reversaltrain;
133 extern bool canattack;
134 extern bool cananger;
135 extern float damagedealt;
136 extern int maptype;
137 extern int editoractive;
138 extern int editorpathtype;
139
140 extern float hostiletime;
141
142 extern bool gamestarted;
143
144 extern int numhotspots;
145 extern int winhotspot;
146 extern int windialogue;
147 extern int killhotspot;
148 extern XYZ hotspot[40];
149 extern int hotspottype[40];
150 extern float hotspotsize[40];
151 extern char hotspottext[40][256];
152 extern int currenthotspot;
153
154 extern int kBitsPerPixel;
155 extern int hostile;
156
157 extern bool stillloading;
158 extern bool winfreeze;
159
160 extern int numdialogues;
161 extern int numdialogueboxes[max_dialogues];
162 extern int dialoguetype[max_dialogues];
163 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
164 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
165 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
166 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
167 extern char dialoguename[max_dialogues][max_dialoguelength][64];
168 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
169 extern XYZ participantlocation[max_dialogues][10];
170 extern int participantfocus[max_dialogues][max_dialoguelength];
171 extern int participantaction[max_dialogues][max_dialoguelength];
172 extern float participantrotation[max_dialogues][10];
173 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
174 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
175 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
176 extern int indialogue;
177 extern int whichdialogue;
178 extern int directing;
179 extern float dialoguetime;
180 extern int dialoguegonethrough[20];
181
182 extern bool campaign;
183
184 extern float oldgamespeed;
185
186 static const char *rabbitskin[] = {
187 ":Data:Textures:Fur3.jpg",
188 ":Data:Textures:Fur.jpg",
189 ":Data:Textures:Fur2.jpg",
190 ":Data:Textures:Lynx.jpg",
191 ":Data:Textures:Otter.jpg",
192 ":Data:Textures:Opal.jpg",
193 ":Data:Textures:Sable.jpg",
194 ":Data:Textures:Chocolate.jpg",
195 ":Data:Textures:BW2.jpg",
196 ":Data:Textures:WB2.jpg"
197 };
198
199 static const char *wolfskin[] = {
200 ":Data:Textures:Wolf.jpg",
201 ":Data:Textures:Darkwolf.jpg",
202 ":Data:Textures:Snowwolf.jpg"
203 };
204
205 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
206 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
207
208 static const char **creatureskin[] = {rabbitskin, wolfskin};
209
210 /* Return true if PFX is a prefix of STR (case-insensitive).  */
211 static bool stripfx(const char *str, const char *pfx)
212 {
213   return !strncasecmp(str, pfx, strlen(pfx));
214 }
215
216 static const char *cmd_names[] = {
217 #define DECLARE_COMMAND(cmd) #cmd " ",
218 #include "ConsoleCmds.h"
219 #undef  DECLARE_COMMAND
220 };
221
222 typedef void (*console_handler)(Game *game, const char *args);
223
224 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
225 #include "ConsoleCmds.h"
226 #undef  DECLARE_COMMAND
227
228 static console_handler cmd_handlers[] = {
229 #define DECLARE_COMMAND(cmd) ch_##cmd,
230 #include "ConsoleCmds.h"
231 #undef  DECLARE_COMMAND
232 };
233
234 static void ch_quit(Game *game, const char *args)
235 {
236   game->tryquit = 1;
237 }
238
239 static void ch_map(Game *game, const char *args)
240 {
241   char buf[64];
242   snprintf(buf, 63, ":Data:Maps:%s", args);
243   game->Loadlevel(buf);
244   game->whichlevel = -2;
245   campaign = 0;
246 }
247
248 static void ch_save(Game *game, const char *args)
249 {
250   char buf[64];
251   int i, j, k, l, m, templength;
252   float headprop, bodyprop, armprop, legprop;
253   snprintf(buf, 63, ":Data:Maps:%s", args);
254
255
256   int mapvers = 12;;
257
258   FILE                  *tfile;
259   tfile=fopen( ConvertFileName(buf), "wb" );
260   fpackf(tfile, "Bi", mapvers);
261   fpackf(tfile, "Bi", maptype);
262   fpackf(tfile, "Bi", hostile);
263   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
264   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
265   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
266   fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
267   if(player[0].num_weapons>0&&player[0].num_weapons<5)
268     for(j=0;j<player[0].num_weapons;j++){
269       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
270     }
271
272   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
273   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
274   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
275   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
276
277   fpackf(tfile, "Bi", player[0].numclothes);
278
279   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
280
281   fpackf(tfile, "Bi", numdialogues);
282         for(k=0;k<numdialogues;k++){
283                 fpackf(tfile, "Bi", numdialogueboxes[k]);
284                 fpackf(tfile, "Bi", dialoguetype[k]);
285                 for(l=0;l<10;l++){
286                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
287                         fpackf(tfile, "Bf", participantrotation[k][l]);
288                 }
289                 for(l=0;l<numdialogueboxes[k];l++){
290                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
291                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
292                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
293                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
294                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
295
296                         templength=strlen(dialoguetext[k][l]);
297                         fpackf(tfile, "Bi",(templength));
298                         for(m=0;m<templength;m++){
299                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
300                                 if(dialoguetext[k][l][m]=='\0')break;
301                         }
302
303                         templength=strlen(dialoguename[k][l]);
304                         fpackf(tfile, "Bi",templength);
305                         for(m=0;m<templength;m++){
306                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
307                                 if(dialoguename[k][l][m]=='\0')break;
308                         }
309
310                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
311                         fpackf(tfile, "Bi", participantfocus[k][l]);
312                         fpackf(tfile, "Bi", participantaction[k][l]);
313
314                         for(m=0;m<10;m++)
315                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
316
317                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
318                 }
319         }
320
321         for(k=0;k<player[0].numclothes;k++){
322                 templength=strlen(player[0].clothes[k]);
323                 fpackf(tfile, "Bi", templength);
324                 for(l=0;l<templength;l++)
325                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
326                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
327         }
328
329   fpackf(tfile, "Bi", environment);
330
331   fpackf(tfile, "Bi", objects.numobjects);
332
333     for(k=0;k<objects.numobjects;k++){
334       fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
335     }
336
337   fpackf(tfile, "Bi", numhotspots);
338         for(i=0;i<numhotspots;i++){
339                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
340                 templength=strlen(hotspottext[i]);
341                 fpackf(tfile, "Bi",templength);
342                 for(l=0;l<templength;l++)
343                         fpackf(tfile, "Bb", hotspottext[i][l]);
344         }
345
346   fpackf(tfile, "Bi", numplayers);
347   if(numplayers<maxplayers)
348     for(j=1;j<numplayers;j++){
349                 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
350                 if(player[j].num_weapons<5)
351                         for(k=0;k<player[j].num_weapons;k++){
352                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
353                         }
354                 if(player[j].numwaypoints<30){
355                         fpackf(tfile, "Bi", player[j].numwaypoints);
356                         for(k=0;k<player[j].numwaypoints;k++){
357                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
358                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
359                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
360                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
361                         }
362                         fpackf(tfile, "Bi", player[j].waypoint);
363                 } else {
364                         player[j].numwaypoints=0;
365                         player[j].waypoint=0;
366                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
367                 }
368
369                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
370                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
371                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
372                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
373
374                 if(player[j].creature==wolftype) {
375                         headprop=player[j].proportionhead.x/1.1;
376                         bodyprop=player[j].proportionbody.x/1.1;
377                         armprop=player[j].proportionarms.x/1.1;
378                         legprop=player[j].proportionlegs.x/1.1;
379                 } else if(player[j].creature==rabbittype){
380                         headprop=player[j].proportionhead.x/1.2;
381                         bodyprop=player[j].proportionbody.x/1.05;
382                         armprop=player[j].proportionarms.x/1.00;
383                         legprop=player[j].proportionlegs.x/1.1;
384                 }
385
386                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
387
388                 fpackf(tfile, "Bi", player[j].numclothes);
389                 if(player[j].numclothes)
390                         for(k=0;k<player[j].numclothes;k++){
391                                 int templength;
392                                 templength=strlen(player[j].clothes[k]);
393                                 fpackf(tfile, "Bi", templength);
394                                 for(l=0;l<templength;l++)
395                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
396                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
397                         }
398     }
399
400   fpackf(tfile, "Bi", game->numpathpoints);
401         for(j=0;j<game->numpathpoints;j++){
402                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
403                 for(k=0;k<game->numpathpointconnect[j];k++){
404                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
405                 }
406         }
407
408   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
409
410   fclose(tfile);
411 }
412
413 static void ch_cellar(Game *game, const char *args)
414 {
415   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
416 }
417
418 static void ch_tint(Game *game, const char *args)
419 {
420   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
421 }
422
423 static void ch_tintr(Game *game, const char *args)
424 {
425   tintr = atof(args);
426 }
427
428 static void ch_tintg(Game *game, const char *args)
429 {
430   tintg = atof(args);
431 }
432
433 static void ch_tintb(Game *game, const char *args)
434 {
435   tintb = atof(args);
436 }
437
438 static void ch_speed(Game *game, const char *args)
439 {
440   player[0].speedmult = atof(args);
441 }
442
443 static void ch_strength(Game *game, const char *args)
444 {
445   player[0].power = atof(args);
446 }
447
448 static void ch_power(Game *game, const char *args)
449 {
450   player[0].power = atof(args);
451 }
452
453 static void ch_size(Game *game, const char *args)
454 {
455   player[0].scale = atof(args) * .2;
456 }
457
458 static int find_closest()
459 {
460   int closest = 0;
461   float closestdist = 1.0/0.0;
462
463   for (int i = 1; i < numplayers; i++) {
464     float distance;
465     distance = findDistancefast(&player[i].coords,&player[0].coords);
466     if (distance < closestdist) {
467       closestdist = distance;
468       closest = i;
469     }
470   }
471   return closest;
472 }
473
474 static void ch_sizenear(Game *game, const char *args)
475 {
476   int closest = find_closest();
477
478   if (closest)
479     player[closest].scale = atof(args) * .2;
480 }
481
482 static void set_proportion(int pnum, const char *args)
483 {
484   float headprop,bodyprop,armprop,legprop;
485
486   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
487
488   if(player[pnum].creature==wolftype){
489     player[pnum].proportionhead=1.1*headprop;
490     player[pnum].proportionbody=1.1*bodyprop;
491     player[pnum].proportionarms=1.1*armprop;
492     player[pnum].proportionlegs=1.1*legprop;
493   } else if(player[pnum].creature==rabbittype){
494     player[pnum].proportionhead=1.2*headprop;
495     player[pnum].proportionbody=1.05*bodyprop;
496     player[pnum].proportionarms=1.00*armprop;
497     player[pnum].proportionlegs=1.1*legprop;
498     player[pnum].proportionlegs.y=1.05*legprop;
499   }
500 }
501
502 static void ch_proportion(Game *game, const char *args)
503 {
504   set_proportion(0, args);
505 }
506
507 static void ch_proportionnear(Game *game, const char *args)
508 {
509   int closest = find_closest();
510   if (closest)
511     set_proportion(closest, args);
512 }
513
514 static void set_protection(int pnum, const char *args)
515 {
516   float head, high, low;
517   sscanf(args, "%f%f%f", &head, &high, &low);
518
519   player[pnum].protectionhead = head;
520   player[pnum].protectionhigh = high;
521   player[pnum].protectionlow  = low;
522 }
523
524 static void ch_protection(Game *game, const char *args)
525 {
526   set_protection(0, args);
527 }
528
529 static void ch_protectionnear(Game *game, const char *args)
530 {
531   int closest = find_closest();
532   if (closest)
533     set_protection(closest, args);
534 }
535
536 static void set_armor(int pnum, const char *args)
537 {
538   float head, high, low;
539   sscanf(args, "%f%f%f", &head, &high, &low);
540
541   player[pnum].armorhead = head;
542   player[pnum].armorhigh = high;
543   player[pnum].armorlow  = low;
544 }
545
546 static void ch_armor(Game *game, const char *args)
547 {
548   set_armor(0, args);
549 }
550
551 static void ch_armornear(Game *game, const char *args)
552 {
553   int closest = find_closest();
554   if (closest)
555     set_armor(closest, args);
556 }
557
558 static void ch_protectionreset(Game *game, const char *args)
559 {
560   set_protection(0, "1 1 1");
561   set_armor(0, "1 1 1");
562 }
563
564 static void set_metal(int pnum, const char *args)
565 {
566   float head, high, low;
567   sscanf(args, "%f%f%f", &head, &high, &low);
568
569   player[pnum].metalhead = head;
570   player[pnum].metalhigh = high;
571   player[pnum].metallow  = low;
572 }
573
574 static void ch_metal(Game *game, const char *args)
575 {
576   set_metal(0, args);
577 }
578
579 static void set_noclothes(int pnum, Game *game, const char *args)
580 {
581   player[pnum].numclothes = 0;
582   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
583                         &player[pnum].skeleton.drawmodel.textureptr,1,
584                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
585 }
586
587 static void ch_noclothes(Game *game, const char *args)
588 {
589   set_noclothes(0, game, args);
590 }
591
592 static void ch_noclothesnear(Game *game, const char *args)
593 {
594   int closest = find_closest();
595   if (closest)
596     set_noclothes(closest, game, args);
597 }
598
599
600 static void set_clothes(int pnum, Game *game, const char *args)
601 {
602   char buf[64];
603   snprintf(buf, 63, ":Data:Textures:%s.png", args);
604
605   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
606     return;
607
608   player[pnum].DoMipmaps();
609   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
610   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
611   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
612   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
613   player[pnum].numclothes++;
614 }
615
616 static void ch_clothes(Game *game, const char *args)
617 {
618   set_clothes(0, game, args);
619 }
620
621 static void ch_clothesnear(Game *game, const char *args)
622 {
623   int closest = find_closest();
624   if (closest)
625     set_clothes(closest, game, args);
626 }
627
628 static void ch_belt(Game *game, const char *args)
629 {
630   player[0].skeleton.clothes = !player[0].skeleton.clothes;
631 }
632
633
634 static void ch_cellophane(Game *game, const char *args)
635 {
636   cellophane = !cellophane;
637   float mul = cellophane ? 0 : 1;
638
639   for (int i = 0; i < numplayers; i++) {
640     player[i].proportionhead.z = player[i].proportionhead.x * mul;
641     player[i].proportionbody.z = player[i].proportionbody.x * mul;
642     player[i].proportionarms.z = player[i].proportionarms.x * mul;
643     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
644   }
645 }
646
647 static void ch_funnybunny(Game *game, const char *args)
648 {
649   player[0].skeleton.id=0;
650   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
651                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
652                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
653                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
654                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
655                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
656   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
657                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
658   player[0].creature=rabbittype;
659   player[0].scale=.2;
660   player[0].headless=0;
661   player[0].damagetolerance=200;
662   set_proportion(0, "1 1 1 1");
663 }
664
665 static void ch_wolfie(Game *game, const char *args)
666 {
667   player[0].skeleton.id=0;
668   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
669                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
670                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
671                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
672                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
673                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
674   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
675                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
676   player[0].creature=wolftype;
677   player[0].damagetolerance=300;
678   set_proportion(0, "1 1 1 1");
679 }
680
681 static void ch_wolfieisgod(Game *game, const char *args)
682 {
683   ch_wolfie(game, args);
684 }
685
686 static void ch_wolf(Game *game, const char *args)
687 {
688   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
689                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
690 }
691
692 static void ch_snowwolf(Game *game, const char *args)
693 {
694   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696 }
697
698 static void ch_darkwolf(Game *game, const char *args)
699 {
700   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
701                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
702 }
703
704 static void ch_lizardwolf(Game *game, const char *args)
705 {
706   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
707                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
708 }
709
710 static void ch_white(Game *game, const char *args)
711 {
712   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714 }
715
716 static void ch_brown(Game *game, const char *args)
717 {
718   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
719                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
720 }
721
722 static void ch_black(Game *game, const char *args)
723 {
724   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
725                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
726 }
727
728 static void ch_sizemin(Game *game, const char *args)
729 {
730   int i;
731   for (i = 1; i < numplayers; i++)
732     if (player[i].scale < 0.8 * 0.2)
733       player[i].scale = 0.8 * 0.2;
734 }
735
736 static void ch_tutorial(Game *game, const char *args)
737 {
738   tutoriallevel = atoi(args);
739 }
740
741 static void ch_hostile(Game *game, const char *args)
742 {
743   hostile = atoi(args);
744 }
745
746 static void ch_indemo(Game *game, const char *args)
747 {
748   game->indemo=1;
749   hotspot[numhotspots]=player[0].coords;
750   hotspotsize[numhotspots]=0;
751   hotspottype[numhotspots]=-111;
752   strcpy(hotspottext[numhotspots],"mapname");
753   numhotspots++;
754 }
755
756 static void ch_notindemo(Game *game, const char *args)
757 {
758   game->indemo=0;
759   numhotspots--;
760 }
761
762 static void ch_type(Game *game, const char *args)
763 {
764   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
765         for (i = 0; i < n; i++)
766                 if (stripfx(args, editortypenames[i])) {
767                         editoractive = i;
768                         break;
769                 }
770 }
771
772 static void ch_path(Game *game, const char *args)
773 {
774   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
775   for (i = 0; i < n; i++)
776     if (stripfx(args, pathtypenames[i])) {
777                 editorpathtype = i;
778                 break;
779     }
780 }
781
782 static void ch_hs(Game *game, const char *args)
783 {
784   hotspot[numhotspots]=player[0].coords;
785
786   float size;
787   int type, shift;
788   sscanf(args, "%f%d %n", &size, &type, &shift);
789
790   hotspotsize[numhotspots] = size;
791   hotspottype[numhotspots] = type;
792
793   strcpy(hotspottext[numhotspots], args + shift);
794   strcat(hotspottext[numhotspots], "\n");
795
796   numhotspots++;
797 }
798
799 static void ch_dialogue(Game *game, const char *args)
800 {
801   int dlg, i, j;
802   char buf1[32], buf2[64];
803
804   sscanf(args, "%d %31s", &dlg, buf1);
805   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
806
807   dialoguetype[numdialogues] = dlg;
808
809   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
810   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
811
812   ifstream ipstream(ConvertFileName(buf2));
813   ipstream.ignore(256,':');
814   ipstream >> numdialogueboxes[numdialogues];
815   for(i=0;i<numdialogueboxes[numdialogues];i++){
816     ipstream.ignore(256,':');
817     ipstream.ignore(256,':');
818     ipstream.ignore(256,' ');
819     ipstream >> dialogueboxlocation[numdialogues][i];
820     ipstream.ignore(256,':');
821     ipstream >> dialogueboxcolor[numdialogues][i][0];
822     ipstream >> dialogueboxcolor[numdialogues][i][1];
823     ipstream >> dialogueboxcolor[numdialogues][i][2];
824     ipstream.ignore(256,':');
825     ipstream.getline(dialoguename[numdialogues][i],64);
826     ipstream.ignore(256,':');
827     ipstream.ignore(256,' ');
828     ipstream.getline(dialoguetext[numdialogues][i],128);
829     for(j=0;j<128;j++){
830       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
831     }
832     ipstream.ignore(256,':');
833     ipstream >> dialogueboxsound[numdialogues][i];
834   }
835
836   for(i=0;i<numdialogueboxes[numdialogues];i++){
837     for(j=0;j<numplayers;j++){
838       participantfacing[numdialogues][i][j]=player[j].facing;
839     }
840   }
841   ipstream.close();
842
843   directing=1;
844   indialogue=0;
845   whichdialogue=numdialogues;
846
847   numdialogues++;
848 }
849
850 static void ch_fixdialogue(Game *game, const char *args)
851 {
852   char buf1[32], buf2[64];
853   int whichdi, i, j;
854
855   sscanf(args, "%d %31s", &whichdi, buf1);
856   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
857
858   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
859   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
860
861   ifstream ipstream(ConvertFileName(buf2));
862   ipstream.ignore(256,':');
863   ipstream >> numdialogueboxes[whichdi];
864   for(i=0;i<numdialogueboxes[whichdi];i++){
865     ipstream.ignore(256,':');
866     ipstream.ignore(256,':');
867     ipstream.ignore(256,' ');
868     ipstream >> dialogueboxlocation[whichdi][i];
869     ipstream.ignore(256,':');
870     ipstream >> dialogueboxcolor[whichdi][i][0];
871     ipstream >> dialogueboxcolor[whichdi][i][1];
872     ipstream >> dialogueboxcolor[whichdi][i][2];
873     ipstream.ignore(256,':');
874     ipstream.getline(dialoguename[whichdi][i],64);
875     ipstream.ignore(256,':');
876     ipstream.ignore(256,' ');
877     ipstream.getline(dialoguetext[whichdi][i],128);
878     for(j=0;j<128;j++){
879       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
880     }
881     ipstream.ignore(256,':');
882     ipstream >> dialogueboxsound[whichdi][i];
883   }
884
885   ipstream.close();
886 }
887
888 static void ch_fixtype(Game *game, const char *args)
889 {
890   int dlg;
891   sscanf(args, "%d", &dlg);
892   dialoguetype[0] = dlg;
893 }
894
895 static void ch_fixrotation(Game *game, const char *args)
896 {
897   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
898 }
899
900 static void ch_ddialogue(Game *game, const char *args)
901 {
902   if (numdialogues)
903     numdialogues--;
904 }
905
906 static void ch_dhs(Game *game, const char *args)
907 {
908   if (numhotspots)
909     numhotspots--;
910 }
911
912 static void ch_immobile(Game *game, const char *args)
913 {
914   player[0].immobile = 1;
915 }
916
917 static void ch_allimmobile(Game *game, const char *args)
918 {
919   for (int i = 1; i < numplayers; i++)
920     player[i].immobile = 1;
921 }
922
923 static void ch_mobile(Game *game, const char *args)
924 {
925   player[0].immobile = 0;
926 }
927
928 static void ch_default(Game *game, const char *args)
929 {
930   player[0].armorhead=1;
931   player[0].armorhigh=1;
932   player[0].armorlow=1;
933   player[0].protectionhead=1;
934   player[0].protectionhigh=1;
935   player[0].protectionlow=1;
936   player[0].metalhead=1;
937   player[0].metalhigh=1;
938   player[0].metallow=1;
939   player[0].power=1;
940   player[0].speedmult=1;
941   player[0].scale=1;
942
943   if(player[0].creature==wolftype){
944     player[0].proportionhead=1.1;
945     player[0].proportionbody=1.1;
946     player[0].proportionarms=1.1;
947     player[0].proportionlegs=1.1;
948   } else if(player[0].creature==rabbittype){
949     player[0].proportionhead=1.2;
950     player[0].proportionbody=1.05;
951     player[0].proportionarms=1.00;
952     player[0].proportionlegs=1.1;
953     player[0].proportionlegs.y=1.05;
954   }
955
956   player[0].numclothes=0;
957   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
958                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
959                         &player[0].skeleton.skinsize);
960
961   editoractive=typeactive;
962   player[0].immobile=0;
963 }
964
965 static void ch_play(Game *game, const char *args)
966 {
967   int dlg, i;
968   sscanf(args, "%d", &dlg);
969   whichdialogue = dlg;
970
971   if (whichdialogue >= numdialogues)
972     return;
973
974   for(i=0;i<numdialogueboxes[whichdialogue];i++){
975     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
976     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
977     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
978     player[participantfocus[whichdialogue][i]].velocity=0;
979     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
980     player[participantfocus[whichdialogue][i]].targetframe=0;
981   }
982
983   directing=0;
984   indialogue=0;
985
986   XYZ temppos;
987   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
988   temppos=temppos-viewer;
989   Normalise(&temppos);
990   temppos+=viewer;
991
992   int whichsoundplay;
993   whichsoundplay=rabbitchitter;
994   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
995   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
996   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
997   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
998   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
999   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1000   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1001   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1002   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1003   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1004   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1005   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1006   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1007   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1008   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1009   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1010   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1011   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1012   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1013   emit_sound_at(whichsoundplay, temppos);
1014 }
1015
1016 static void ch_mapkilleveryone(Game *game, const char *args)
1017 {
1018   maptype = mapkilleveryone;
1019 }
1020
1021 static void ch_mapkillmost(Game *game, const char *args)
1022 {
1023   maptype = mapkillmost;
1024 }
1025
1026 static void ch_mapkillsomeone(Game *game, const char *args)
1027 {
1028   maptype = mapkillsomeone;
1029 }
1030
1031 static void ch_mapgosomewhere(Game *game, const char *args)
1032 {
1033   maptype = mapgosomewhere;
1034 }
1035
1036 static void ch_viewdistance(Game *game, const char *args)
1037 {
1038   viewdistance = atof(args)*100;
1039 }
1040
1041 static void ch_fadestart(Game *game, const char *args)
1042 {
1043   fadestart = atof(args);
1044 }
1045
1046 static void ch_slomo(Game *game, const char *args)
1047 {
1048   slomospeed = atof(args);
1049   slomo = !slomo;
1050   slomodelay = 1000;
1051 }
1052
1053 static void ch_slofreq(Game *game, const char *args)
1054 {
1055   slomofreq = atof(args);
1056 }
1057
1058 static void ch_skytint(Game *game, const char *args)
1059 {
1060   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1061
1062   skyboxlightr=skyboxr;
1063   skyboxlightg=skyboxg;
1064   skyboxlightb=skyboxb;
1065
1066   game->SetUpLighting();
1067
1068   terrain.DoShadows();
1069   objects.DoShadows();
1070 }
1071
1072 static void ch_skylight(Game *game, const char *args)
1073 {
1074   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1075
1076   game->SetUpLighting();
1077
1078   terrain.DoShadows();
1079   objects.DoShadows();
1080 }
1081
1082 static void ch_skybox(Game *game, const char *args)
1083 {
1084   skyboxtexture = !skyboxtexture;
1085
1086   game->SetUpLighting();
1087
1088   terrain.DoShadows();
1089   objects.DoShadows();
1090 }
1091
1092 static void cmd_dispatch(Game *game, const char *cmd)
1093 {
1094   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1095
1096   for (i = 0; i < n_cmds; i++)
1097     if (stripfx(cmd, cmd_names[i]))
1098       {
1099         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1100         break;
1101       }
1102   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1103 }
1104
1105 /********************> Tick() <*****/
1106 extern bool save_image(const char * fname);
1107 void Screenshot (void)
1108 {
1109         char temp[1024];
1110         time_t  t = time(NULL);
1111         struct  tm *tme = localtime(&t);
1112         sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1113
1114         #if defined(_WIN32)
1115         mkdir("Screenshots");
1116         #else
1117         mkdir("Screenshots", S_IRWXU);
1118         #endif
1119         
1120         save_image(temp);
1121 }
1122
1123
1124
1125 void    Game::SetUpLighting(){
1126         if(environment==snowyenvironment){
1127                 light.color[0]=.65;
1128                 light.color[1]=.65;
1129                 light.color[2]=.7;
1130                 light.ambient[0]=.4;
1131                 light.ambient[1]=.4;
1132                 light.ambient[2]=.44;
1133         }
1134         if(environment==desertenvironment){
1135                 light.color[0]=.95;
1136                 light.color[1]=.95;
1137                 light.color[2]=.95;
1138                 light.ambient[0]=.4;
1139                 light.ambient[1]=.35;
1140                 light.ambient[2]=.3;
1141         }
1142
1143         if(environment==grassyenvironment){
1144                 light.color[0]=.95;
1145                 light.color[1]=.95;
1146                 light.color[2]=1;
1147                 light.ambient[0]=.4;
1148                 light.ambient[1]=.4;
1149                 light.ambient[2]=.44;
1150         }
1151         if(!skyboxtexture){
1152                 light.color[0]=1;
1153                 light.color[1]=1;
1154                 light.color[2]=1;
1155                 light.ambient[0]=.4;
1156                 light.ambient[1]=.4;
1157                 light.ambient[2]=.4;
1158         }
1159         float average;
1160         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1161         light.color[0]*=(skyboxlightr+average)/2;
1162         light.color[1]*=(skyboxlightg+average)/2;
1163         light.color[2]*=(skyboxlightb+average)/2;
1164         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1165         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1166         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1167         /*
1168         light.ambient[0]=0;
1169         light.ambient[1]=0;
1170         light.ambient[2]=0;     */
1171 }
1172
1173 int Game::findPathDist(int start,int end){
1174         int i,j,k,smallestcount,count,connected;
1175         int last,last2,last3,last4;
1176         int closest;
1177
1178         smallestcount=1000;
1179         for(i=0;i<50;i++){
1180                 count=0;
1181                 last=start;
1182                 last2=-1;
1183                 last3=-1;
1184                 last4=-1;
1185                 while(last!=end&&count<30){
1186                         closest=-1;
1187                         for(j=0;j<numpathpoints;j++){
1188                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1189                                 {
1190                                         connected=0;
1191                                         if(numpathpointconnect[j])
1192                                                 for(k=0;k<numpathpointconnect[j];k++){
1193                                                         if(pathpointconnect[j][k]==last)connected=1;
1194                                                 }
1195                                                 if(!connected)
1196                                                         if(numpathpointconnect[last])
1197                                                                 for(k=0;k<numpathpointconnect[last];k++){
1198                                                                         if(pathpointconnect[last][k]==j)connected=1;
1199                                                                 }
1200                                                                 if(connected)
1201                                                                         if(closest==-1||Random()%2==0){
1202                                                                                 closest=j;
1203                                                                         }
1204                                 }
1205                         }
1206                         last4=last3;
1207                         last3=last2;
1208                         last2=last;
1209                         last=closest;
1210                         count++;
1211                 }
1212                 if(count<smallestcount)smallestcount=count;
1213         }
1214         return smallestcount;
1215 }
1216
1217 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1218         static XYZ colpoint,colviewer,coltarget;
1219         static float minx,minz,maxx,maxz,miny,maxy;
1220         static int i;
1221
1222         //startpoint.y+=.7;
1223         //endpoint.y+=.7;
1224         //startpoint.y-=.1;
1225         //endpoint.y-=.1;
1226
1227         minx=startpoint.x;
1228         if(minx>endpoint.x)minx=endpoint.x;
1229         miny=startpoint.y;
1230         if(miny>endpoint.y)miny=endpoint.y;
1231         minz=startpoint.z;
1232         if(minz>endpoint.z)minz=endpoint.z;
1233
1234         maxx=startpoint.x;
1235         if(maxx<endpoint.x)maxx=endpoint.x;
1236         maxy=startpoint.y;
1237         if(maxy<endpoint.y)maxy=endpoint.y;
1238         maxz=startpoint.z;
1239         if(maxz<endpoint.z)maxz=endpoint.z;
1240
1241         minx-=1;
1242         miny-=1;
1243         minz-=1;
1244         maxx+=1;
1245         maxy+=1;
1246         maxz+=1;
1247
1248         for(i=0;i<objects.numobjects;i++){
1249                 if(objects.position[i].x>minx-objects.model[i].boundingsphereradius&&objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&objects.position[i].y>miny-objects.model[i].boundingsphereradius&&objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&objects.position[i].z>minz-objects.model[i].boundingsphereradius&&objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1250                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1251                                 colviewer=startpoint;
1252                                 coltarget=endpoint;
1253                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1254                         }
1255                 }
1256         }
1257
1258         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1259
1260         return -1;
1261 }
1262
1263 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1264         static XYZ colpoint,colviewer,coltarget;
1265         static float minx,minz,maxx,maxz,miny,maxy;
1266         static int i;
1267
1268         //startpoint.y+=.7;
1269         //endpoint.y+=.7;
1270         //startpoint.y-=.1;
1271         //endpoint.y-=.1;
1272
1273         minx=startpoint.x;
1274         if(minx>endpoint.x)minx=endpoint.x;
1275         miny=startpoint.y;
1276         if(miny>endpoint.y)miny=endpoint.y;
1277         minz=startpoint.z;
1278         if(minz>endpoint.z)minz=endpoint.z;
1279
1280         maxx=startpoint.x;
1281         if(maxx<endpoint.x)maxx=endpoint.x;
1282         maxy=startpoint.y;
1283         if(maxy<endpoint.y)maxy=endpoint.y;
1284         maxz=startpoint.z;
1285         if(maxz<endpoint.z)maxz=endpoint.z;
1286
1287         minx-=1;
1288         miny-=1;
1289         minz-=1;
1290         maxx+=1;
1291         maxy+=1;
1292         maxz+=1;
1293
1294         if(what!=1000){
1295                 if(objects.position[what].x>minx-objects.model[what].boundingsphereradius&&objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&objects.position[what].y>miny-objects.model[what].boundingsphereradius&&objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&objects.position[what].z>minz-objects.model[what].boundingsphereradius&&objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1296                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1297                                 colviewer=startpoint;
1298                                 coltarget=endpoint;
1299                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1300                         }
1301                 }
1302         }
1303
1304         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1305
1306         return -1;
1307 }
1308
1309 void    Game::Setenvironment(int which)
1310 {
1311         LOGFUNC;
1312
1313         LOG(" Setting environment...");
1314
1315         float temptexdetail;
1316         environment=which;
1317
1318         pause_sound(stream_music1snow);
1319         pause_sound(stream_music1grass);
1320         pause_sound(stream_music1desert);
1321         pause_sound(stream_wind);
1322         pause_sound(stream_desertambient);
1323
1324
1325         if(environment==snowyenvironment){
1326                 windvector=0;
1327                 windvector.z=3;
1328                 if(ambientsound)
1329                   emit_stream_np(stream_wind);
1330
1331                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1332                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1333                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1334                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1335
1336                 footstepsound = footstepsn1;
1337                 footstepsound2 = footstepsn2;
1338                 footstepsound3 = footstepst1;
1339                 footstepsound4 = footstepst2;
1340
1341                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1342
1343                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1344
1345                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1346
1347
1348
1349
1350                 temptexdetail=texdetail;
1351                 if(texdetail>1)texdetail=4;
1352                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1353                         ":Data:Textures:Skybox(snow):Left.jpg",
1354                         ":Data:Textures:Skybox(snow):Back.jpg",
1355                         ":Data:Textures:Skybox(snow):Right.jpg",
1356                         ":Data:Textures:Skybox(snow):Up.jpg",
1357                         ":Data:Textures:Skybox(snow):Down.jpg",
1358                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1359                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1360
1361
1362
1363
1364                 texdetail=temptexdetail;
1365         }
1366         if(environment==desertenvironment){
1367                 windvector=0;
1368                 windvector.z=2;
1369                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1370                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1371                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1372                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1373
1374
1375                 if(ambientsound)
1376                   emit_stream_np(stream_desertambient);
1377
1378                 footstepsound = footstepsn1;
1379                 footstepsound2 = footstepsn2;
1380                 footstepsound3 = footstepsn1;
1381                 footstepsound4 = footstepsn2;
1382
1383                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1384
1385                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1386
1387                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1388
1389
1390
1391                 temptexdetail=texdetail;
1392                 if(texdetail>1)texdetail=4;
1393                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1394                         ":Data:Textures:Skybox(sand):Left.jpg",
1395                         ":Data:Textures:Skybox(sand):Back.jpg",
1396                         ":Data:Textures:Skybox(sand):Right.jpg",
1397                         ":Data:Textures:Skybox(sand):Up.jpg",
1398                         ":Data:Textures:Skybox(sand):Down.jpg",
1399                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1400                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1401
1402
1403
1404
1405                 texdetail=temptexdetail;
1406         }
1407         if(environment==grassyenvironment){
1408                 windvector=0;
1409                 windvector.z=2;
1410                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1411                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1412                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1413                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1414
1415                 if(ambientsound)
1416                   emit_stream_np(stream_wind, 100.);
1417
1418                 footstepsound = footstepgr1;
1419                 footstepsound2 = footstepgr2;
1420                 footstepsound3 = footstepst1;
1421                 footstepsound4 = footstepst2;
1422
1423                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1424
1425                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1426
1427                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1428
1429
1430
1431                 temptexdetail=texdetail;
1432                 if(texdetail>1)texdetail=4;
1433                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1434                         ":Data:Textures:Skybox(grass):Left.jpg",
1435                         ":Data:Textures:Skybox(grass):Back.jpg",
1436                         ":Data:Textures:Skybox(grass):Right.jpg",
1437                         ":Data:Textures:Skybox(grass):Up.jpg",
1438                         ":Data:Textures:Skybox(grass):Down.jpg",
1439                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1440                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1441
1442
1443
1444                 texdetail=temptexdetail;
1445         }
1446         temptexdetail=texdetail;
1447         texdetail=1;
1448         terrain.load(":Data:Textures:heightmap.png");
1449
1450         texdetail=temptexdetail;
1451 }
1452
1453
1454 void    Game::Loadlevel(int which){
1455         stealthloading=0;
1456
1457         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1458         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1459         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1460         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1461         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1462         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1463         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1464         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1465         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1466         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1467         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1468         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1469         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1470         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1471         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1472         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1473         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1474         else Loadlevel((char *)":Data:Maps:mapsave");
1475
1476         whichlevel=which;
1477 }
1478
1479 void    Game::Loadlevel(char *name){
1480         int i,j,k,l,m;
1481         static int oldlevel;
1482         int templength;
1483         float lamefloat;
1484         int lameint;
1485
1486         float headprop,legprop,armprop,bodyprop;
1487
1488         LOGFUNC;
1489
1490         LOG(std::string("Loading level...") + name);
1491
1492         if(!gameon)visibleloading=1;
1493
1494         if(stealthloading)visibleloading=0;
1495
1496         if(!stillloading)loadtime=0;
1497         gamestarted=1;
1498
1499         numenvsounds=0;
1500         //visibleloading=1;
1501         if(tutoriallevel!=-1)tutoriallevel=0;
1502         else tutoriallevel=1;
1503
1504         if(tutoriallevel==1)tutorialstage=0;
1505         if(tutorialstage==0){
1506                 tutorialstagetime=0;
1507                 tutorialmaxtime=1;
1508         }
1509         loadingstuff=1;
1510         if(!firstload){
1511                 oldlevel=50;
1512         }
1513         pause_sound(whooshsound);
1514         pause_sound(stream_firesound);
1515
1516         // Change the map filename into something that is os specific
1517         char *FixedFN = ConvertFileName(name);
1518
1519         int mapvers;
1520         FILE                    *tfile;
1521         tfile=fopen( FixedFN, "rb" );
1522         if(tfile)
1523         {
1524                 pause_sound(stream_firesound);
1525
1526
1527                 scoreadded=0;
1528                 windialogue=0;
1529
1530                 hostiletime=0;
1531
1532                 won=0;
1533
1534                 //campaign=0;
1535                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1536
1537                 numdialogues=0;
1538
1539                 for(i=0;i<20;i++)
1540                 {
1541                         dialoguegonethrough[i]=0;
1542                 }
1543
1544                 indialogue=-1;
1545                 cameramode=0;
1546
1547                 damagedealt=0;
1548                 damagetaken=0;
1549
1550                 if(accountactive)difficulty=accountactive->getDifficulty();
1551
1552                 if(difficulty!=2)minimap=1;
1553                 else minimap=0;
1554
1555                 numhotspots=0;
1556                 currenthotspot=-1;
1557                 bonustime=1;
1558
1559                 skyboxtexture=1;
1560                 skyboxr=1;
1561                 skyboxg=1;
1562                 skyboxb=1;
1563
1564                 freeze=0;
1565                 winfreeze=0;
1566
1567                 for(i=0;i<100;i++)
1568                 {
1569                         bonusnum[i]=0;
1570                 }
1571
1572                 numfalls=0;
1573                 numflipfail=0;
1574                 numseen=0;
1575                 numstaffattack=0;
1576                 numswordattack=0;
1577                 numknifeattack=0;
1578                 numunarmedattack=0;
1579                 numescaped=0;
1580                 numflipped=0;
1581                 numwallflipped=0;
1582                 numthrowkill=0;
1583                 numafterkill=0;
1584                 numreversals=0;
1585                 numattacks=0;
1586                 maxalarmed=0;
1587                 numresponded=0;
1588
1589                 bonustotal=startbonustotal;
1590                 bonus=0;
1591                 gameon=1;
1592                 changedelay=0;
1593                 if(console)
1594                 {
1595                         emit_sound_np(consolesuccesssound);
1596                         freeze=0;
1597                         console=0;
1598                 }
1599
1600                 if(!stealthloading)
1601                 {
1602                         terrain.numdecals=0;
1603                         Sprite::deleteSprites();
1604                         for(i=0;i<objects.numobjects;i++)
1605                         {
1606                                 objects.model[i].numdecals=0;
1607                         }
1608
1609                         j=objects.numobjects;
1610                         for(i=0;i<j;i++)
1611                         {
1612                                 objects.DeleteObject(0);
1613                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1614                         }
1615
1616                         for(i=0;i<subdivision;i++)
1617                         {
1618                                 for(j=0;j<subdivision;j++)
1619                                 {
1620                                         terrain.patchobjectnum[i][j]=0;
1621                                 }
1622                         }
1623                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1624                 }
1625
1626                 weapons.numweapons=0;
1627
1628                 funpackf(tfile, "Bi", &mapvers);
1629                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1630                 else indemo=0;
1631                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1632                 else maptype=mapkilleveryone;
1633                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1634                 else hostile=1;
1635                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1636                 else
1637                 {
1638                         viewdistance=100;
1639                         fadestart=.6;
1640                 }
1641                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1642                 else
1643                 {
1644                         skyboxtexture=1;
1645                         skyboxr=1;
1646                         skyboxg=1;
1647                         skyboxb=1;
1648                 }
1649                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1650                 else
1651                 {
1652                         skyboxlightr=skyboxr;
1653                         skyboxlightg=skyboxg;
1654                         skyboxlightb=skyboxb;
1655                 }
1656                 if(!stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1657                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1658                 player[0].originalcoords=player[0].coords;
1659                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1660                 {
1661                         for(j=0;j<player[0].num_weapons;j++)
1662                         {
1663                                 player[0].weaponids[j]=weapons.numweapons;
1664                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1665                                 weapons.owner[weapons.numweapons]=0;
1666                                 weapons.numweapons++;
1667                         }
1668                 }
1669
1670                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1671
1672                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1673                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1674                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1675                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1676
1677                 funpackf(tfile, "Bi", &player[0].numclothes);
1678
1679                 if(mapvers>=9)
1680                 {
1681                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1682                 }
1683                 else
1684                 {
1685                         player[0].whichskin=0;
1686                         player[0].creature=rabbittype;
1687                 }
1688
1689                 player[0].lastattack=-1;
1690                 player[0].lastattack2=-1;
1691                 player[0].lastattack3=-1;
1692
1693                 if(mapvers>=8)
1694                 {
1695                         funpackf(tfile, "Bi", &numdialogues);
1696                         if(numdialogues)
1697                         {
1698                                 for(k=0;k<numdialogues;k++)
1699                                 {
1700                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1701                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1702                                         for(l=0;l<10;l++)
1703                                         {
1704                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1705                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1706                                         }
1707                                         if(numdialogueboxes)
1708                                         {
1709                                                 for(l=0;l<numdialogueboxes[k];l++)
1710                                                 {
1711                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1712                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1713                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1714                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1715                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1716
1717                                                         bool doneread;
1718
1719                                                         funpackf(tfile, "Bi",&templength);
1720                                                         if(templength>128||templength<=0)templength=128;
1721                                                         for(m=0;m<templength;m++){
1722                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1723                                                                 if(dialoguetext[k][l][m]=='\0')break;
1724                                                         }
1725                                                         dialoguetext[k][l][m] = 0;
1726
1727                                                         funpackf(tfile, "Bi",&templength);
1728                                                         if(templength>64||templength<=0)templength=64;
1729                                                         for(m=0;m<templength;m++){
1730                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1731                                                                 if(dialoguename[k][l][m]=='\0'){
1732                                                                         break;
1733                                                                 }
1734                                                         }
1735                                                         dialoguename[k][l][m] = 0;
1736                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1737                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1738                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1739
1740                                                         for(m=0;m<10;m++)
1741                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1742
1743                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1744                                                 }
1745                                         }
1746                                 }
1747                         }
1748                 }
1749                 else numdialogues=0;
1750
1751                 if(player[0].numclothes)
1752                 {
1753                         for(k=0;k<player[0].numclothes;k++)
1754                         {
1755                                 funpackf(tfile, "Bi", &templength);
1756                                 for(l=0;l<templength;l++)
1757                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1758                                 player[0].clothes[k][templength]='\0';
1759                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1760                         }
1761                 }
1762
1763                 funpackf(tfile, "Bi", &environment);
1764
1765                 funpackf(tfile, "Bi", &objects.numobjects);
1766                 if(objects.numobjects)
1767                 {
1768                         for(i=0;i<objects.numobjects;i++)
1769                         {
1770                                 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1771                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1772                         }
1773                 }
1774
1775                 if(mapvers>=7)
1776                 {
1777                         funpackf(tfile, "Bi", &numhotspots);
1778                         if(numhotspots)
1779                         {
1780                                 for(i=0;i<numhotspots;i++)
1781                                 {
1782                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1783                                         funpackf(tfile, "Bi", &templength);
1784                                         if(templength)
1785                                                 for(l=0;l<templength;l++)
1786                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1787                                         hotspottext[i][templength]='\0';
1788                                         if(hotspottype[i]==-111)indemo=1;
1789                                 }
1790                         }
1791                 }
1792                 else numhotspots=0;
1793
1794                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1795
1796                 if(!stealthloading)
1797                 {
1798                         objects.center=0;
1799                         for(i=0;i<objects.numobjects;i++)
1800                         {
1801                                 objects.center+=objects.position[i];
1802                         }
1803                         objects.center/=objects.numobjects;
1804
1805
1806                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1807
1808                         float maxdistance=0;
1809                         float tempdist;
1810                         int whichclosest;
1811                         for(i=0;i<objects.numobjects;i++)
1812                         {
1813                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1814                                 if(tempdist>maxdistance)
1815                                 {
1816                                         whichclosest=i;
1817                                         maxdistance=tempdist;
1818                                 }
1819                         }
1820                         objects.radius=fast_sqrt(maxdistance);
1821                 }
1822
1823                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1824                 //mapcenter=objects.center;
1825                 //mapradius=objects.radius;
1826
1827                 funpackf(tfile, "Bi", &numplayers);
1828                 int howmanyremoved=0;
1829                 bool removeanother=0;
1830                 if(numplayers>1&&numplayers<maxplayers)
1831                 {
1832                         for(i=1;i<numplayers;i++)
1833                         {
1834                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1835                                 removeanother=0;
1836
1837                                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1838                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1839                                 else player[i-howmanyremoved].howactive=typeactive;
1840                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1841                                 else player[i-howmanyremoved].scale=-1;
1842                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1843                                 else player[i-howmanyremoved].immobile=0;
1844                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1845                                 else player[i-howmanyremoved].rotation=0;
1846                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1847                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1848                                         removeanother=1;
1849                                         howmanyremoved++;
1850                                 }
1851                                 if(!removeanother)
1852                                 {
1853                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1854                                         {
1855                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1856                                                 {
1857                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1858                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1859                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1860                                                         weapons.numweapons++;
1861                                                 }
1862                                         }
1863                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1864                                         //player[i-howmanyremoved].numwaypoints=10;
1865                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1866                                         {
1867                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1868                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1869                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1870                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1871                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1872                                         }
1873
1874                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1875                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1876
1877                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1878                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1879                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1880                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1881
1882                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1883                                         else
1884                                         {
1885                                                 headprop=1;
1886                                                 bodyprop=1;
1887                                                 armprop=1;
1888                                                 legprop=1;
1889                                         }
1890                                         if(player[i-howmanyremoved].creature==wolftype)
1891                                         {
1892                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1893                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1894                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1895                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1896                                         }
1897
1898                                         if(player[i-howmanyremoved].creature==rabbittype)
1899                                         {
1900                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1901                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1902                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1903                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1904                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1905                                         }
1906
1907                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1908                                         if(player[i-howmanyremoved].numclothes)
1909                                         {
1910                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
1911                                                 {
1912                                                         int templength;
1913                                                         funpackf(tfile, "Bi", &templength);
1914                                                         for(l=0;l<templength;l++)
1915                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1916                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
1917                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1918                                                 }
1919                                         }
1920                                 }
1921                         }
1922                 }
1923                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1924
1925                 numplayers-=howmanyremoved;
1926                 funpackf(tfile, "Bi", &numpathpoints);
1927                 if(numpathpoints>30||numpathpoints<0)
1928                         numpathpoints=0;
1929                 if(numpathpoints)
1930                 {
1931                         for(j=0;j<numpathpoints;j++)
1932                         {
1933                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1934                                 for(k=0;k<numpathpointconnect[j];k++){
1935                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1936                                 }
1937                         }
1938                 }
1939                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1940
1941                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1942
1943                 SetUpLighting();
1944                 if(environment!=oldenvironment)Setenvironment(environment);
1945                 oldenvironment=environment;
1946
1947                 if(!stealthloading)
1948                 {
1949                         j=objects.numobjects;
1950                         objects.numobjects=0;
1951                         for(i=0;i<j;i++)
1952                         {
1953                                 //if(objects.type[i]!=spiketype)
1954                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1955                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1956                         }
1957
1958                         //if(skyboxtexture){
1959                         terrain.DoShadows();
1960                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1961                         objects.DoShadows();
1962                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1963                         /*}
1964                         else terrain.DoLighting();
1965                         */
1966                 }
1967
1968                 fclose(tfile);
1969
1970                 oldlevel=whichlevel;
1971
1972
1973                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
1974                 for(i=0;i<numplayers;i++)
1975                 {
1976                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1977                         player[i].burnt=0;
1978                         player[i].bled=0;
1979                         player[i].onfire=0;
1980                         if(i==0||player[i].scale<0)player[i].scale=.2;
1981                         player[i].skeleton.free=0;
1982                         player[i].skeleton.id=i;
1983                         //if(Random()%2==0)player[i].creature=wolftype;
1984                         //else player[i].creature=rabbittype;
1985                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
1986                         if(player[i].creature!=wolftype)player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",0);
1987                         else
1988                         {
1989                                 if(player[i].creature!=wolftype){
1990                                         player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
1991                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1992                                 }
1993                                 if(player[i].creature==wolftype){
1994                                         player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
1995                                 }
1996                         }
1997
1998
1999                         int texsize;
2000                         texsize=512*512*3/texdetail/texdetail;
2001                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
2002                         //player[i].skeleton.skinText.resize(texsize);
2003
2004                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2005
2006                         if(player[i].numclothes)
2007                         {
2008                                 for(j=0;j<player[i].numclothes;j++)
2009                                 {
2010                                         tintr=player[i].clothestintr[j];
2011                                         tintg=player[i].clothestintg[j];
2012                                         tintb=player[i].clothestintb[j];
2013                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2014                                 }
2015                                 player[i].DoMipmaps();
2016                         }
2017
2018                         player[i].currentanimation=bounceidleanim;
2019                         player[i].targetanimation=bounceidleanim;
2020                         player[i].currentframe=0;
2021                         player[i].targetframe=1;
2022                         player[i].target=0;
2023                         player[i].speed=1+(float)(Random()%100)/1000;
2024                         if(difficulty==0)player[i].speed-=.2;
2025                         if(difficulty==1)player[i].speed-=.1;
2026
2027                         player[i].velocity=0;
2028                         player[i].oldcoords=player[i].coords;
2029                         player[i].realoldcoords=player[i].coords;
2030
2031                         player[i].id=i;
2032                         player[i].skeleton.id=i;
2033                         player[i].updatedelay=0;
2034                         player[i].normalsupdatedelay=0;
2035
2036                         player[i].aitype=passivetype;
2037                         player[i].aitarget=0;
2038                         player[i].madskills=0;
2039
2040                         if(i==0)
2041                         {
2042                                 player[i].proportionhead=1.2;
2043                                 player[i].proportionbody=1.05;
2044                                 player[i].proportionarms=1.00;
2045                                 player[i].proportionlegs=1.1;
2046                                 player[i].proportionlegs.y=1.05;
2047                         }
2048                         player[i].headless=0;
2049                         player[i].currentoffset=0;
2050                         player[i].targetoffset=0;
2051                         /*player[i].armorhead=1;
2052                         player[i].armorhigh=1;
2053                         player[i].armorlow=1;
2054                         player[i].protectionhead=1;
2055                         player[i].protectionhigh=1;
2056                         player[i].protectionlow=1;
2057                         player[i].metalhead=1;
2058                         player[i].metalhigh=1;
2059                         player[i].metallow=1;
2060                         player[i].power=1;
2061                         player[i].speedmult=1;*/
2062
2063                         player[i].damagetolerance=200;
2064
2065                         if(player[i].creature==wolftype)
2066                         {
2067                                 /*player[i].proportionhead=1.1;
2068                                 player[i].proportionbody=1.1;
2069                                 player[i].proportionarms=1.1;
2070                                 player[i].proportionlegs=1.1;
2071                                 player[i].proportionlegs.y=1.1;*/
2072                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2073
2074                                 player[i].damagetolerance=300;
2075                         }
2076
2077                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2078                         if(cellophane)
2079                         {
2080                                 player[i].proportionhead.z=0;
2081                                 player[i].proportionbody.z=0;
2082                                 player[i].proportionarms.z=0;
2083                                 player[i].proportionlegs.z=0;
2084                         }
2085
2086                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2087
2088                         player[i].headmorphness=0;
2089                         player[i].targetheadmorphness=1;
2090                         player[i].headmorphstart=0;
2091                         player[i].headmorphend=0;
2092
2093                         player[i].pausetime=0;
2094
2095                         player[i].dead=0;
2096                         player[i].jumppower=5;
2097                         player[i].damage=0;
2098                         player[i].permanentdamage=0;
2099                         player[i].superpermanentdamage=0;
2100
2101                         player[i].forwardkeydown=0;
2102                         player[i].leftkeydown=0;
2103                         player[i].backkeydown=0;
2104                         player[i].rightkeydown=0;
2105                         player[i].jumpkeydown=0;
2106                         player[i].crouchkeydown=0;
2107                         player[i].throwkeydown=0;
2108
2109                         player[i].collided=-10;
2110                         player[i].loaded=1;
2111                         player[i].bloodloss=0;
2112                         player[i].weaponactive=-1;
2113                         player[i].weaponstuck=-1;
2114                         player[i].bleeding=0;
2115                         player[i].deathbleeding=0;
2116                         player[i].stunned=0;
2117                         player[i].hasvictim=0;
2118                         player[i].wentforweapon=0;
2119                 }
2120
2121                 player[0].aitype=playercontrolled;
2122                 player[0].weaponactive=-1;
2123
2124                 if(difficulty==1)
2125                 {
2126                         //player[0].speedmult=1/.9;
2127                         player[0].power=1/.9;
2128                 }
2129
2130                 if(difficulty==0)
2131                 {
2132                         //player[0].speedmult=1/.8;
2133                         player[0].power=1/.8;
2134                 }
2135
2136                 //player[0].weaponstuck=1;
2137
2138                 if(difficulty==1)player[0].damagetolerance=250;
2139                 if(difficulty==0)player[0].damagetolerance=300;
2140                 if(difficulty==0)player[0].armorhead*=1.5;
2141                 if(difficulty==0)player[0].armorhigh*=1.5;
2142                 if(difficulty==0)player[0].armorlow*=1.5;
2143                 cameraloc=player[0].coords;
2144                 cameraloc.y+=5;
2145                 rotation=player[0].rotation;
2146
2147                 hawkcoords=player[0].coords;
2148                 hawkcoords.y+=30;
2149
2150                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2151                 //weapons.numweapons=numplayers;
2152                 for(i=0;i<weapons.numweapons;i++)
2153                 {
2154                         weapons.bloody[i]=0;
2155                         weapons.blooddrip[i]=0;
2156                         weapons.blooddripdelay[i]=0;
2157                         weapons.onfire[i]=0;
2158                         weapons.flamedelay[i]=0;
2159                         weapons.damage[i]=0;
2160                         //weapons.type[i]=sword;
2161                         if(weapons.type[i]==sword){
2162                                 weapons.mass[i]=1.5;
2163                                 weapons.tipmass[i]=1;
2164                                 weapons.length[i]=.8;
2165                         }
2166                         if(weapons.type[i]==staff){
2167                                 weapons.mass[i]=2;
2168                                 weapons.tipmass[i]=1;
2169                                 weapons.length[i]=1.5;
2170                         }
2171                         if(weapons.type[i]==knife){
2172                                 weapons.mass[i]=1;
2173                                 weapons.tipmass[i]=1.2;
2174                                 weapons.length[i]=.25;
2175                         }
2176                         weapons.position[i]=-1000;
2177                         weapons.tippoint[i]=-1000;
2178                 }
2179                 
2180                 LOG("Starting background music...");
2181
2182                 OPENAL_StopSound(OPENAL_ALL);
2183                 if(environment==snowyenvironment)
2184                 {
2185                         if(ambientsound)
2186                           emit_stream_np(stream_wind);
2187                 }
2188                 else if(environment==desertenvironment)
2189                 {
2190                         if(ambientsound)
2191                           emit_stream_np(stream_desertambient);
2192                 }
2193                 else if(environment==grassyenvironment)
2194                 {
2195                         if(ambientsound)
2196                           emit_stream_np(stream_wind, 100.);
2197                 }
2198                 oldmusicvolume[0]=0;
2199                 oldmusicvolume[1]=0;
2200                 oldmusicvolume[2]=0;
2201                 oldmusicvolume[3]=0;
2202
2203                 if(!firstload)
2204                 {
2205                         firstload=1;
2206                 }
2207         }
2208         leveltime=0;
2209         loadingstuff=0;
2210         visibleloading=0;
2211 }
2212
2213 void    Game::Tick()
2214 {
2215         static int i,k,j,l,m;
2216         static XYZ facing,flatfacing,absflatfacing;
2217         static XYZ rotatetarget;
2218         static bool oldkey;
2219         static float oldtargetrotation;
2220         static int target, numgood;
2221         static XYZ tempcoords1,tempcoords2;
2222         static XYZ test;
2223         static XYZ test2;
2224         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2225         static int whichhit;
2226         static bool oldjumpkeydown;
2227
2228         int templength;
2229
2230         float headprop,bodyprop,armprop,legprop;
2231
2232         for(i=0;i<15;i++){
2233                 displaytime[i]+=multiplier;
2234         }
2235
2236         keyboardfrozen=0;
2237
2238         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2239                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2240                         stereoreverse=true;
2241                 } else {
2242                         stereoreverse=false;
2243                 }
2244
2245                 if (stereoreverse) {
2246                         printf("Stereo reversed\n");
2247                 } else {
2248                         printf("Stereo unreversed\n");
2249                 }
2250                 freezetogglekeydown=1;
2251         }
2252
2253         if (Input::isKeyDown(SDLK_F7)) {
2254                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2255                         stereoseparation -= 0.001;
2256                 } else {
2257                         stereoseparation -= 0.010;
2258                 }
2259
2260                 printf("Stereo decreased increased to %f\n", stereoseparation);
2261         }
2262
2263         if (Input::isKeyDown(SDLK_F8)) {
2264                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2265                         stereoseparation += 0.001;
2266                 } else {
2267                         stereoseparation += 0.010;
2268                 }
2269
2270                 printf("Stereo separation increased to %f\n", stereoseparation);
2271         }
2272
2273
2274         if(!console){
2275                 if(mainmenu&&endgame==1)mainmenu=10;
2276                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2277                     && !mainmenutogglekeydown
2278                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2279                   ) { // go back
2280                         selected=-1;
2281                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2282                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2283                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2284                                 else if(mainmenu==0&&winfreeze){
2285                                         
2286                                 }
2287                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2288                                 if(mainmenu&&musictoggle){
2289                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2290                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2291                                                 emit_stream_np(stream_music3);
2292                                                 pause_sound(music1);
2293                                         }
2294                                 }
2295                                 if(!mainmenu){
2296                                         pause_sound(stream_music3);
2297                                         resume_stream(music1);
2298                                 }
2299                         }
2300                         if(mainmenu==3){
2301                                 fireSound();
2302
2303                                 flash();
2304
2305                                 if(newdetail>2)newdetail=detail;
2306                                 if(newdetail<0)newdetail=detail;
2307                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2308                                 if(newscreenheight<0)newscreenheight=screenheight;
2309
2310                                 SaveSettings(*this);
2311                         }
2312                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2313                                 fireSound();
2314
2315                                 flash();
2316                         }
2317                         if(mainmenu==3&&gameon)mainmenu=2;
2318                         if(mainmenu==3&&!gameon)mainmenu=1;
2319                         if(mainmenu==5&&gameon)mainmenu=2;
2320                         if(mainmenu==5&&!gameon)mainmenu=1;
2321                         if(mainmenu==4)mainmenu=3;
2322                         if(mainmenu==6)mainmenu=5;
2323                         if(mainmenu==7)mainmenu=1;
2324                         if(mainmenu==9)mainmenu=5;
2325                         if(mainmenu==10)mainmenu=5;
2326                         if(mainmenu==100){
2327                                 mainmenu=5;
2328                                 gameon=0;
2329                                 winfreeze=0;
2330                         }
2331                         mainmenutogglekeydown=1;
2332                 }
2333                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2334                         mainmenutogglekeydown=0;
2335                 }
2336         }
2337
2338         static bool minimaptogglekeydown;
2339         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2340                 if(tutorialstage!=51)
2341                         tutorialstagetime=tutorialmaxtime;
2342                 emit_sound_np(consolefailsound, 128.);
2343                 minimaptogglekeydown=1;
2344         }
2345         if(!Input::isKeyDown(SDLK_TAB)){
2346                 minimaptogglekeydown=0;
2347         }
2348
2349         if(mainmenu){
2350                 //menu buttons
2351                 if(mainmenu==1||mainmenu==2){
2352                         if(Input::Button()&&!oldbutton&&selected==1){
2353                                 if(!gameon){
2354                                         fireSound(firestartsound);
2355
2356                                         flash();
2357
2358                                         //new game
2359                                         if(accountactive) {
2360                                                 mainmenu=5;
2361                                         } else {
2362                                                 mainmenu=7;
2363                                         }
2364                                         selected=-1;
2365                                 }
2366                                 else
2367                                 {
2368                                         //resume
2369                                         mainmenu=0;
2370                                         pause_sound(stream_music3);
2371                                         resume_stream(music1);
2372                                 }
2373                         }
2374
2375                         if(Input::Button()&&!oldbutton&&selected==2){
2376                                 fireSound();
2377
2378                                 flash();
2379
2380                                 //options
2381
2382                                 mainmenu=3;
2383
2384                                 if(newdetail>2)newdetail=detail;
2385                                 if(newdetail<0)newdetail=detail;
2386                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2387                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2388                                 if(newscreenheight>3000)newscreenheight=screenheight;
2389                                 if(newscreenheight<0)newscreenheight=screenheight;
2390                         }
2391
2392                         if(Input::Button()&&!oldbutton&&selected==3){
2393                                 fireSound();
2394
2395                                 flash();
2396
2397                                 if(!gameon){
2398                                         //quit
2399                                         tryquit=1;
2400                                         pause_sound(stream_music3);
2401                                 }
2402                                 else{
2403                                         //end game
2404                                         gameon=0;
2405                                         mainmenu=1;
2406                                 }
2407                         }
2408                 }
2409                 if(mainmenu==3){
2410                         if(Input::Button()&&!oldbutton&&selected!=-1){
2411                                 fireSound();
2412                         }
2413                         if(Input::Button()&&!oldbutton&&selected==0){
2414                         
2415                                 extern SDL_Rect **resolutions;
2416                                 bool isCustomResolution = true;
2417                                 bool found = false;
2418                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2419                                 {
2420                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2421                                                 isCustomResolution = false;
2422
2423                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2424                                         {
2425                                                 i++;
2426                                                 if (resolutions[i] != NULL)
2427                                                 {
2428                                                         newscreenwidth = (int) resolutions[i]->w;
2429                                                         newscreenheight = (int) resolutions[i]->h;
2430                                                 }
2431                                                 else if (isCustomResolution)
2432                                                 {
2433                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2434                                                         {
2435                                                                 newscreenwidth = (int) resolutions[0]->w;
2436                                                                 newscreenheight = (int) resolutions[0]->h;
2437                                                         }
2438                                                         else
2439                                                         {
2440                                                                 newscreenwidth = screenwidth;
2441                                                                 newscreenheight = screenheight;
2442                                                         }
2443                                                 }
2444                                                 else
2445                                                 {
2446                                                         newscreenwidth = (int) resolutions[0]->w;
2447                                                         newscreenheight = (int) resolutions[0]->h;
2448                                                 }
2449                                                 found = true;
2450                                         }
2451                                 }
2452
2453                                 if (!found)
2454                                 {
2455                                         newscreenwidth = (int) resolutions[0]->w;
2456                                         newscreenheight = (int) resolutions[0]->h;
2457                                 }
2458
2459                                 
2460                         }
2461                         if(Input::Button()&&!oldbutton&&selected==1){
2462                                 newdetail++;
2463                                 if(newdetail>2)newdetail=0;
2464                         }
2465                         if(Input::Button()&&!oldbutton&&selected==2){
2466                                 bloodtoggle++;
2467                                 if(bloodtoggle>2)bloodtoggle=0;
2468                         }
2469                         if(Input::Button()&&!oldbutton&&selected==3){
2470                                 difficulty++;
2471                                 if(difficulty>2)difficulty=0;
2472                         }
2473                         if(Input::Button()&&!oldbutton&&selected==4){
2474                                 ismotionblur=1-ismotionblur;
2475                         }
2476                         if(Input::Button()&&!oldbutton&&selected==5){
2477                                 decals=1-decals;
2478                         }
2479                         if(Input::Button()&&!oldbutton&&selected==6){
2480                                 musictoggle=1-musictoggle;
2481
2482                                 if(!musictoggle){
2483                                         pause_sound(music1);
2484                                         pause_sound(stream_music2);
2485                                         pause_sound(stream_music3);
2486
2487                                         for(i=0;i<4;i++){
2488                                                 oldmusicvolume[i]=0;
2489                                                 musicvolume[i]=0;
2490                                         }
2491                                 }
2492
2493                                 if(musictoggle)
2494                                   emit_stream_np(stream_music3);
2495                         }
2496                         if(Input::Button()&&!oldbutton&&selected==9){
2497                                 invertmouse=1-invertmouse;
2498                         }
2499                         if(Input::Button()&&!oldbutton&&selected==10){
2500                                 usermousesensitivity+=.2;
2501                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2502                         }
2503                         if(Input::Button()&&!oldbutton&&selected==11){
2504                                 volume+=.1f;
2505                                 if(volume>1.0001f)volume=0;
2506                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2507                         }
2508                         if(Input::Button()&&!oldbutton&&selected==7){
2509                                 /*fireSound();
2510                                 */
2511                                 flash();
2512
2513                                 //options
2514
2515                                 mainmenu=4;
2516                                 selected=-1;
2517                                 keyselect=-1;
2518                         }
2519                         if(Input::Button() && !oldbutton && selected == 12) {
2520                                 flash();
2521                                 
2522                                 newstereomode = stereomode;
2523                                 mainmenu=18;
2524                                 keyselect=-1;
2525                         }
2526                         if(Input::Button() && !oldbutton && selected == 13) {
2527                                 showdamagebar=!showdamagebar;
2528                         }
2529                         if(Input::Button()&&!oldbutton&&selected==8){
2530                                 fireSound();
2531
2532                                 flash();
2533
2534                                 if(newdetail>2)newdetail=detail;
2535                                 if(newdetail<0)newdetail=detail;
2536                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2537                                 if(newscreenheight<0)newscreenheight=screenheight;
2538
2539
2540                                 SaveSettings(*this);
2541                                 if(mainmenu==3&&gameon)mainmenu=2;
2542                                 if(mainmenu==3&&!gameon)mainmenu=1;
2543                         }
2544                 }
2545                 if(mainmenu==4){
2546                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2547                                 fireSound();
2548                                 if(selected<9&&keyselect==-1)
2549                                         keyselect=selected;
2550                                 if(keyselect!=-1)
2551                                         setKeySelected();
2552                                 if(selected==9){
2553                                         flash();
2554
2555                                         mainmenu=3;
2556
2557                                         if(newdetail>2)newdetail=detail;
2558                                         if(newdetail<0)newdetail=detail;
2559                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2560                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2561                                         if(newscreenheight>3000)newscreenheight=screenheight;
2562                                         if(newscreenheight<0)newscreenheight=screenheight;
2563                                 }
2564                         }
2565                 }
2566
2567                 if(mainmenu==5){
2568
2569                         if(endgame==2){
2570                                 accountactive->endGame();
2571                                 endgame=0;
2572                         }
2573
2574                         if(Input::Button()&&!oldbutton&&selected==1){
2575                                 fireSound();
2576
2577                                 flash();
2578
2579                                 startbonustotal=0;
2580
2581                                 loading=2;
2582                                 loadtime=0;
2583                                 targetlevel=-1;
2584                                 if(firstload)TickOnceAfter();
2585                                 if(!firstload)LoadStuff();
2586                                 else {
2587                                         Loadlevel(-1);
2588                                 }
2589
2590                                 mainmenu=0;
2591                                 gameon=1;
2592                                 pause_sound(stream_music3);
2593                         }
2594                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2595                                 fireSound();
2596
2597                                 flash();
2598
2599                                 startbonustotal=0;
2600
2601                                 loading=2;
2602                                 loadtime=0;
2603                                 targetlevel=7;
2604                                 if(firstload) TickOnceAfter();
2605                                 else LoadStuff();
2606                                 for(i=0;i<255;i++){
2607                                         mapname[i]='\0';
2608                                 }
2609                                 mapname[0]=':';
2610                                 mapname[1]='D';
2611                                 mapname[2]='a';
2612                                 mapname[3]='t';
2613                                 mapname[4]='a';
2614                                 mapname[5]=':';
2615                                 mapname[6]='M';
2616                                 mapname[7]='a';
2617                                 mapname[8]='p';
2618                                 mapname[9]='s';
2619                                 mapname[10]=':';
2620                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2621                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2622                                 visibleloading=1;
2623                                 stillloading=1;
2624                                 Loadlevel(mapname);
2625                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2626                                 campaign=1;
2627                                 mainmenu=0;
2628                                 gameon=1;
2629                                 pause_sound(stream_music3);
2630                         }
2631                         if(Input::Button()&&!oldbutton&&selected==4){
2632                                 fireSound();
2633
2634                                 flash();
2635
2636                                 if(mainmenu==5&&gameon)mainmenu=2;
2637                                 if(mainmenu==5&&!gameon)mainmenu=1;
2638                         }
2639                         if(Input::Button()&&!oldbutton&&selected==5){
2640                                 fireSound();
2641
2642                                 flash();
2643
2644                                 mainmenu=7;
2645                         }
2646                         if(Input::Button()&&!oldbutton&&selected==3){
2647                                 fireSound();
2648
2649                                 flash();
2650
2651                                 mainmenu=6;
2652                         }
2653                         if(Input::Button()&&!oldbutton&&selected==2){
2654                                 fireSound();
2655
2656                                 flash();
2657
2658                                 mainmenu=9;
2659                         }
2660                 }
2661                 else if(mainmenu==9){
2662                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2663                                 fireSound();
2664
2665                                 flash();
2666
2667                                 startbonustotal=0;
2668
2669                                 loading=2;
2670                                 loadtime=0;
2671                                 targetlevel=selected;
2672                                 if(firstload)TickOnceAfter();
2673                                 if(!firstload)LoadStuff();
2674                                 else {
2675                                         Loadlevel(selected);
2676                                 }
2677                                 campaign=0;
2678
2679                                 mainmenu=0;
2680                                 gameon=1;
2681                                 pause_sound(stream_music3);
2682                         }
2683                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2684                                 fireSound();
2685
2686                                 flash();
2687
2688                                 mainmenu=5;
2689                         }
2690                 }
2691                 if(mainmenu==10){
2692                         endgame=2;
2693                         if(Input::Button()&&!oldbutton&&selected==3){
2694                                 fireSound();
2695
2696                                 flash();
2697
2698                                 mainmenu=5;
2699                         }
2700                 }
2701
2702                 if(mainmenu==6){
2703                         if(Input::Button()&&!oldbutton) {
2704                                 if(selected>-1){
2705                                         fireSound();
2706                                         if(selected==1) {
2707                                                 flash();
2708                                                 accountactive = Account::destroy(accountactive);
2709                                                 mainmenu=7;
2710                                         } else if(selected==2) {
2711                                                 flash();
2712                                                 mainmenu=5;
2713                                         }
2714                                 }
2715                         }
2716                 }
2717                 if(mainmenu==7){
2718                         if(Input::Button()&&!oldbutton) {
2719                                 if(selected!=-1){
2720                                         fireSound();
2721                                         if(selected==0&&Account::getNbAccounts()<8){
2722                                                 entername=1;
2723                                         } else if (selected<Account::getNbAccounts()+1) {
2724                                                 accountactive=Account::get(selected-1);
2725                                                 mainmenu=5;
2726                                                 flash();
2727                                         } else if (selected==Account::getNbAccounts()+1) {
2728                                                 flash();
2729
2730                                                 mainmenu=1;
2731
2732                                                 for(j=0;j<255;j++){
2733                                                         displaytext[0][j]=' ';
2734                                                 }
2735                                                 displaychars[0]=0;
2736                                                 displayselected=0;
2737                                                 entername=0;
2738                                         }
2739                                 }
2740                         }
2741                 }
2742                 if(mainmenu==8){
2743                         if(Input::Button()&&!oldbutton&&selected>-1){
2744                                 fireSound();
2745
2746                                 if(selected<=2)
2747                                         accountactive->setDifficulty(selected);
2748
2749                                 mainmenu=5;
2750
2751                                 flash();
2752
2753                         }
2754                 }
2755                 if (mainmenu==18) {                     
2756                         if(Input::Button()&&!oldbutton&&selected==0) {
2757                                 newstereomode = (StereoMode)(newstereomode + 1);
2758                                 while(!CanInitStereo(newstereomode)) {
2759                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2760                                         newstereomode = (StereoMode)(newstereomode + 1);
2761                                         if ( newstereomode >= stereoCount ) {
2762                                                 newstereomode = stereoNone;
2763                                         }
2764                                 }
2765                         }
2766                         
2767                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2768                                 stereoseparation+=0.001;
2769                         }
2770                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2771                                 stereoseparation-=0.001;
2772                         }
2773
2774                         if(Input::Button()&&!oldbutton&&selected==2) {
2775                                 stereoreverse =! stereoreverse;
2776                         }
2777                         
2778                         if(Input::Button()&&!oldbutton&&selected==3) {
2779                                 flash();
2780
2781                                 stereomode = newstereomode;
2782                                 InitStereo(stereomode);
2783                                 
2784                                 mainmenu=3;
2785                         }
2786                 }
2787
2788
2789                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2790                 else oldbutton=0;
2791
2792                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2793                         tryquit=1;
2794                         if(mainmenu==3){
2795                                 if(newdetail>2)newdetail=detail;
2796                                 if(newdetail<0)newdetail=detail;
2797                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2798                                 if(newscreenheight<0)newscreenheight=screenheight;
2799
2800                                 SaveSettings(*this);
2801                         }
2802                 }
2803
2804                 if(mainmenu==1||mainmenu==2){
2805                         if(loaddistrib>4)transition+=multiplier/8;
2806                         if(transition>1){
2807                                 transition=0;
2808                                 anim++;
2809                                 if(anim>4)anim=0;
2810                                 loaddistrib=0;
2811                         }
2812                 }
2813                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2814
2815                 if(entername) {
2816                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2817                         if(!waiting) { // the input as finished
2818                                 if(displaychars[0]){ // with enter
2819                                         accountactive = Account::add(string(displaytext[0]));
2820
2821                                         mainmenu=8;
2822
2823                                         flash();
2824
2825                                         fireSound(firestartsound);
2826
2827                                         for(i=0;i<255;i++){
2828                                                 displaytext[0][i]=' ';
2829                                         }
2830                                         displaychars[0]=0;
2831
2832                                         displayselected=0;
2833                                 } else { // with escape or empty
2834                                         mainmenutogglekeydown=1;
2835                                 }
2836                                 entername=0;
2837                         }
2838                         
2839                         displayblinkdelay-=multiplier;
2840                         if(displayblinkdelay<=0){
2841                                 displayblinkdelay=.3;
2842                                 displayblink=1-displayblink;
2843                         }
2844                 }
2845         }
2846
2847         if(!mainmenu){
2848                 if(hostile==1)hostiletime+=multiplier;
2849                 else hostiletime=0;
2850                 if(!winfreeze)leveltime+=multiplier;
2851                 if(Input::isKeyDown(SDLK_ESCAPE)){
2852                         chatting=0;
2853                         console=0;
2854                         freeze=0;
2855                         displaychars[0]=0;
2856                 }
2857
2858                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2859                         chatting=1;
2860                         chattogglekeydown=1;
2861                 }
2862
2863                 if(!Input::isKeyDown(chatkey)){
2864                         chattogglekeydown=0;
2865                 }
2866
2867                 if(chatting){
2868                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2869                         if(!waiting) {
2870                                 if(displaychars[0]){
2871                                         for(int j=0;j<255;j++){
2872                                                 displaytext[0][j]=' ';
2873                                         }
2874                                         displaychars[0]=0;
2875                                         displayselected=0;
2876                                 }       
2877                                 chatting=0;             
2878                         }
2879
2880                         displayblinkdelay-=multiplier;
2881                         if(displayblinkdelay<=0){
2882                                 displayblinkdelay=.3;
2883                                 displayblink=1-displayblink;
2884                         }
2885                 }
2886
2887                 if(chatting)keyboardfrozen=1;
2888
2889                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
2890                         freeze=1-freeze;
2891                         if(freeze){
2892                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2893                         }
2894                         freezetogglekeydown=1;
2895                 }
2896
2897                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
2898                         freezetogglekeydown=0;
2899                 }
2900
2901                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
2902                         console=1-console;
2903                         if(console){
2904                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2905                         } else {
2906                                 freeze=0;
2907                                 waiting=false;
2908                         }
2909                         consoletogglekeydown=1;
2910                 }
2911
2912                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
2913                         consoletogglekeydown=0;
2914                 }
2915
2916                 if(console)freeze=1;
2917
2918                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
2919                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
2920                         if(!waiting) {
2921                                 archiveselected=0;
2922                                 cmd_dispatch(this, consoletext[0]);
2923                                 if(consolechars[0]>0){
2924
2925                                         for(k=14;k>=1;k--){
2926                                                 for(j=0;j<255;j++){
2927                                                         consoletext[k][j]=consoletext[k-1][j];
2928                                                 }
2929                                                 consolechars[k]=consolechars[k-1];
2930                                         }
2931                                         for(j=0;j<255;j++){
2932                                                 consoletext[0][j]=' ';
2933                                         }
2934                                         consolechars[0]=0;
2935                                         consoleselected=0;
2936                                 }
2937                         }
2938
2939                         consoleblinkdelay-=multiplier;
2940                         if(consoleblinkdelay<=0){
2941                                 consoleblinkdelay=.3;
2942                                 consoleblink=1-consoleblink;
2943                         }
2944                 }
2945
2946                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2947                         tryquit=1;
2948                         if(mainmenu==3){
2949                                 if(newdetail>2)newdetail=detail;
2950                                 if(newdetail<0)newdetail=detail;
2951                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2952                                 if(newscreenheight<0)newscreenheight=screenheight;
2953
2954                                 SaveSettings(*this);
2955                         }
2956                 }
2957
2958                 static int oldwinfreeze;
2959                 if(winfreeze&&!oldwinfreeze){
2960                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2961                         emit_sound_np(consolesuccesssound);
2962                 }
2963                 if(winfreeze==0)oldwinfreeze=winfreeze;
2964                 else oldwinfreeze++;
2965
2966                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
2967                         if(winfreeze)winfreeze=0;
2968                         oldjumpkeydown=1;
2969                 }
2970                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
2971                         if(winfreeze){
2972                                 mainmenu=9;
2973                                 gameon=0;
2974                         }
2975                 }
2976                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
2977                         oldjumpkeydown=1;
2978                 }
2979                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
2980
2981                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
2982
2983                         static bool oldbuttondialogue;
2984
2985                         if(indialogue!=-1)talkdelay=1;
2986                         talkdelay-=multiplier;
2987
2988                         if(talkdelay<=0)
2989                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
2990                                         for(i=0;i<numdialogues;i++){
2991                                                 int realdialoguetype;
2992                                                 bool special;
2993                                                 if(dialoguetype[i]>49){
2994                                                         realdialoguetype=dialoguetype[i]-50;
2995                                                         special=1;
2996                                                 }
2997                                                 else if(dialoguetype[i]>39){
2998                                                         realdialoguetype=dialoguetype[i]-40;
2999                                                         special=1;
3000                                                 }
3001                                                 else if(dialoguetype[i]>29){
3002                                                         realdialoguetype=dialoguetype[i]-30;
3003                                                         special=1;
3004                                                 }
3005                                                 else if(dialoguetype[i]>19){
3006                                                         realdialoguetype=dialoguetype[i]-20;
3007                                                         special=1;
3008                                                 }
3009                                                 else if(dialoguetype[i]>9){
3010                                                         realdialoguetype=dialoguetype[i]-10;
3011                                                         special=1;
3012                                                 }
3013                                                 else {
3014                                                         realdialoguetype=dialoguetype[i];
3015                                                         special=0;
3016                                                 }
3017                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
3018                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
3019                                                                 whichdialogue=i;
3020                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
3021                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3022                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3023                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3024                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3025                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3026                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3027                                                                 }
3028                                                                 directing=0;
3029                                                                 indialogue=0;
3030                                                                 dialoguetime=0;
3031                                                                 dialoguegonethrough[i]++;
3032                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3033                                                                         XYZ temppos;
3034                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3035                                                                         temppos=temppos-viewer;
3036                                                                         Normalise(&temppos);
3037                                                                         temppos+=viewer;
3038
3039                                                                         int whichsoundplay;
3040                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3041                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3042                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3043                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3044                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3045                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3046                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3047                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3048                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3049                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3050                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3051                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3052                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3053                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3054                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3055                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3056                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3057                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3058                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3059                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3060                                                                         emit_sound_at(whichsoundplay, temppos);
3061                                                                 }
3062                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3063                                                         }
3064                                                 }
3065                                         }
3066
3067                                         windvar+=multiplier;
3068                                         smoketex+=multiplier;
3069                                         tutorialstagetime+=multiplier;
3070
3071                                         static float hotspotvisual[40];
3072                                         if(numhotspots){
3073                                                 XYZ hotspotsprite;
3074                                                 if(editorenabled)
3075                                                         for(i=0;i<numhotspots;i++)
3076                                                                 hotspotvisual[i]-=multiplier/320;
3077
3078                                                 for(i=0;i<numhotspots;i++){
3079                                                         //if(hotspottype[i]<=10)
3080                                                         while(hotspotvisual[i]<0){
3081                                                                 hotspotsprite=0;
3082                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3083                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3084                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3085                                                                 hotspotsprite+=hotspot[i];
3086                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3087                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3088                                                         }
3089                                                 }
3090
3091                                                 for(i=0;i<numhotspots;i++){
3092                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3093                                                                 hotspot[i]=player[hotspottype[i]].coords;
3094                                                         }
3095                                                 }
3096                                         }
3097
3098                                         //Tutorial
3099                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3100                                                 tutorialstage++;
3101                                                 tutorialsuccess=0;
3102                                                 if(tutorialstage<=1){
3103                                                         canattack=0;
3104                                                         cananger=0;
3105                                                         reversaltrain=0;
3106                                                 }
3107                                                 if(tutorialstage==1){
3108                                                         tutorialmaxtime=5;
3109                                                 } else if(tutorialstage==2){
3110                                                         tutorialmaxtime=2;
3111                                                 } else if(tutorialstage==3){
3112                                                         tutorialmaxtime=600;
3113                                                 } else if(tutorialstage==4){
3114                                                         tutorialmaxtime=1000;
3115                                                 } else if(tutorialstage==5){
3116                                                         tutorialmaxtime=600;
3117                                                 } else if(tutorialstage==6){
3118                                                         tutorialmaxtime=600;
3119                                                 } else if(tutorialstage==7){
3120                                                         tutorialmaxtime=600;
3121                                                 } else if(tutorialstage==8){
3122                                                         tutorialmaxtime=600;
3123                                                 } else if(tutorialstage==9){
3124                                                         tutorialmaxtime=600;
3125                                                 } else if(tutorialstage==10){
3126                                                         tutorialmaxtime=2;
3127                                                 } else if(tutorialstage==11){
3128                                                         tutorialmaxtime=1000;
3129                                                 } else if(tutorialstage==12){
3130                                                         tutorialmaxtime=1000;
3131                                                 } else if(tutorialstage==13){
3132                                                         tutorialmaxtime=2;
3133                                                 } else if(tutorialstage==14){
3134                                                         tutorialmaxtime=3;
3135
3136                                                         XYZ temp,temp2;
3137
3138                                                         temp.x=1011;
3139                                                         temp.y=84;
3140                                                         temp.z=491;
3141                                                         temp2.x=1025;
3142                                                         temp2.y=75;
3143                                                         temp2.z=447;
3144
3145                                                         player[1].coords=(temp+temp2)/2;
3146
3147                                                         emit_sound_at(fireendsound, player[1].coords);
3148
3149                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3150                                                                 if(Random()%2==0){
3151                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3152                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3153                                                                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
3154                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3155                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3156                                                                 }
3157                                                         }
3158
3159                                                 } else if(tutorialstage==15){
3160                                                         tutorialmaxtime=500;
3161                                                 } else if(tutorialstage==16){
3162                                                         tutorialmaxtime=500;
3163                                                 } else if(tutorialstage==17){
3164                                                         tutorialmaxtime=500;
3165                                                 } else if(tutorialstage==18){
3166                                                         tutorialmaxtime=500;
3167                                                 } else if(tutorialstage==19){
3168                                                         tutorialstage=20;
3169                                                         //tutorialmaxtime=500;
3170                                                 } else if(tutorialstage==20){
3171                                                         tutorialmaxtime=500;
3172                                                 } else if(tutorialstage==21){
3173                                                         tutorialmaxtime=500;
3174                                                         if(bonus==cannon){
3175                                                                 bonus=Slicebonus;
3176                                                                 againbonus=1;
3177                                                         }
3178                                                         else againbonus=0;
3179                                                 } else if(tutorialstage==22){
3180                                                         tutorialmaxtime=500;
3181                                                 } else if(tutorialstage==23){
3182                                                         tutorialmaxtime=500;
3183                                                 } else if(tutorialstage==24){
3184                                                         tutorialmaxtime=500;
3185                                                 } else if(tutorialstage==25){
3186                                                         tutorialmaxtime=500;
3187                                                 } else if(tutorialstage==26){
3188                                                         tutorialmaxtime=2;
3189                                                 } else if(tutorialstage==27){
3190                                                         tutorialmaxtime=4;
3191                                                         reversaltrain=1;
3192                                                         cananger=1;
3193                                                         player[1].aitype=attacktypecutoff;
3194                                                 } else if(tutorialstage==28){
3195                                                         tutorialmaxtime=400;
3196                                                 } else if(tutorialstage==29){
3197                                                         tutorialmaxtime=400;
3198                                                         player[0].escapednum=0;
3199                                                 } else if(tutorialstage==30){
3200                                                         tutorialmaxtime=4;
3201                                                         reversaltrain=0;
3202                                                         cananger=0;
3203                                                         player[1].aitype=passivetype;
3204                                                 } else if(tutorialstage==31){
3205                                                         tutorialmaxtime=13;
3206                                                 } else if(tutorialstage==32){
3207                                                         tutorialmaxtime=8;
3208                                                 } else if(tutorialstage==33){
3209                                                         tutorialmaxtime=400;
3210                                                         cananger=1;
3211                                                         canattack=1;
3212                                                         player[1].aitype=attacktypecutoff;
3213                                                 } else if(tutorialstage==34){
3214                                                         tutorialmaxtime=400;
3215                                                 } else if(tutorialstage==35){
3216                                                         tutorialmaxtime=400;
3217                                                 } else if(tutorialstage==36){
3218                                                         tutorialmaxtime=2;
3219                                                         reversaltrain=0;
3220                                                         cananger=0;
3221                                                         player[1].aitype=passivetype;
3222                                                 } else if(tutorialstage==37){
3223                                                         damagedealt=0;
3224                                                         damagetaken=0;
3225                                                         tutorialmaxtime=50;
3226                                                         cananger=1;
3227                                                         canattack=1;
3228                                                         player[1].aitype=attacktypecutoff;
3229                                                 } else if(tutorialstage==38){
3230                                                         tutorialmaxtime=4;
3231                                                         canattack=0;
3232                                                         cananger=0;
3233                                                         player[1].aitype=passivetype;
3234                                                 } else if(tutorialstage==39){
3235                                                         XYZ temp,temp2;
3236
3237                                                         temp.x=1011;
3238                                                         temp.y=84;
3239                                                         temp.z=491;
3240                                                         temp2.x=1025;
3241                                                         temp2.y=75;
3242                                                         temp2.z=447;
3243
3244
3245                                                         weapons.owner[weapons.numweapons]=-1;
3246                                                         weapons.type[weapons.numweapons]=knife;
3247                                                         weapons.damage[weapons.numweapons]=0;
3248                                                         weapons.mass[weapons.numweapons]=1;
3249                                                         weapons.tipmass[weapons.numweapons]=1.2;
3250                                                         weapons.length[weapons.numweapons]=.25;
3251                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3252                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3253
3254                                                         weapons.velocity[weapons.numweapons]=0.1;
3255                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3256                                                         weapons.missed[weapons.numweapons]=1;
3257                                                         weapons.hitsomething[weapons.numweapons]=0;
3258                                                         weapons.freetime[weapons.numweapons]=0;
3259                                                         weapons.firstfree[weapons.numweapons]=1;
3260                                                         weapons.physics[weapons.numweapons]=1;
3261
3262                                                         weapons.numweapons++;
3263                                                 } else if(tutorialstage==40){
3264                                                         tutorialmaxtime=300;
3265                                                 } else if(tutorialstage==41){
3266                                                         tutorialmaxtime=300;
3267                                                 } else if(tutorialstage==42){
3268                                                         tutorialmaxtime=8;
3269                                                 } else if(tutorialstage==43){
3270                                                         tutorialmaxtime=300;
3271                                                 } else if(tutorialstage==44){
3272                                                         weapons.owner[0]=1;
3273                                                         player[0].weaponactive=-1;
3274                                                         player[0].num_weapons=0;
3275                                                         player[1].weaponactive=0;
3276                                                         player[1].num_weapons=1;
3277                                                         player[1].weaponids[0]=0;
3278
3279                                                         cananger=1;
3280                                                         canattack=1;
3281                                                         player[1].aitype=attacktypecutoff;
3282
3283                                                         tutorialmaxtime=300;
3284                                                 } else if(tutorialstage==45){
3285                                                         weapons.owner[0]=1;
3286                                                         player[0].weaponactive=-1;
3287                                                         player[0].num_weapons=0;
3288                                                         player[1].weaponactive=0;
3289                                                         player[1].num_weapons=1;
3290                                                         player[1].weaponids[0]=0;
3291
3292                                                         tutorialmaxtime=300;
3293                                                 } else if(tutorialstage==46){
3294                                                         weapons.owner[0]=1;
3295                                                         player[0].weaponactive=-1;
3296                                                         player[0].num_weapons=0;
3297                                                         player[1].weaponactive=0;
3298                                                         player[1].num_weapons=1;
3299                                                         player[1].weaponids[0]=0;
3300
3301                                                         weapons.type[0]=sword;
3302
3303                                                         tutorialmaxtime=300;
3304                                                 } else if(tutorialstage==47){
3305                                                         tutorialmaxtime=10;
3306
3307                                                         XYZ temp,temp2;
3308
3309                                                         temp.x=1011;
3310                                                         temp.y=84;
3311                                                         temp.z=491;
3312                                                         temp2.x=1025;
3313                                                         temp2.y=75;
3314                                                         temp2.z=447;
3315
3316                                                         weapons.owner[weapons.numweapons]=-1;
3317                                                         weapons.type[weapons.numweapons]=sword;
3318                                                         weapons.damage[weapons.numweapons]=0;
3319                                                         weapons.mass[weapons.numweapons]=1;
3320                                                         weapons.tipmass[weapons.numweapons]=1.2;
3321                                                         weapons.length[weapons.numweapons]=.25;
3322                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3323                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3324
3325                                                         weapons.velocity[weapons.numweapons]=0.1;
3326                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3327                                                         weapons.missed[weapons.numweapons]=1;
3328                                                         weapons.hitsomething[weapons.numweapons]=0;
3329                                                         weapons.freetime[weapons.numweapons]=0;
3330                                                         weapons.firstfree[weapons.numweapons]=1;
3331                                                         weapons.physics[weapons.numweapons]=1;
3332
3333                                                         weapons.owner[0]=1;
3334                                                         weapons.owner[1]=0;
3335                                                         player[0].weaponactive=0;
3336                                                         player[0].num_weapons=1;
3337                                                         player[0].weaponids[0]=1;
3338                                                         player[1].weaponactive=0;
3339                                                         player[1].num_weapons=1;
3340                                                         player[1].weaponids[0]=0;
3341
3342                                                         weapons.numweapons++;
3343                                                 } else if(tutorialstage==48){
3344                                                         canattack=0;
3345                                                         cananger=0;
3346                                                         player[1].aitype=passivetype;
3347
3348                                                         tutorialmaxtime=15;
3349
3350                                                         weapons.owner[0]=1;
3351                                                         weapons.owner[1]=0;
3352                                                         player[0].weaponactive=0;
3353                                                         player[0].num_weapons=1;
3354                                                         player[0].weaponids[0]=1;
3355                                                         player[1].weaponactive=0;
3356                                                         player[1].num_weapons=1;
3357                                                         player[1].weaponids[0]=0;
3358
3359                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3360                                                         else weapons.type[0]=staff;
3361
3362                                                         weapons.numweapons++;
3363                                                 } else if(tutorialstage==49){
3364                                                         canattack=0;
3365                                                         cananger=0;
3366                                                         player[1].aitype=passivetype;
3367
3368                                                         tutorialmaxtime=200;
3369
3370                                                         weapons.position[1]=1000;
3371                                                         weapons.tippoint[1]=1000;
3372
3373                                                         weapons.numweapons=1;
3374                                                         weapons.owner[0]=0;
3375                                                         player[1].weaponactive=-1;
3376                                                         player[1].num_weapons=0;
3377                                                         player[0].weaponactive=0;
3378                                                         player[0].num_weapons=1;
3379                                                         player[0].weaponids[0]=0;
3380
3381                                                         weapons.type[0]=knife;
3382
3383                                                         weapons.numweapons++;
3384                                                 } else if(tutorialstage==50){
3385                                                         tutorialmaxtime=8;
3386
3387                                                         XYZ temp,temp2;
3388                                                         emit_sound_at(fireendsound, player[1].coords);
3389
3390                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3391                                                                 if(Random()%2==0){
3392                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3393                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3394                                                                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
3395                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3396                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3397                                                                 }
3398                                                         }
3399
3400                                                         player[1].num_weapons=0;
3401                                                         player[1].weaponstuck=-1;
3402                                                         player[1].weaponactive=-1;
3403
3404                                                         weapons.numweapons=0;
3405
3406                                                         weapons.owner[0]=-1;
3407                                                         weapons.velocity[0]=0.1;
3408                                                         weapons.tipvelocity[0]=-0.1;
3409                                                         weapons.missed[0]=1;
3410                                                         weapons.hitsomething[0]=0;
3411                                                         weapons.freetime[0]=0;
3412                                                         weapons.firstfree[0]=1;
3413                                                         weapons.physics[0]=1;
3414                                                 } else if(tutorialstage==51){
3415                                                         tutorialmaxtime=80000;
3416                                                 }
3417                                                 if(tutorialstage<=51)tutorialstagetime=0;
3418                                         }
3419
3420                                         //Tutorial success
3421                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3422                                                 if(tutorialstage==3){
3423                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3424                                                 }
3425                                                 if(tutorialstage==4){
3426                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3427                                                 }
3428                                                 if(tutorialstage==5){
3429                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3430                                                 }
3431                                                 if(tutorialstage==6){
3432                                                         if(player[0].isCrouch())tutorialsuccess=1;
3433                                                 }
3434                                                 if(tutorialstage==7){
3435                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3436                                                 }
3437                                                 if(tutorialstage==8){
3438                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3439                                                 }
3440                                                 if(tutorialstage==9){
3441                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3442                                                 }
3443                                                 if(tutorialstage==11){
3444                                                         if(player[0].isWallJump())tutorialsuccess=1;
3445                                                 }
3446                                                 if(tutorialstage==12){
3447                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3448                                                 }
3449                                                 if(tutorialstage==15){
3450                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3451                                                 }
3452                                                 if(tutorialstage==16){
3453                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3454                                                 }
3455                                                 if(tutorialstage==17){
3456                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3457                                                 }
3458                                                 if(tutorialstage==18){
3459                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3460                                                 }
3461                                                 if(tutorialstage==19){
3462                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3463                                                 }
3464                                                 if(tutorialstage==20){
3465                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3466                                                 }
3467                                                 if(tutorialstage==21){
3468                                                         if(bonus==cannon)tutorialsuccess=1;
3469                                                 }
3470                                                 if(tutorialstage==22){
3471                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3472                                                 }
3473                                                 if(tutorialstage==23){
3474                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3475                                                 }
3476                                                 if(tutorialstage==24){
3477                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3478                                                 }
3479                                                 if(tutorialstage==25){
3480                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3481                                                 }
3482                                                 if(tutorialstage==28){
3483                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3484                                                 }
3485                                                 if(tutorialstage==29){
3486                                                         if(player[0].escapednum==2){
3487                                                                 tutorialsuccess=1;
3488                                                                 reversaltrain=0;
3489                                                                 cananger=0;
3490                                                                 player[1].aitype=passivetype;
3491                                                         }
3492                                                 }
3493                                                 if(tutorialstage==33){
3494                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3495                                                 }
3496                                                 if(tutorialstage==34){
3497                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3498                                                 }
3499                                                 if(tutorialstage==35){
3500                                                         if(animation[player[0].targetanimation].attack==reversal){
3501                                                                 tutorialsuccess=1;
3502                                                                 reversaltrain=0;
3503                                                                 cananger=0;
3504                                                                 player[1].aitype=passivetype;
3505                                                         }
3506                                                 }
3507                                                 if(tutorialstage==40){
3508                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3509                                                 }
3510                                                 if(tutorialstage==41){
3511                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3512                                                 }
3513                                                 if(tutorialstage==43){
3514                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3515                                                 }
3516                                                 if(tutorialstage==44){
3517                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3518                                                 }
3519                                                 if(tutorialstage==45){
3520                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3521                                                 }
3522                                                 if(tutorialstage==46){
3523                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3524                                                 }
3525                                                 if(tutorialstage==49){
3526                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3527                                                 }
3528                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3529
3530
3531                                                 if(tutorialstagetime==tutorialmaxtime-3){
3532                                                         emit_sound_np(consolesuccesssound);
3533                                                 }
3534
3535                                                 if(tutorialsuccess>=1){
3536                                                         if(tutorialstage==34||tutorialstage==35)
3537                                                                 tutorialstagetime=tutorialmaxtime-1;
3538                                                 }
3539                                         }
3540
3541                                         if(tutoriallevel){
3542                                                 if(tutorialstage<14||tutorialstage>=50){
3543                                                         player[1].coords.y=300;
3544                                                         player[1].velocity=0;
3545                                                 }
3546                                         }
3547
3548                                         if(tutoriallevel!=1){
3549                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3550                                                         emit_sound_np(consolesuccesssound);
3551                                                 }
3552                                         }
3553                                         else
3554                                                 if(bonustime==0){
3555                                                         emit_sound_np(fireendsound);
3556                                                 }
3557                                                 if(bonustime==0){
3558                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3559                                                         else bonusnum[bonus]+=0.15;
3560                                                         if(tutoriallevel)bonusvalue=0;
3561                                                         bonusvalue/=bonusnum[bonus];
3562                                                         bonustotal+=bonusvalue;
3563                                                 }
3564                                                 bonustime+=multiplier;
3565
3566                                                 if(environment==snowyenvironment){
3567                                                         precipdelay-=multiplier;
3568                                                         while(precipdelay<0){
3569                                                                 precipdelay+=.04;
3570                                                                 if(!detail)precipdelay+=.04;
3571                                                                 XYZ footvel,footpoint;
3572
3573                                                                 footvel=0;
3574                                                                 footpoint=viewer+viewerfacing*6;
3575                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3576                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3577                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3578                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3579                                                         }
3580                                                 }
3581                                                 for(k=0;k<numplayers;k++){
3582                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3583                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3584
3585                                                         if((player[k].isRun()&&((player[k].targetrotation!=rabbitrunninganim&&player[k].targetrotation!=wolfrunninganim)||player[k].targetframe==4))||player[k].targetanimation==removeknifeanim||player[k].targetanimation==crouchremoveknifeanim||player[k].targetanimation==flipanim||player[k].targetanimation==fightsidestep||player[k].targetanimation==walkanim){
3586                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3587                                                                 else if(player[k].rotation>player[k].targetrotation){
3588                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3589                                                                 }
3590                                                                 else if(player[k].rotation<player[k].targetrotation){
3591                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3592                                                                 }
3593                                                         }
3594
3595
3596                                                         if(player[k].isStop()||player[k].isLanding()||player[k].targetanimation==staggerbackhighanim||(player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||player[k].targetanimation==staggerbackhardanim||player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim||player[k].targetanimation==rollanim||(animation[player[k].targetanimation].attack&&player[k].targetanimation!=rabbitkickanim&&(player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&(player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3597                                                                 player[k].turnspeed*=2;
3598                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3599                                                                 else if(player[k].rotation>player[k].targetrotation){
3600                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3601                                                                 }
3602                                                                 else if(player[k].rotation<player[k].targetrotation){
3603                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3604                                                                 }
3605                                                                 player[k].turnspeed/=2;
3606                                                         }
3607
3608                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3609                                                                 player[k].turnspeed*=4;
3610                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3611                                                                 else if(player[k].rotation>player[k].targetrotation){
3612                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3613                                                                 }
3614                                                                 else if(player[k].rotation<player[k].targetrotation){
3615                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3616                                                                 }
3617                                                                 player[k].turnspeed/=4;
3618                                                         }
3619
3620                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3621                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3622
3623                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3624                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3625                                                                         bool tempcollide=0;
3626
3627                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3628                                                                         if(player[k].collide>1)player[k].collide=1;
3629                                                                         player[k].collide-=multiplier*30;
3630
3631                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3632                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3633                                                                         }
3634                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3635                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3636                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3637                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3638                                                                                                 lowpoint=player[k].coords;
3639                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3640                                                                                                 else lowpoint.y+=1.3;
3641                                                                                                 if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1){
3642                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3643                                                                                                 }
3644                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3645                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3646                                                                                                 */
3647                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3648                                                                                                         flatfacing=lowpoint-player[k].coords;
3649                                                                                                         player[k].coords=lowpoint;
3650                                                                                                         player[k].coords.y-=1.3;
3651                                                                                                         player[k].collide=1;
3652                                                                                                         tempcollide=1;
3653                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3654                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3655                                                                                                                 tempcoords1=lowpoint;
3656                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3657                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3658                                                                                                                         player[k].target=0;
3659                                                                                                                         player[k].targetanimation=walljumpleftanim;
3660                                                                                                                         player[k].targetframe=0;
3661                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3662                                                                                                                         if(k==0)pause_sound(whooshsound);
3663
3664                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3665                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3666                                                                                                                         player[k].rotation*=360/6.28;
3667                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3668                                                                                                                         player[k].targetrotation=player[k].rotation;
3669                                                                                                                         player[k].lowrotation=player[k].rotation;
3670                                                                                                                         if(k==0)numwallflipped++;
3671                                                                                                                 }
3672                                                                                                                 else
3673                                                                                                                 {
3674                                                                                                                         lowpoint=tempcoords1;
3675                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3676                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3677                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3678                                                                                                                                 player[k].target=0;
3679                                                                                                                                 player[k].targetanimation=walljumprightanim;
3680                                                                                                                                 player[k].targetframe=0;
3681                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3682                                                                                                                                 if(k==0)pause_sound(whooshsound);
3683
3684                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3685                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3686                                                                                                                                 player[k].rotation*=360/6.28;
3687                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3688                                                                                                                                 player[k].targetrotation=player[k].rotation;
3689                                                                                                                                 player[k].lowrotation=player[k].rotation;
3690                                                                                                                                 if(k==0)numwallflipped++;
3691                                                                                                                         }
3692                                                                                                                         else
3693                                                                                                                         {
3694                                                                                                                                 lowpoint=tempcoords1;
3695                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3696                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3697                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3698                                                                                                                                         player[k].target=0;
3699                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3700                                                                                                                                         player[k].targetframe=0;
3701                                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3702                                                                                                                                         if(k==0)pause_sound(whooshsound);
3703
3704                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3705                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3706                                                                                                                                         player[k].rotation*=360/6.28;
3707                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3708                                                                                                                                         player[k].targetrotation=player[k].rotation;
3709                                                                                                                                         player[k].lowrotation=player[k].rotation;
3710                                                                                                                                         if(k==0)numwallflipped++;
3711                                                                                                                                 }
3712                                                                                                                                 else
3713                                                                                                                                 {
3714                                                                                                                                         lowpoint=tempcoords1;
3715                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3716                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3717                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3718                                                                                                                                                 player[k].target=0;
3719                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3720                                                                                                                                                 player[k].targetframe=0;
3721                                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3722                                                                                                                                                 if(k==0)pause_sound(whooshsound);
3723
3724                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3725                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3726                                                                                                                                                 player[k].rotation*=360/6.28;
3727                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3728                                                                                                                                                 player[k].rotation+=180;
3729                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3730                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3731                                                                                                                                                 if(k==0)numwallflipped++;
3732                                                                                                                                         }
3733                                                                                                                                 }
3734                                                                                                                         }
3735                                                                                                                 }
3736                                                                                                         }
3737                                                                                                 }
3738                                                                                         }
3739                                                                                         else if(objects.type[i]==rocktype){
3740                                                                                                 lowpoint2=player[k].coords;
3741                                                                                                 lowpoint=player[k].coords;
3742                                                                                                 lowpoint.y+=2;
3743                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3744                                                                                                         player[k].coords=colpoint;
3745                                                                                                         player[k].collide=1;
3746                                                                                                         tempcollide=1;
3747
3748                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3749                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3750
3751                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3752                                                                                                                 player[k].target=0;
3753                                                                                                                 player[k].targetframe=0;
3754                                                                                                                 player[k].onterrain=1;
3755
3756                                                                                                                 if(player[k].id==0){
3757                                                                                                                         pause_sound(whooshsound);
3758                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3759                                                                                                                 }
3760
3761                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3762                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3763                                                                                                                         player[k].targetanimation=player[k].getLanding();
3764                                                                                                                         emit_sound_at(landsound, player[k].coords, 128.);
3765                                                                                                                         if(k==0){
3766                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3767                                                                                                                                 envsoundvol[numenvsounds]=16;
3768                                                                                                                                 envsoundlife[numenvsounds]=.4;
3769                                                                                                                                 numenvsounds++;
3770                                                                                                                         }
3771
3772                                                                                                                 }
3773                                                                                                         }
3774                                                                                                 }
3775                                                                                         }
3776                                                                                 }
3777                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3778                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3779                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3780                                                                                                 lowpoint=player[k].coords;
3781                                                                                                 lowpoint.y+=1.35;
3782                                                                                                 if(objects.type[i]!=rocktype)
3783                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3784                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
3785                                                                                                                 player[k].coords=lowpoint;
3786                                                                                                                 player[k].coords.y-=1.35;
3787                                                                                                                 player[k].collide=1;
3788
3789                                                                                                                 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&((/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)&&*/player[k].currentanimation!=climbanim&&player[k].currentanimation!=hanganim&&!player[k].isWallJump())||player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3790                                                                                                                         lowpoint=player[k].coords;
3791                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3792                                                                                                                         lowpoint=player[k].coords;
3793                                                                                                                         lowpoint.y+=.05;
3794                                                                                                                         facing=0;
3795                                                                                                                         facing.z=-1;
3796                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3797                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
3798                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3799                                                                                                                         if(whichhit!=-1){
3800                                                                                                                                 lowpoint=player[k].coords;
3801                                                                                                                                 lowpoint.y+=.1;
3802                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3803                                                                                                                                 lowpoint2=lowpoint;
3804                                                                                                                                 lowpointtarget2=lowpointtarget;
3805                                                                                                                                 lowpoint3=lowpoint;
3806                                                                                                                                 lowpointtarget3=lowpointtarget;
3807                                                                                                                                 lowpoint4=lowpoint;
3808                                                                                                                                 lowpointtarget4=lowpointtarget;
3809                                                                                                                                 lowpoint5=lowpoint;
3810                                                                                                                                 lowpointtarget5=lowpointtarget;
3811                                                                                                                                 lowpoint6=lowpoint;
3812                                                                                                                                 lowpointtarget6=lowpointtarget;
3813                                                                                                                                 lowpoint7=lowpoint;
3814                                                                                                                                 lowpointtarget7=lowpoint;
3815                                                                                                                                 lowpoint2.x+=.1;
3816                                                                                                                                 lowpointtarget2.x+=.1;
3817                                                                                                                                 lowpoint3.z+=.1;
3818                                                                                                                                 lowpointtarget3.z+=.1;
3819                                                                                                                                 lowpoint4.x-=.1;
3820                                                                                                                                 lowpointtarget4.x-=.1;
3821                                                                                                                                 lowpoint5.z-=.1;
3822                                                                                                                                 lowpointtarget5.z-=.1;
3823                                                                                                                                 lowpoint6.y+=45/13;
3824                                                                                                                                 lowpointtarget6.y+=45/13;
3825                                                                                                                                 lowpointtarget6+=facing*.6;
3826                                                                                                                                 lowpointtarget7.y+=90/13;
3827                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3828                                                                                                                                 if(objects.friction[i]>.5)
3829                                                                                                                                         if(whichhit!=-1){
3830                                                                                                                                                 //if(k==0){
3831                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
3832                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3833                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3834                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)
3835                                                                                                                                                                         for(j=0;j<45;j++){
3836                                                                                                                                                                                 lowpoint=player[k].coords;
3837                                                                                                                                                                                 lowpoint.y+=(float)j/13;
3838                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3839                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3840                                                                                                                                                                                         if(j<=6){
3841                                                                                                                                                                                                 j=100;
3842                                                                                                                                                                                         }
3843                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
3844                                                                                                                                                                                         j=100;
3845                                                                                                                                                                                         }*/
3846                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
3847                                                                                                                                                                                                 j=100;
3848                                                                                                                                                                                         }
3849                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3850                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3851                                                                                                                                                                                                 if(1==1/*dotproduct(&player[k].velocity,&lowpoint)>0||player[k].aitype!=playercontrolled||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim||player[k].targetanimation==jumpupanim)*/){
3852                                                                                                                                                                                                         lowpoint=player[k].coords;
3853                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
3854                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
3855                                                                                                                                                                                                         flatfacing=player[k].coords;
3856                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3857                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
3858                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3859
3860                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
3861                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3862                                                                                                                                                                                                                         if(k==0)pause_sound(whooshsound);
3863                                                                                                                                                                                                                 }
3864                                                                                                                                                                                                                 emit_sound_at(jumpsound, player[k].coords, 128.);
3865
3866                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3867                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3868                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
3869                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3870                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3871                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3872
3873                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
3874                                                                                                                                                                                                                 player[k].velocity=0;
3875
3876                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
3877                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
3878                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
3879                                                                                                                                                                                                                         player[k].jumppower=0;
3880                                                                                                                                                                                                                         player[k].jumpclimb=1;
3881                                                                                                                                                                                                                 }
3882                                                                                                                                                                                                                 player[k].transspeed=6;
3883                                                                                                                                                                                                                 player[k].target=0;
3884
3885                                                                                                                                                                                                                 //player[k].currentframe=1;
3886                                                                                                                                                                                                                 player[k].targetframe=1;
3887                                                                                                                                                                                                                 if(j>25){
3888                                                                                                                                                                                                                         //player[k].currentframe=0;
3889                                                                                                                                                                                                                         player[k].targetframe=0;
3890                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
3891                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
3892                                                                                                                                                                                                                         player[k].jumppower=0;
3893                                                                                                                                                                                                                 }
3894                                                                                                                                                                                                         }
3895                                                                                                                                                                                                         j=100;
3896                                                                                                                                                                                                 }
3897                                                                                                                                                                                         }
3898                                                                                                                                                                                 }
3899                                                                                                                                                                         }
3900                                                                                                                                                                         //}
3901                                                                                                                                         }
3902                                                                                                                         }
3903                                                                                                                 }
3904                                                                                                         }
3905                                                                                         }
3906                                                                                         if(player[k].collide<=0){
3907                                                                                                 if(!player[k].onterrain&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim&&!player[k].isWallJump()&&!player[k].isFlip()){
3908                                                                                                         if(player[k].currentanimation!=climbanim&&player[k].currentanimation!=tempanim&&player[k].targetanimation!=backhandspringanim&&(player[k].targetanimation!=rollanim||player[k].targetframe<2||player[k].targetframe>6)){
3909                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
3910                                                                                                                 player[k].targetanimation=jumpdownanim;
3911                                                                                                                 player[k].targetframe=0;
3912                                                                                                                 player[k].target=0;
3913
3914                                                                                                                 if(!k)
3915                                                                                                                   emit_sound_at(whooshsound, player[k].coords, 128.);
3916                                                                                                         }
3917                                                                                                         player[k].velocity.y+=gravity;
3918                                                                                                 }
3919                                                                                         }
3920                                                                 }
3921                                                         }
3922                                                         player[k].realoldcoords=player[k].coords;
3923                                                 }
3924
3925                                                 static XYZ oldviewer;
3926
3927                                                 if(indialogue==-1){
3928                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
3929                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
3930                                                         player[0].backkeydown=Input::isKeyDown(backkey);
3931                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
3932                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
3933                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
3934                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
3935                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
3936                                                 }
3937                                                 else
3938                                                 {
3939                                                         player[0].forwardkeydown=0;
3940                                                         player[0].leftkeydown=0;
3941                                                         player[0].backkeydown=0;
3942                                                         player[0].rightkeydown=0;
3943                                                         player[0].jumpkeydown=0;
3944                                                         player[0].crouchkeydown=0;
3945                                                         player[0].drawkeydown=0;
3946                                                         player[0].throwkeydown=0;
3947                                                 }
3948
3949                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
3950
3951
3952                                                 static bool endkeydown;
3953                                                 if(indialogue!=-1){
3954                                                         cameramode=1;
3955                                                         if(directing){
3956                                                                 facing=0;
3957                                                                 facing.z=-1;
3958
3959                                                                 facing=DoRotation(facing,-rotation2,0,0);
3960                                                                 facing=DoRotation(facing,0,0-rotation,0);
3961
3962                                                                 flatfacing=0;
3963                                                                 flatfacing.z=-1;
3964
3965                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
3966
3967                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
3968                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
3969                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
3970                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
3971                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
3972                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
3973                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
3974                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
3975                                                                         ||Input::isKeyDown(SDLK_MINUS))){
3976                                                                                 int whichend;
3977                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
3978                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
3979                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
3980                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
3981                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
3982                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
3983                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
3984                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
3985                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
3986                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
3987                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
3988                                                                                 if(whichend!=-1){
3989                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
3990                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
3991                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
3992                                                                                 }
3993                                                                                 if(whichend==-1){
3994                                                                                         participantfocus[whichdialogue][indialogue]=-1;
3995                                                                                 }
3996                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
3997                                                                                         indialogue=-1;
3998                                                                                         directing=0;
3999                                                                                         cameramode=0;
4000                                                                                 }
4001                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
4002                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
4003                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
4004                                                                                 indialogue++;
4005                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
4006                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
4007                                                                                                 XYZ temppos;
4008                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4009                                                                                                 temppos=temppos-viewer;
4010                                                                                                 Normalise(&temppos);
4011                                                                                                 temppos+=viewer;
4012
4013                                                                                                 int whichsoundplay;
4014                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4015                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4016                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4017                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4018                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4019                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4020                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4021                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4022                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4023                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4024                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4025                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4026                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4027                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4028                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4029                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4030                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4031                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4032                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4033                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4034                                                                                                 emit_sound_at(whichsoundplay, temppos);
4035                                                                                         }
4036                                                                                 }
4037
4038                                                                                 for(j=0;j<numplayers;j++){
4039                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4040                                                                                 }
4041
4042                                                                                 endkeydown=1;
4043                                                                         }
4044                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4045                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4046                                                                                 )){
4047                                                                                         int whichend;
4048                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4049                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4050                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4051                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4052                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4053                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4054                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4055                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4056                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4057                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4058                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4059                                                                                 }
4060                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4061                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4062                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4063                                                                                                 endkeydown=0;
4064                                                                                         }
4065                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4066                                                                                                 indialogue=-1;
4067                                                                                                 directing=0;
4068                                                                                                 cameramode=0;
4069                                                                                         }
4070                                                         }
4071                                                         if(!directing){
4072                                                                 pause_sound(whooshsound);
4073                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4074                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4075                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4076                                                                 }
4077                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4078                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4079                                                                 if(dialoguetime>0.5)
4080                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4081                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4082                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4083                                                                                         indialogue++;
4084                                                                                         endkeydown=1;
4085                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4086                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4087                                                                                                         XYZ temppos;
4088                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4089                                                                                                         temppos=temppos-viewer;
4090                                                                                                         Normalise(&temppos);
4091                                                                                                         temppos+=viewer;
4092
4093                                                                                                         int whichsoundplay;
4094                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4095                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4096                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4097                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4098                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4099                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4100                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4101                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4102                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4103                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4104                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4105                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4106                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4107                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4108                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4109                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4110                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4111                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4112                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4113                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4114                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4115                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4116                                                                                                                 emit_sound_at(whichsoundplay, temppos);
4117                                                                                                         }
4118                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4119                                                                                                                 hotspot[numhotspots]=player[0].coords;
4120                                                                                                                 hotspotsize[numhotspots]=10;
4121                                                                                                                 hotspottype[numhotspots]=-1;
4122
4123                                                                                                                 numhotspots++;
4124                                                                                                         }
4125                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4126                                                                                                                 hostile=1;
4127                                                                                                         }
4128
4129                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4130                                                                                                                 indialogue=-1;
4131                                                                                                                 directing=0;
4132                                                                                                                 cameramode=0;
4133                                                                                                         }
4134                                                                                                 }
4135                                                                                         }
4136                                                                                 }
4137                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4138                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4139                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4140                                                                                                 endkeydown=0;
4141                                                                                         }
4142                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4143                                                                                                 indialogue=-1;
4144                                                                                                 directing=0;
4145                                                                                                 cameramode=0;
4146                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4147                                                                                                         hostile=1;
4148                                                                                                 }
4149                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4150                                                                                                         windialogue=1;
4151                                                                                                 }
4152                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4153                                                                                                         hostile=1;
4154                                                                                                         for(i=1;i<numplayers;i++){
4155                                                                                                                 player[i].aitype = attacktypecutoff;
4156                                                                                                         }
4157                                                                                                 }
4158                                                                                         }
4159                                                         }
4160                                                 }
4161
4162                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4163                                                 else oldbuttondialogue=1;
4164
4165                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4166
4167                                                 if(!player[0].jumpkeydown){
4168                                                         player[0].jumptogglekeydown=0;
4169                                                 }
4170                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4171
4172
4173                                                 dialoguetime+=multiplier;
4174                                                 skybox.cloudmove+=multiplier;
4175                                                 hawkrotation+=multiplier*25;
4176                                                 realhawkcoords=0;
4177                                                 realhawkcoords.x=25;
4178                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4179                                                 hawkcalldelay-=multiplier/2;
4180
4181                                                 if(hawkcalldelay<=0)
4182                                                 {
4183                                                         emit_sound_at(hawksound, realhawkcoords);
4184
4185                                                         hawkcalldelay=16+abs(Random()%8);
4186                                                 }
4187                                                 static float temptexdetail;
4188
4189
4190                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4191                                                         player[0].damagetolerance=200000;
4192                                                         player[0].damage=0;
4193                                                         player[0].burnt=0;
4194                                                         player[0].permanentdamage=0;
4195                                                         player[0].superpermanentdamage=0;
4196                                                 }
4197
4198                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4199                                                         environment++;
4200                                                         if(environment>2)environment=0;
4201                                                         Setenvironment(environment);
4202
4203                                                         envtogglekeydown=1;
4204                                                 }
4205
4206
4207                                                 if(!Input::isKeyDown(SDLK_j)){
4208                                                         envtogglekeydown=0;
4209                                                 }
4210
4211                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4212                                                         cameramode=1-cameramode;
4213                                                         cameratogglekeydown=1;
4214                                                 }
4215
4216                                                 if(!Input::isKeyDown(SDLK_c)){
4217                                                         cameratogglekeydown=0;
4218                                                 }
4219
4220                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4221                                                         if(player[0].num_weapons>0){
4222                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4223                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4224                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4225                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4226                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4227                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4228                                                                         weapons.length[player[0].weaponids[0]]=.8;
4229                                                                 }
4230                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4231                                                                         weapons.mass[player[0].weaponids[0]]=2;
4232                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4233                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4234                                                                 }
4235
4236                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4237                                                                         weapons.mass[player[0].weaponids[0]]=1;
4238                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4239                                                                         weapons.length[player[0].weaponids[0]]=.25;
4240                                                                 }
4241                                                         }
4242                                                         detailtogglekeydown=1;
4243                                                 }
4244
4245                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4246                                                         int closest=-1;
4247                                                         float closestdist=-1;
4248                                                         float distance;
4249                                                         if(numplayers>1)
4250                                                                 for(i=1;i<numplayers;i++){
4251                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4252                                                                         if(closestdist==-1||distance<closestdist){
4253                                                                                 closestdist=distance;
4254                                                                                 closest=i;
4255                                                                         }
4256                                                                 }
4257                                                                 if(closest!=-1){
4258                                                                         if(player[closest].num_weapons)
4259                                                                         {
4260                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4261                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4262                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4263                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4264                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4265                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4266                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4267                                                                                 }
4268                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4269                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4270                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4271                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4272                                                                                 }
4273                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4274                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4275                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4276                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4277                                                                                 }
4278                                                                         }
4279                                                                         if(!player[closest].num_weapons)
4280                                                                         {
4281                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4282                                                                                 weapons.owner[weapons.numweapons]=closest;
4283                                                                                 weapons.type[weapons.numweapons]=knife;
4284                                                                                 weapons.damage[weapons.numweapons]=0;
4285                                                                                 weapons.numweapons++;
4286                                                                                 player[closest].num_weapons=1;
4287                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4288                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4289                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4290                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4291                                                                                 }
4292                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4293                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4294                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4295                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4296                                                                                 }
4297                                                                         }
4298                                                                 }
4299                                                                 detailtogglekeydown=1;
4300                                                 }
4301
4302                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
4303                                                         int closest=-1;
4304                                                         float closestdist=-1;
4305                                                         float distance;
4306                                                         if(numplayers>1)
4307                                                                 for(i=1;i<numplayers;i++){
4308                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4309                                                                         if(closestdist==-1||distance<closestdist){
4310                                                                                 closestdist=distance;
4311                                                                                 closest=i;
4312                                                                         }
4313                                                                 }
4314
4315                                                                 player[closest].rotation+=multiplier*50;
4316                                                                 player[closest].targetrotation=player[closest].rotation;
4317                                                 }
4318
4319
4320                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4321                                                         int closest=-1;
4322                                                         float closestdist=-1;
4323                                                         float distance;
4324                                                         if(numplayers>1)
4325                                                                 for(i=1;i<numplayers;i++){
4326                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4327                                                                         if(closestdist==-1||distance<closestdist){
4328                                                                                 closestdist=distance;
4329                                                                                 closest=i;
4330                                                                         }
4331                                                                 }
4332                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4333
4334                                                                 if(closest!=-1){
4335                                                                         player[closest].whichskin++;
4336                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4337                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4338
4339                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4340                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4341                                                                 }
4342
4343                                                                 if(player[closest].numclothes){
4344                                                                         for(i=0;i<player[closest].numclothes;i++){
4345                                                                                 tintr=player[closest].clothestintr[i];
4346                                                                                 tintg=player[closest].clothestintg[i];
4347                                                                                 tintb=player[closest].clothestintb[i];
4348                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4349                                                                         }
4350                                                                         player[closest].DoMipmaps();
4351                                                                 }
4352
4353                                                                 detailtogglekeydown=1;
4354                                                 }
4355
4356                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4357                                                         int closest=-1;
4358                                                         float closestdist=-1;
4359                                                         float distance;
4360                                                         if(numplayers>1)
4361                                                                 for(i=1;i<numplayers;i++){
4362                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4363                                                                         if(closestdist==-1||distance<closestdist){
4364                                                                                 closestdist=distance;
4365                                                                                 closest=i;
4366                                                                         }
4367                                                                 }
4368                                                                 if(closest!=-1){
4369                                                                         if(player[closest].creature==wolftype){
4370                                                                                 headprop=player[closest].proportionhead.x/1.1;
4371                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4372                                                                                 armprop=player[closest].proportionarms.x/1.1;
4373                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4374                                                                         }
4375
4376                                                                         if(player[closest].creature==rabbittype){
4377                                                                                 headprop=player[closest].proportionhead.x/1.2;
4378                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4379                                                                                 armprop=player[closest].proportionarms.x/1.00;
4380                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4381                                                                         }
4382
4383
4384                                                                         if(player[closest].creature==rabbittype){
4385                                                                                 player[closest].skeleton.id=closest;
4386                                                                                 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
4387                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4388                                                                                 player[closest].whichskin=0;
4389                                                                                 player[closest].creature=wolftype;
4390
4391                                                                                 player[closest].proportionhead=1.1;
4392                                                                                 player[closest].proportionbody=1.1;
4393                                                                                 player[closest].proportionarms=1.1;
4394                                                                                 player[closest].proportionlegs=1.1;
4395                                                                                 player[closest].proportionlegs.y=1.1;
4396                                                                                 player[closest].scale=.23*5*player[0].scale;
4397
4398                                                                                 player[closest].damagetolerance=300;
4399                                                                         }
4400                                                                         else
4401                                                                         {
4402                                                                                 player[closest].skeleton.id=closest;
4403                                                                                 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
4404                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4405                                                                                 player[closest].whichskin=0;
4406                                                                                 player[closest].creature=rabbittype;
4407
4408                                                                                 player[closest].proportionhead=1.2;
4409                                                                                 player[closest].proportionbody=1.05;
4410                                                                                 player[closest].proportionarms=1.00;
4411                                                                                 player[closest].proportionlegs=1.1;
4412                                                                                 player[closest].proportionlegs.y=1.05;
4413                                                                                 player[closest].scale=.2*5*player[0].scale;
4414
4415                                                                                 player[closest].damagetolerance=200;
4416                                                                         }
4417
4418                                                                         if(player[closest].creature==wolftype){
4419                                                                                 player[closest].proportionhead=1.1*headprop;
4420                                                                                 player[closest].proportionbody=1.1*bodyprop;
4421                                                                                 player[closest].proportionarms=1.1*armprop;
4422                                                                                 player[closest].proportionlegs=1.1*legprop;
4423                                                                         }
4424
4425                                                                         if(player[closest].creature==rabbittype){
4426                                                                                 player[closest].proportionhead=1.2*headprop;
4427                                                                                 player[closest].proportionbody=1.05*bodyprop;
4428                                                                                 player[closest].proportionarms=1.00*armprop;
4429                                                                                 player[closest].proportionlegs=1.1*legprop;
4430                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4431                                                                         }
4432
4433                                                                 }
4434                                                                 detailtogglekeydown=1;
4435                                                 }
4436
4437                                                 if(!Input::isKeyDown(SDLK_x)){
4438                                                         detailtogglekeydown=0;
4439                                                 }
4440
4441                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4442                                                         slomo=1-slomo;
4443                                                         slomodelay=1000;
4444                                                         slomotogglekeydown=1;
4445                                                 }
4446
4447
4448                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4449                                                         int closest=-1;
4450                                                         float closestdist=-1;
4451                                                         float distance;
4452                                                         XYZ flatfacing2,flatvelocity2;
4453                                                         XYZ blah;
4454                                                         if(numplayers>1)
4455                                                                 for(i=1;i<numplayers;i++){
4456                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4457                                                                         if(distance<144&&!player[i].headless)
4458                                                                                 if(closestdist==-1||distance<closestdist){
4459                                                                                         closestdist=distance;
4460                                                                                         closest=i;
4461                                                                                         blah = player[i].coords;
4462                                                                                 }
4463                                                                 }
4464
4465                                                                 if(closest!=-1){
4466                                                                         XYZ headspurtdirection;
4467                                                                         int i = player[closest].skeleton.jointlabels[head];
4468                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4469                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4470                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4471                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4472                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4473                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4474                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4475                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4476                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4477                                                                                 Normalise(&headspurtdirection);
4478                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4479                                                                                 flatvelocity2+=headspurtdirection*8;
4480                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4481                                                                         }
4482                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4483
4484                                                                         emit_sound_at(splattersound, blah);
4485                                                                         emit_sound_at(breaksound2, blah, 100.);
4486
4487                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4488                                                                         player[closest].RagDoll(0);
4489                                                                         player[closest].dead=2;
4490                                                                         player[closest].headless=1;
4491                                                                         player[closest].DoBloodBig(3,165);
4492
4493                                                                         camerashake+=.3;
4494                                                                 }
4495
4496                                                                 explodetogglekeydown=1;
4497                                                 }
4498
4499                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4500                                                         int closest=-1;
4501                                                         float closestdist=-1;
4502                                                         float distance;
4503                                                         XYZ flatfacing2,flatvelocity2;
4504                                                         XYZ blah;
4505                                                         if(numplayers>1)
4506                                                                 for(i=1;i<numplayers;i++){
4507                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4508                                                                         if(distance<144)
4509                                                                                 if(closestdist==-1||distance<closestdist){
4510                                                                                         closestdist=distance;
4511                                                                                         closest=i;
4512                                                                                         blah=player[i].coords;
4513                                                                                 }
4514                                                                 }
4515
4516                                                                 if(closest!=-1){
4517                                                                         emit_sound_at(splattersound, blah);
4518
4519                                                                         emit_sound_at(breaksound2, blah);
4520
4521                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4522                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4523                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4524                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4525                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4526                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4527                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4528                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4529                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4530                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4531                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4532                                                                         }
4533
4534                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4535                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4536                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4537                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4538                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4539                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4540                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4541                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4542                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4543                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4544                                                                         }
4545
4546                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4547                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4548                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4549                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4550                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4551                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4552                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4553                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4554                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4555                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4556                                                                         }
4557
4558                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4559                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4560                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4561                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4562                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4563                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4564                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4565                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4566                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4567                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4568                                                                         }
4569
4570                                                                         XYZ temppos;
4571                                                                         for(j=0;j<numplayers; j++){
4572                                                                                 if(j!=closest){
4573                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4574                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4575                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4576                                                                                                 player[j].skeleton.longdead=0;
4577                                                                                                 player[j].RagDoll(0);
4578                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4579                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4580                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4581                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4582                                                                                                                 Normalise(&flatvelocity2);
4583                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4584                                                                                                         }
4585                                                                                                 }
4586                                                                                         }
4587                                                                                 }
4588                                                                         }
4589
4590                                                                         player[closest].DoDamage(10000);
4591                                                                         player[closest].RagDoll(0);
4592                                                                         player[closest].dead=2;
4593                                                                         player[closest].coords=20;
4594                                                                         player[closest].skeleton.free=2;
4595
4596                                                                         camerashake+=.6;
4597
4598                                                                 }
4599
4600                                                                 explodetogglekeydown=1;
4601                                                 }
4602
4603                                                 if(!Input::isKeyDown(SDLK_i)){
4604                                                         explodetogglekeydown=0;
4605                                                 }
4606
4607                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4608                                                         slomotogglekeydown=0;
4609                                                 }
4610
4611
4612                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4613                                                         player[0].onfire=1-player[0].onfire;
4614                                                         if(player[0].onfire){
4615                                                                 player[0].CatchFire();
4616                                                         }
4617                                                         if(!player[0].onfire){
4618                                                                 emit_sound_at(fireendsound, player[0].coords);
4619                                                                 pause_sound(stream_firesound);
4620                                                         }
4621                                                         slomotogglekeydown=1;
4622                                                 }
4623
4624                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4625                                                         int closest=-1;
4626                                                         float closestdist=-1;
4627                                                         float distance;
4628                                                         if(numplayers>1)
4629                                                                 for(i=1;i<numplayers;i++){
4630                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4631                                                                         if(closestdist==-1||distance<closestdist){
4632                                                                                 closestdist=distance;
4633                                                                                 closest=i;
4634                                                                         }
4635                                                                 }
4636                                                                 if(closestdist>0&&closest>=0){
4637                                                                         //player[closest]=player[numplayers-1];
4638                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4639                                                                         numplayers--;
4640                                                                 }
4641                                                                 drawmodetogglekeydown=1;
4642                                                 }
4643
4644                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4645                                                         int closest=-1;
4646                                                         float closestdist=-1;
4647                                                         float distance;
4648                                                         if(max_objects>1)
4649                                                                 for(i=1;i<max_objects;i++){
4650                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4651                                                                         if(closestdist==-1||distance<closestdist){
4652                                                                                 closestdist=distance;
4653                                                                                 closest=i;
4654                                                                         }
4655                                                                 }
4656                                                                 if(closestdist>0&&closest>=0){
4657                                                                         objects.position[closest].y-=500;
4658                                                                 }
4659                                                                 drawmodetogglekeydown=1;
4660                                                 }
4661
4662                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4663                                                         //drawmode++;
4664                                                         //if(drawmode>2)drawmode=0;
4665                                                         if(objects.numobjects<max_objects-1){
4666                                                                 XYZ boxcoords;
4667                                                                 boxcoords.x=player[0].coords.x;
4668                                                                 boxcoords.z=player[0].coords.z;
4669                                                                 boxcoords.y=player[0].coords.y-3;
4670                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4671                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4672                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4673                                                                 float temprotat,temprotat2;
4674                                                                 temprotat=editorrotation;
4675                                                                 temprotat2=editorrotation2;
4676                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4677                                                                 if(temprotat2<0)temprotat2=Random()%360;
4678
4679                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4680                                                                 if(editortype==treetrunktype)
4681                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4682                                                         }
4683
4684                                                         drawmodetogglekeydown=1;
4685                                                 }
4686
4687                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4688                                                         if(numplayers<maxplayers-1){
4689                                                                 player[numplayers].scale=.2*5*player[0].scale;
4690                                                                 player[numplayers].creature=rabbittype;
4691                                                                 player[numplayers].howactive=editoractive;
4692                                                                 player[numplayers].skeleton.id=numplayers;
4693                                                                 player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
4694
4695                                                                 //texsize=512*512*3/texdetail/texdetail;
4696                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
4697                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
4698
4699                                                                 k=abs(Random()%2)+1;
4700                                                                 if(k==0){
4701                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4702                                                                         player[numplayers].whichskin=0;
4703                                                                 }
4704                                                                 else if(k==1){
4705                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4706                                                                         player[numplayers].whichskin=1;
4707                                                                 }
4708                                                                 else {
4709                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4710                                                                         player[numplayers].whichskin=2;
4711                                                                 }
4712
4713                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
4714                                                                 player[numplayers].power=1;
4715                                                                 player[numplayers].speedmult=1;
4716                                                                 player[numplayers].currentanimation=bounceidleanim;
4717                                                                 player[numplayers].targetanimation=bounceidleanim;
4718                                                                 player[numplayers].currentframe=0;
4719                                                                 player[numplayers].targetframe=1;
4720                                                                 player[numplayers].target=0;
4721                                                                 player[numplayers].bled=0;
4722                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
4723
4724                                                                 player[numplayers].targetrotation=player[0].targetrotation;
4725                                                                 player[numplayers].rotation=player[0].rotation;
4726
4727                                                                 player[numplayers].velocity=0;
4728                                                                 player[numplayers].coords=player[0].coords;
4729                                                                 player[numplayers].oldcoords=player[numplayers].coords;
4730                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
4731
4732                                                                 player[numplayers].id=numplayers;
4733                                                                 player[numplayers].skeleton.id=numplayers;
4734                                                                 player[numplayers].updatedelay=0;
4735                                                                 player[numplayers].normalsupdatedelay=0;
4736
4737                                                                 player[numplayers].aitype=passivetype;
4738                                                                 player[numplayers].aitarget=0;
4739
4740                                                                 if(player[0].creature==wolftype){
4741                                                                         headprop=player[0].proportionhead.x/1.1;
4742                                                                         bodyprop=player[0].proportionbody.x/1.1;
4743                                                                         armprop=player[0].proportionarms.x/1.1;
4744                                                                         legprop=player[0].proportionlegs.x/1.1;
4745                                                                 }
4746
4747                                                                 if(player[0].creature==rabbittype){
4748                                                                         headprop=player[0].proportionhead.x/1.2;
4749                                                                         bodyprop=player[0].proportionbody.x/1.05;
4750                                                                         armprop=player[0].proportionarms.x/1.00;
4751                                                                         legprop=player[0].proportionlegs.x/1.1;
4752                                                                 }
4753
4754                                                                 if(player[numplayers].creature==wolftype){
4755                                                                         player[numplayers].proportionhead=1.1*headprop;
4756                                                                         player[numplayers].proportionbody=1.1*bodyprop;
4757                                                                         player[numplayers].proportionarms=1.1*armprop;
4758                                                                         player[numplayers].proportionlegs=1.1*legprop;
4759                                                                 }
4760
4761                                                                 if(player[numplayers].creature==rabbittype){
4762                                                                         player[numplayers].proportionhead=1.2*headprop;
4763                                                                         player[numplayers].proportionbody=1.05*bodyprop;
4764                                                                         player[numplayers].proportionarms=1.00*armprop;
4765                                                                         player[numplayers].proportionlegs=1.1*legprop;
4766                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
4767                                                                 }
4768
4769                                                                 player[numplayers].headless=0;
4770                                                                 player[numplayers].onfire=0;
4771
4772                                                                 if(cellophane){
4773                                                                         player[numplayers].proportionhead.z=0;
4774                                                                         player[numplayers].proportionbody.z=0;
4775                                                                         player[numplayers].proportionarms.z=0;
4776                                                                         player[numplayers].proportionlegs.z=0;
4777                                                                 }
4778
4779                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
4780
4781                                                                 player[numplayers].damagetolerance=200;
4782
4783                                                                 player[numplayers].protectionhead=player[0].protectionhead;
4784                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
4785                                                                 player[numplayers].protectionlow=player[0].protectionlow;
4786                                                                 player[numplayers].armorhead=player[0].armorhead;
4787                                                                 player[numplayers].armorhigh=player[0].armorhigh;
4788                                                                 player[numplayers].armorlow=player[0].armorlow;
4789                                                                 player[numplayers].metalhead=player[0].metalhead;
4790                                                                 player[numplayers].metalhigh=player[0].metalhigh;
4791                                                                 player[numplayers].metallow=player[0].metallow;
4792
4793                                                                 player[numplayers].immobile=player[0].immobile;
4794
4795                                                                 player[numplayers].numclothes=player[0].numclothes;
4796                                                                 if(player[numplayers].numclothes)
4797                                                                         for(i=0;i<player[numplayers].numclothes;i++){
4798                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
4799                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
4800                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
4801                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
4802                                                                                 tintr=player[numplayers].clothestintr[i];
4803                                                                                 tintg=player[numplayers].clothestintg[i];
4804                                                                                 tintb=player[numplayers].clothestintb[i];
4805                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4806                                                                         }
4807                                                                         if(player[numplayers].numclothes){
4808                                                                                 player[numplayers].DoMipmaps();
4809                                                                         }
4810
4811                                                                         player[numplayers].power=player[0].power;
4812                                                                         player[numplayers].speedmult=player[0].speedmult;
4813
4814                                                                         player[numplayers].damage=0;
4815                                                                         player[numplayers].permanentdamage=0;
4816                                                                         player[numplayers].superpermanentdamage=0;
4817                                                                         player[numplayers].deathbleeding=0;
4818                                                                         player[numplayers].bleeding=0;
4819                                                                         player[numplayers].numwaypoints=0;
4820                                                                         player[numplayers].waypoint=0;
4821                                                                         player[numplayers].jumppath=0;
4822                                                                         player[numplayers].weaponstuck=-1;
4823                                                                         player[numplayers].weaponactive=-1;
4824                                                                         player[numplayers].num_weapons=0;
4825                                                                         player[numplayers].bloodloss=0;
4826                                                                         player[numplayers].dead=0;
4827
4828                                                                         player[numplayers].loaded=1;
4829
4830                                                                         numplayers++;
4831                                                         }
4832                                                         drawmodetogglekeydown=1;
4833                                                 }
4834
4835                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
4836                                                         if(player[numplayers-1].numwaypoints<90){
4837                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
4838                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
4839                                                                 player[numplayers-1].numwaypoints++;
4840                                                         }
4841                                                         drawmodetogglekeydown=1;
4842                                                 }
4843
4844                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4845                                                         if(numpathpoints<30){
4846                                                                 bool connected,alreadyconnected;
4847                                                                 connected=0;
4848                                                                 if(numpathpoints>1)
4849                                                                         for(i=0;i<numpathpoints;i++){
4850                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
4851                                                                                         alreadyconnected=0;
4852                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
4853                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
4854                                                                                         }
4855                                                                                         if(!alreadyconnected){
4856                                                                                                 numpathpointconnect[pathpointselected]++;
4857                                                                                                 connected=1;
4858                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
4859                                                                                         }
4860                                                                                 }
4861                                                                         }
4862                                                                         if(!connected){
4863                                                                                 numpathpoints++;
4864                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
4865                                                                                 numpathpointconnect[numpathpoints-1]=0;
4866                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
4867                                                                                         numpathpointconnect[pathpointselected]++;
4868                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
4869                                                                                 }
4870                                                                                 pathpointselected=numpathpoints-1;
4871                                                                         }
4872                                                         }
4873                                                         drawmodetogglekeydown=1;
4874                                                 }
4875
4876                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
4877                                                         pathpointselected++;
4878                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
4879                                                         drawmodetogglekeydown=1;
4880                                                 }
4881                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4882                                                         pathpointselected--;
4883                                                         if(pathpointselected<=-2)
4884                                                                 pathpointselected=numpathpoints-1;
4885                                                         drawmodetogglekeydown=1;
4886                                                 }
4887                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4888                                                         if(pathpointselected!=-1){
4889                                                                 numpathpoints--;
4890                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
4891                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
4892                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
4893                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
4894                                                                 }
4895                                                                 for(i=0;i<numpathpoints;i++){
4896                                                                         for(j=0;j<numpathpointconnect[i];j++){
4897                                                                                 if(pathpointconnect[i][j]==pathpointselected){
4898                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
4899                                                                                         numpathpointconnect[i]--;
4900                                                                                 }
4901                                                                                 if(pathpointconnect[i][j]==numpathpoints){
4902                                                                                         pathpointconnect[i][j]=pathpointselected;
4903                                                                                 }
4904                                                                         }
4905                                                                 }
4906                                                                 pathpointselected=numpathpoints-1;
4907                                                         }
4908                                                         drawmodetogglekeydown=1;
4909                                                 }
4910
4911                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4912                                                         editorenabled=1-editorenabled;
4913                                                         if(editorenabled){
4914                                                                 player[0].damagetolerance=100000;
4915                                                         } else {
4916                                                                 player[0].damagetolerance=200;
4917                                                         }
4918                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
4919                                                         player[0].permanentdamage=0;
4920                                                         player[0].superpermanentdamage=0;
4921                                                         player[0].bloodloss=0;
4922                                                         player[0].deathbleeding=0;
4923                                                         drawmodetogglekeydown=1;
4924                                                 }
4925
4926                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4927                                                         editortype--;
4928                                                         if(editortype==treeleavestype||editortype==10)editortype--;
4929                                                         if(editortype<0)editortype=firetype;
4930                                                         drawmodetogglekeydown=1;
4931                                                 }
4932
4933                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4934                                                         editortype++;
4935                                                         if(editortype==treeleavestype||editortype==10)editortype++;
4936                                                         if(editortype>firetype)editortype=0;
4937                                                         drawmodetogglekeydown=1;
4938                                                 }
4939
4940                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4941                                                         editorrotation-=multiplier*100;
4942                                                         if(editorrotation<-.01)editorrotation=-.01;
4943                                                         drawmodetogglekeydown=1;
4944                                                 }
4945
4946                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4947                                                         editorrotation+=multiplier*100;
4948                                                         drawmodetogglekeydown=1;
4949                                                 }
4950
4951                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4952                                                         editorsize+=multiplier;
4953                                                         drawmodetogglekeydown=1;
4954                                                 }
4955
4956                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4957                                                         editorsize-=multiplier;
4958                                                         if(editorsize<.1)editorsize=.1;
4959                                                         drawmodetogglekeydown=1;
4960                                                 }
4961
4962
4963                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4964                                                         mapradius-=multiplier*10;
4965                                                 }
4966
4967                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4968                                                         mapradius+=multiplier*10;
4969                                                 }
4970                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4971                                                         editorrotation2+=multiplier*100;
4972                                                 }
4973
4974                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4975                                                         editorrotation2-=multiplier*100;
4976                                                         if(editorrotation2<-.01)editorrotation2=-.01;
4977                                                 }
4978                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
4979                                                         int closest=-1;
4980                                                         float closestdist=-1;
4981                                                         float distance;
4982                                                         for(i=0;i<objects.numobjects;i++){
4983                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
4984                                                                 if(closestdist==-1||distance<closestdist){
4985                                                                         closestdist=distance;
4986                                                                         closest=i;
4987                                                                 }
4988                                                         }
4989                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
4990                                                         drawmodetogglekeydown=1;
4991                                                 }
4992
4993
4994                                                 if(!Input::isKeyDown(SDLK_m)&&!Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_PERIOD)&&!Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_DELETE)&&!Input::isKeyDown(SDLK_p)){
4995                                                         drawmodetogglekeydown=0;
4996                                                 }
4997
4998                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
4999                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
5000                                                         player[0].RagDoll(0);
5001                                                         //player[0].spurt=1;
5002                                                         //player[0].DoDamage(1000);
5003
5004                                                         emit_sound_at(whooshsound, player[0].coords, 128.);
5005
5006                                                         texturesizetogglekeydown=1;
5007                                                 }
5008
5009                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5010
5011                                                         int closest=-1;
5012                                                         float closestdist=-1;
5013                                                         float distance;
5014                                                         for(i=0;i<objects.numobjects;i++){
5015                                                                 if(objects.type[i]==treeleavestype){
5016                                                                         objects.scale[i]*=.9;
5017                                                                 }
5018                                                         }
5019                                                         texturesizetogglekeydown=1;
5020                                                 }
5021
5022                                                 static XYZ relative;
5023                                                 static int randattack;
5024                                                 //Attack
5025                                                 static bool playerrealattackkeydown=0;
5026
5027                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5028                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5029                                                 if(oldattackkey)player[0].attackkeydown=0;
5030                                                 if(oldattackkey)playerrealattackkeydown=0;
5031                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5032                                                 if((player[0].parriedrecently<=0||player[0].weaponactive==-1)&&(!oldattackkey||(realthreat&&player[0].lastattack!=swordslashanim&&player[0].lastattack!=knifeslashstartanim&&player[0].lastattack!=staffhitanim&&player[0].lastattack!=staffspinhitanim)))player[0].attackkeydown=Input::isKeyDown(attackkey);
5033                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5034                                                         for(k=0;k<numplayers;k++){
5035                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5036                                                                         player[k].Reverse();
5037                                                         }
5038                                                 }
5039
5040                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5041
5042                                                 for(k=0;k<numplayers;k++){
5043                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5044                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5045                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5046                                                                 if(player[k].attackkeydown&&player[k].jumppower<=1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
5047                                                                         player[k].jumppower-=2;
5048                                                                 }
5049                                                                 if(player[k].attackkeydown&&player[k].jumppower>1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
5050                                                                         for(i=0;i<numplayers;i++){
5051                                                                                 if(i==k)i++;
5052                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5053                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5054                                                                                                 player[k].targetanimation=dodgebackanim;
5055                                                                                                 player[k].target=0;
5056                                                                                                 player[k].targetframe=0;
5057                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5058                                                                                                 Normalise(&rotatetarget);
5059                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5060                                                                                                 player[k].targetrotation*=360/6.28;
5061                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5062
5063                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5064                                                                                         }
5065                                                                         }
5066                                                                         if(player[k].targetanimation!=dodgebackanim){
5067                                                                                 if(k==0)numflipped++;
5068                                                                                 player[k].targetanimation=backhandspringanim;
5069                                                                                 player[k].target=0;
5070                                                                                 player[k].targetframe=0;
5071                                                                                 player[k].targetrotation=-rotation+180;
5072                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5073                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5074                                                                                 player[k].rotation=player[k].targetrotation;
5075                                                                                 player[k].jumppower-=2;
5076                                                                         }
5077                                                                 }
5078                                                                 if(player[k].attackkeydown&&!animation[player[k].targetanimation].attack&&!player[k].backkeydown&&(player[k].isIdle()||player[k].isRun()||player[k].targetanimation==walkanim||player[k].targetanimation==sneakanim||player[k].isCrouch())){
5079                                                                         player[k].hasvictim=0;
5080                                                                         if(numplayers>1)
5081                                                                                 for(i=0;i<numplayers;i++){
5082                                                                                         if(i==k)i++;
5083                                                                                         if(!player[k].hasvictim)
5084                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5085                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5&&!player[i].skeleton.free&&player[i].howactive<typedead1&&player[i].targetanimation!=jumpreversedanim&&player[i].targetanimation!=rabbitkickreversedanim&&player[i].targetanimation!=rabbitkickanim&&player[k].targetanimation!=rabbitkickanim&&player[i].targetanimation!=getupfrombackanim&&(player[i].targetanimation!=staggerbackhighanim&&(player[i].targetanimation!=staggerbackhardanim||animation[staggerbackhardanim].label[player[i].targetframe]==6))&&player[i].targetanimation!=jumpdownanim&&player[i].targetanimation!=jumpupanim&&player[i].targetanimation!=getupfromfrontanim){
5086                                                                                                                 player[k].victim=&player[i];
5087                                                                                                                 player[k].hasvictim=1;
5088                                                                                                                 if(player[k].aitype==playercontrolled){
5089                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].crouchkeydown&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5090                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1&&!reversaltrain)player[k].targetanimation=winduppunchanim;
5091                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5092                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[i].bloodloss>player[i].damagetolerance/2)player[k].targetanimation=knifefollowanim;
5093                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
5094                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
5095                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
5096                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0)player[k].targetanimation=staffspinhitanim;
5097                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5098                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
5099                                                                                                                 }
5100                                                                                                                 else {
5101                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5102                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5103                                                                                                                                 else randattack=abs(Random()%5);
5104                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5105                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5106                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5107                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5108                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5109                                                                                                                                 }
5110                                                                                                                                 if(player[k].weaponactive!=-1){
5111                                                                                                                                         if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5112                                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)/*&&animation[player[i].targetanimation].height!=lowheight*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
5113                                                                                                                                         //else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)player[k].targetanimation=knifefollowanim;
5114                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
5115                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
5116                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack>=3)player[k].targetanimation=staffspinhitanim;
5117                                                                                                                                         else if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==1&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5118                                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
5119                                                                                                                                 }
5120                                                                                                                         }
5121                                                                                                                 }
5122                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5123                                                                                                         }
5124                                                                                                         if((tutoriallevel!=1||tutorialstage==22)&&player[i].howactive<typedead1&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&!player[i].skeleton.free&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&(((player[i].stunned>0&&player[k].madskills)||(player[i].surprised>0)||player[i].aitype==passivetype)||(player[k].weaponactive!=-1&&player[i].stunned>0))&&normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0&&(k==0)){
5125                                                                                                                 if(player[k].weaponactive==-1){
5126                                                                                                                         player[i].targetanimation=sneakattackedanim;
5127                                                                                                                         player[i].currentanimation=sneakattackedanim;
5128                                                                                                                         player[k].currentanimation=sneakattackanim;
5129                                                                                                                         player[k].targetanimation=sneakattackanim;
5130                                                                                                                         player[k].oldcoords=player[k].coords;
5131                                                                                                                         player[k].coords=player[i].coords;
5132                                                                                                                 }
5133                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5134                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5135                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5136                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5137                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5138                                                                                                                         player[i].oldcoords=player[i].coords;
5139                                                                                                                         player[i].coords=player[k].coords;
5140                                                                                                                 }
5141                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5142                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5143                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5144                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5145                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5146                                                                                                                         player[i].oldcoords=player[i].coords;
5147                                                                                                                         player[i].coords=player[k].coords;
5148                                                                                                                 }
5149                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5150                                                                                                                         player[k].victim=&player[i];
5151                                                                                                                         player[k].hasvictim=1;
5152                                                                                                                         player[i].targettilt2=0;
5153                                                                                                                         player[i].targetframe=1;
5154                                                                                                                         player[i].currentframe=0;
5155                                                                                                                         player[i].target=0;
5156                                                                                                                         player[i].velocity=0;
5157                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5158                                                                                                                         player[k].currentframe=player[i].currentframe;
5159                                                                                                                         player[k].targetframe=player[i].targetframe;
5160                                                                                                                         player[k].target=player[i].target;
5161                                                                                                                         player[k].velocity=0;
5162                                                                                                                         player[k].targetrotation=player[i].rotation;
5163                                                                                                                         player[k].rotation=player[i].rotation;
5164                                                                                                                         player[i].targetrotation=player[i].rotation;
5165                                                                                                                 }
5166                                                                                                         }
5167                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5168                                                                                                                 oldattackkey=1;
5169                                                                                                                 player[k].targetframe=0;
5170                                                                                                                 player[k].target=0;
5171                                                                                                                 //player[k].velocity=0;
5172
5173                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5174                                                                                                                 Normalise(&rotatetarget);
5175                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5176                                                                                                                 player[k].targetrotation*=360/6.28;
5177                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5178
5179                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5180
5181                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5182                                                                                                                 player[k].lastattack2=player[k].lastattack;
5183                                                                                                                 player[k].lastattack=player[k].targetanimation;
5184                                                                                                                 //player[k].targettilt2=0;
5185                                                                                                                 //slomo=1;
5186                                                                                                                 //slomodelay=.2;
5187                                                                                                         }
5188                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5189                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5190                                                                                                                 Normalise(&rotatetarget);
5191                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5192                                                                                                                 player[k].targetrotation*=360/6.28;
5193                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5194                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5195                                                                                                                 oldattackkey=1;
5196                                                                                                                 player[k].victim=&player[i];
5197                                                                                                                 player[k].hasvictim=1;
5198                                                                                                                 player[i].targetanimation=knifefollowedanim;
5199                                                                                                                 player[i].currentanimation=knifefollowedanim;
5200                                                                                                                 player[i].targettilt2=0;
5201                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5202                                                                                                                 player[i].targetframe=1;
5203                                                                                                                 player[i].currentframe=0;
5204                                                                                                                 player[i].target=0;
5205                                                                                                                 player[i].velocity=0;
5206                                                                                                                 player[k].currentanimation=knifefollowanim;
5207                                                                                                                 player[k].targetanimation=knifefollowanim;
5208                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5209                                                                                                                 player[k].currentframe=player[i].currentframe;
5210                                                                                                                 player[k].targetframe=player[i].targetframe;
5211                                                                                                                 player[k].target=player[i].target;
5212                                                                                                                 player[k].velocity=0;
5213                                                                                                                 player[k].oldcoords=player[k].coords;
5214                                                                                                                 player[i].coords=player[k].coords;
5215                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5216                                                                                                                 player[i].rotation=player[k].targetrotation;
5217                                                                                                                 player[k].rotation=player[k].targetrotation;
5218                                                                                                                 player[i].rotation=player[k].targetrotation;
5219                                                                                                         }
5220                                                                                                 }
5221                                                                                 }
5222                                                                                 bool hasstaff=0;
5223                                                                                 if(player[k].weaponactive!=-1){
5224                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5225                                                                                 }
5226                                                                                 if(numplayers>1)
5227                                                                                         for(i=0;i<numplayers;i++){
5228                                                                                                 if(i==k)i++;
5229                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5230                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5231                                                                                                                 if(player[i].skeleton.free)
5232                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)&&(player[i].dead||player[i].skeleton.longdead>1000||player[k].isRun()||(hasstaff)||(player[k].weaponactive!=-1&&player[i].skeleton.free&&(player[i].skeleton.longdead>2000||player[i].damage>player[i].damagetolerance/8||player[i].bloodloss>player[i].damagetolerance/2)&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)))){
5233                                                                                                                                 player[k].victim=&player[i];
5234                                                                                                                                 player[k].hasvictim=1;
5235                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5236                                                                                                                                         if(player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5))player[k].targetanimation=crouchstabanim;
5237                                                                                                                                         if(player[k].crouchkeydown&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)player[k].targetanimation=swordgroundstabanim;
5238                                                                                                                                         if(/*(player[k].crouchkeydown||!player[i].dead)&&*/findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)player[k].targetanimation=staffgroundsmashanim;
5239                                                                                                                                 }
5240                                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].crouchkeydown&&player[k].targetanimation!=crouchstabanim&&(player[k].weaponactive==-1)&&player[i].dead&&player[i].skeleton.free&&player[i].skeleton.longdead>1000){
5241                                                                                                                                         player[k].targetanimation=killanim;
5242                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5243                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5244                                                                                                                                                         terrain.DeleteDecal(j);
5245                                                                                                                                                 }
5246                                                                                                                                         }
5247                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5248                                                                                                                                                 if(objects.model[l].type==decalstype)
5249                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5250                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5251                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5252                                                                                                                                                                 }
5253                                                                                                                                                         }
5254                                                                                                                                         }
5255                                                                                                                                 }
5256                                                                                                                                 if(!player[i].dead||musictype!=2)
5257                                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<3.5&&(player[k].isRun()||(player[k].isIdle()&&player[k].attackkeydown))&&(player[k].staggerdelay<=0&&(player[i].dead||(player[i].skeleton.longdead<300&&player[k].lastattack!=spinkickanim&&player[i].skeleton.free)))&&(!player[i].dead||musictype!=stream_music2)){
5258                                                                                                                                                 player[k].targetanimation=dropkickanim;
5259                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5260                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5261                                                                                                                                                                 terrain.DeleteDecal(j);
5262                                                                                                                                                         }
5263                                                                                                                                                 }
5264                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5265                                                                                                                                                         if(objects.model[l].type==decalstype)
5266                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5267                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5268                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5269                                                                                                                                                                         }
5270                                                                                                                                                                 }
5271                                                                                                                                                 }
5272                                                                                                                                         }
5273                                                                                                                         }
5274                                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free||player[k].targetanimation==killanim||player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim||player[k].targetanimation==dropkickanim)){
5275                                                                                                                                 oldattackkey=1;
5276                                                                                                                                 player[k].targetframe=0;
5277                                                                                                                                 player[k].target=0;
5278                                                                                                                                 //player[k].velocity=0;
5279
5280                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5281                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5282                                                                                                                                         rotatetarget=(player[i].coords+(player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position+player[i].skeleton.joints[player[i].skeleton.jointlabels[neck]].position)/2*player[i].scale)-player[k].coords;
5283                                                                                                                                 }
5284                                                                                                                                 Normalise(&rotatetarget);
5285                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5286                                                                                                                                 player[k].targetrotation*=360/6.28;
5287                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5288
5289                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5290                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5291                                                                                                                                 }
5292
5293                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5294                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5295
5296                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5297                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5298                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5299
5300                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5301                                                                                                                                         player[k].targetrotation+=30;
5302                                                                                                                                 }
5303                                                                                                                                 //player[k].targettilt2=0;
5304                                                                                                                                 //slomo=1;
5305                                                                                                                                 //slomodelay=.2;
5306                                                                                                                         }
5307                                                                                                 }
5308                                                                                         }
5309                                                                                         if(!player[k].hasvictim){
5310                                                                                                 for(i=0;i<numplayers;i++){
5311                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5312                                                                                                                 player[k].victim=&player[i];
5313                                                                                                                 player[k].hasvictim=1;
5314                                                                                                         }
5315                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5316                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5317                                                                                                                         player[k].victim=&player[i];
5318                                                                                                                 }
5319                                                                                                 }
5320                                                                                         }
5321                                                                                         if(player[k].aitype==playercontrolled)
5322                                                                                                 if(player[k].attackkeydown&&(player[k].isRun())&&player[k].wasRun()&&((player[k].hasvictim&&findDistancefast(&player[k].coords,&player[k].victim->coords)<12*(player[k].scale*5)*(player[k].scale*5)&&findDistancefast(&player[k].coords,&player[k].victim->coords)>7*(player[k].scale*5)*(player[k].scale*5)&&!player[k].victim->skeleton.free&&player[k].victim->targetanimation!=getupfrombackanim&&player[k].victim->targetanimation!=getupfromfrontanim&&animation[player[k].victim->targetanimation].height!=lowheight&&player[k].aitype!=playercontrolled&&normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&player[k].rabbitkickenabled)||player[k].jumpkeydown)){
5323                                                                                                         oldattackkey=1;
5324                                                                                                         player[k].targetanimation=rabbitkickanim;
5325                                                                                                         player[k].targetframe=0;
5326                                                                                                         player[k].target=0;
5327                                                                                                 }
5328                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5329                                                                                                         numattacks++;
5330                                                                                                         bool armedstaff=0;
5331                                                                                                         if(player[k].weaponactive!=-1){
5332                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5333                                                                                                         }
5334                                                                                                         bool armedsword=0;
5335                                                                                                         if(player[k].weaponactive!=-1){
5336                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5337                                                                                                         }
5338                                                                                                         bool armedknife=0;
5339                                                                                                         if(player[k].weaponactive!=-1){
5340                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5341                                                                                                         }
5342                                                                                                         if(armedstaff)numstaffattack++;
5343                                                                                                         else if(armedsword)numswordattack++;
5344                                                                                                         else if(armedknife)numknifeattack++;
5345                                                                                                         else numunarmedattack++;
5346                                                                                                 }
5347                                                                 }
5348                                                         }
5349                                                 }
5350
5351                                                 //Collisions
5352                                                 static float collisionradius;
5353                                                 if(numplayers>1)
5354                                                         for(k=0;k<numplayers;k++){
5355                                                                 for(i=k;i<numplayers;i++){
5356                                                                         if(i==k)i++;
5357                                                                         if(i<numplayers)
5358                                                                                 if((animation[player[i].targetanimation].attack!=reversed&&animation[player[i].targetanimation].attack!=reversal&&animation[player[k].targetanimation].attack!=reversed&&animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
5359                                                                                         if((animation[player[i].currentanimation].attack!=reversed&&animation[player[i].currentanimation].attack!=reversal&&animation[player[k].currentanimation].attack!=reversed&&animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
5360                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5361                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5362                                                                                                                 if(i!=k&&player[i].whichpatchx==player[k].whichpatchx&&player[i].whichpatchz==player[k].whichpatchz&&player[k].skeleton.oldfree==player[k].skeleton.free&&player[i].skeleton.oldfree==player[i].skeleton.free&&player[i].targetanimation!=climbanim&&player[i].targetanimation!=hanganim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim)
5363                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5364                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5365                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5366                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5367                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5368                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5369                                                                                                                                                                         if(findDistancefast(&player[i].coords,&player[k].coords)<3*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5370                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5371                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5372                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5373                                                                                                                                                                                 }
5374                                                                                                                                                                         }
5375
5376                                                                                                                                                                         tempcoords1=player[i].coords;
5377                                                                                                                                                                         tempcoords2=player[k].coords;
5378                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5379                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5380                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5381                                                                                                                                                                         if(player[0].hasvictim)
5382                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5383                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5384                                                                                                                                                                                 if(k==0)
5385                                                                                                                                                                                         if(player[k].targetanimation==jumpdownanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[i].skeleton.oldfree&&player[i].skeleton.free&&player[i].dead&&player[k].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5386                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5387                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5388                                                                                                                                                                                                 player[i].skeleton.free=0;
5389                                                                                                                                                                                                 player[i].rotation=0;
5390                                                                                                                                                                                                 player[i].RagDoll(0);
5391                                                                                                                                                                                                 player[i].DoDamage(20);
5392                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5393                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5394                                                                                                                                                                                                 player[k].lastcollide=1;
5395                                                                                                                                                                                         }
5396                                                                                                                                                                                         if(i==0)
5397                                                                                                                                                                                                 if(player[i].targetanimation==jumpdownanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[k].skeleton.oldfree&&player[k].skeleton.free&&player[k].dead&&player[i].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5398                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5399                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5400                                                                                                                                                                                                         player[k].skeleton.free=0;
5401                                                                                                                                                                                                         player[k].rotation=0;
5402                                                                                                                                                                                                         player[k].RagDoll(0);
5403                                                                                                                                                                                                         player[k].DoDamage(20);
5404                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5405                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5406                                                                                                                                                                                                         player[i].lastcollide=1;
5407                                                                                                                                                                                                 }
5408
5409                                                                                                                                                                                                 if((player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||(player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
5410                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5411                                                                                                                                                                                                         if(((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim)||player[i].skeleton.free)&&((player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim)||player[k].skeleton.free))
5412                                                                                                                                                                                                                 if(((((findLengthfast(&rotatetarget)>150&&(i!=0&&k!=0))||(findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll/*currentanimation==rabbitkickanim*/&&(i==0||k==0)))&&normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&((i==0||k==0)||((player[i].skeleton.oldfree==1&&k!=0&&animation[player[k].currentanimation].attack==neutral)||(player[k].skeleton.oldfree==1&&i!=0&&animation[player[i].currentanimation].attack==neutral)||(player[i].isFlip()&&!player[i].skeleton.oldfree&&(i==0||k==0))||(player[k].isFlip()&&!player[k].skeleton.oldfree&&(i==0||k==0))||(i==0||k==0))))||((player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&(i==0||k==0)&&(!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree))){
5413                                                                                                                                                                                                                         //If hit by body
5414                                                                                                                                                                                                                         if((i!=0||player[i].skeleton.free)&&(k!=0||player[k].skeleton.free)||(animation[player[i].targetanimation].height==highheight&&animation[player[k].targetanimation].height==highheight)){
5415                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5416                                                                                                                                                                                                                                         emit_sound_at(heavyimpactsound, player[i].coords);
5417                                                                                                                                                                                                                                 }
5418                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5419                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5420
5421                                                                                                                                                                                                                                 player[i].RagDoll(0);
5422                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5423                                                                                                                                                                                                                                   award_bonus(0, aimbonus);
5424                                                                                                                                                                                                                                 }
5425                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5426                                                                                                                                                                                                                                 player[k].RagDoll(0);
5427                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5428                                                                                                                                                                                                                                   award_bonus(0, aimbonus); // Huh, again?
5429                                                                                                                                                                                                                                 }
5430                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5431
5432                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5433                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5434                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5435                                                                                                                                                                                                                                 }
5436                                                                                                                                                                                                                                 //}
5437                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5438                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5439                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5440                                                                                                                                                                                                                                 }
5441                                                                                                                                                                                                                                 //}
5442
5443                                                                                                                                                                                                                         }
5444                                                                                                                                                                                                                 }
5445                                                                                                                                                                                                                 if((animation[player[i].targetanimation].attack==neutral||animation[player[i].targetanimation].attack==normalattack)&&(animation[player[k].targetanimation].attack==neutral||animation[player[k].targetanimation].attack==normalattack)){
5446                                                                                                                                                                                                                         //If bumped
5447                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5448                                                                                                                                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5449                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5450                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5451                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5452                                                                                                                                                                                                                                         player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5453                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5454                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5455                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5456                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5457                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5458                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5459                                                                                                                                                                                                                                                                 player[k].target=0;
5460                                                                                                                                                                                                                                                         }
5461                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5462                                                                                                                                                                                                                                                         {
5463                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5464                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5465                                                                                                                                                                                                                                                                 player[k].target=0;
5466                                                                                                                                                                                                                                                         }
5467                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5468                                                                                                                                                                                                                                                 }
5469                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5470                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5471                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5472                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5473                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5474                                                                                                                                                                                                                                                                         player[i].target=0;
5475                                                                                                                                                                                                                                                                 }
5476                                                                                                                                                                                                                                                                 else
5477                                                                                                                                                                                                                                                                 {
5478                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5479                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5480                                                                                                                                                                                                                                                                         player[i].target=0;
5481                                                                                                                                                                                                                                                                 }
5482                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5483                                                                                                                                                                                                                                                         }
5484                                                                                                                                                                                                                                 }
5485                                                                                                                                                                                                                                 if(hostile){
5486                                                                                                                                                                                                                                         if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&!player[i].isCrouch()&&player[i].targetanimation!=rollanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[k].lastcollide<=0&&player[k].velocity.y<-10){
5487                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5488                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5489                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5490                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5491                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5492                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5493                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5494                                                                                                                                                                                                                                                 award_bonus(k, AboveBonus);
5495                                                                                                                                                                                                                                         }
5496                                                                                                                                                                                                                                         if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
5497                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5498                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5499                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5500                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5501                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5502                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5503                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5504                                                                                                                                                                                                                                                 award_bonus(i, AboveBonus);
5505                                                                                                                                                                                                                                         }
5506                                                                                                                                                                                                                                 }
5507                                                                                                                                                                                                                         }
5508                                                                                                                                                                                                                 }
5509                                                                                                                                                                                                 }
5510                                                                                                                                                                                                 player[i].CheckKick();
5511                                                                                                                                                                                                 player[k].CheckKick();
5512                                                                                                                                                                         }
5513                                                                                                                                                                 }
5514                                                                 }
5515                                                         }
5516
5517                                                         for(k=0;k<numplayers;k++){
5518                                                                 for(i=k;i<numplayers;i++){
5519                                                                         if(i==k)i++;
5520                                                                         if(i<numplayers&&i!=k&&player[k].skeleton.free==0&&player[i].skeleton.oldfree==0&&(player[i].targetanimation==jumpupanim||player[k].targetanimation==jumpupanim)&&(player[i].aitype==playercontrolled||player[k].aitype==playercontrolled)&&((player[i].aitype==attacktypecutoff&&player[i].stunned<=0)||(player[k].aitype==attacktypecutoff&&player[k].stunned<=0))){
5521                                                                                 if(findDistancefast(&player[i].coords,&player[k].coords)<10*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)&&findDistancefastflat(&player[i].coords,&player[k].coords)<2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
5522                                                                                         if(player[i].targetanimation==jumpupanim&&player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim&&animation[player[k].targetanimation].height==middleheight&&normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&((player[k].aitype==playercontrolled&&player[k].attackkeydown)||player[k].aitype!=playercontrolled)){
5523                                                                                                 player[i].victim=&player[k];
5524                                                                                                 player[i].targetanimation=jumpreversedanim;
5525                                                                                                 player[i].currentanimation=jumpreversedanim;
5526                                                                                                 player[k].currentanimation=jumpreversalanim;
5527                                                                                                 player[k].targetanimation=jumpreversalanim;
5528                                                                                                 player[i].targettilt2=0;
5529                                                                                                 player[i].currentframe=0;
5530                                                                                                 player[i].targetframe=1;
5531                                                                                                 player[k].currentframe=0;
5532                                                                                                 player[k].targetframe=1;
5533                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5534                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5535                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5536                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5537                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5538                                                                                                         player[k].currentframe=1;
5539                                                                                                         player[k].targetframe=2;
5540                                                                                                         player[i].currentframe=1;
5541                                                                                                         player[i].targetframe=2;
5542                                                                                                 }
5543                                                                                                 player[k].targettilt2=0;
5544                                                                                                 player[i].target=0;
5545                                                                                                 player[i].velocity=0;
5546                                                                                                 player[k].velocity=0;
5547                                                                                                 player[k].oldcoords=player[k].coords;
5548                                                                                                 player[i].coords=player[k].coords;
5549                                                                                                 player[k].targetrotation=player[i].targetrotation;
5550                                                                                                 player[k].rotation=player[i].targetrotation;
5551                                                                                                 player[k].victim=&player[i];
5552                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5553                                                                                         }
5554                                                                                         if(player[k].targetanimation==jumpupanim&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&animation[player[i].targetanimation].height==middleheight&&normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&((player[i].aitype==playercontrolled&&player[i].attackkeydown)||player[i].aitype!=playercontrolled)){
5555                                                                                                 player[k].victim=&player[i];
5556                                                                                                 player[k].targetanimation=jumpreversedanim;
5557                                                                                                 player[k].currentanimation=jumpreversedanim;
5558                                                                                                 player[i].currentanimation=jumpreversalanim;
5559                                                                                                 player[i].targetanimation=jumpreversalanim;
5560                                                                                                 player[k].targettilt2=0;
5561                                                                                                 player[i].targettilt2=0;
5562                                                                                                 player[k].currentframe=0;
5563                                                                                                 player[k].targetframe=1;
5564                                                                                                 player[i].currentframe=0;
5565                                                                                                 player[i].targetframe=1;
5566                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5567                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5568                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5569                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5570                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5571                                                                                                         player[k].currentframe=1;
5572                                                                                                         player[k].targetframe=2;
5573                                                                                                         player[i].currentframe=1;
5574                                                                                                         player[i].targetframe=2;
5575                                                                                                 }
5576                                                                                                 player[k].target=0;
5577                                                                                                 player[k].velocity=0;
5578                                                                                                 player[i].velocity=0;
5579                                                                                                 player[i].oldcoords=player[i].coords;
5580                                                                                                 player[k].coords=player[i].coords;
5581                                                                                                 player[i].targetrotation=player[k].targetrotation;
5582                                                                                                 player[i].rotation=player[k].targetrotation;
5583                                                                                                 player[i].victim=&player[k];
5584                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5585                                                                                         }
5586                                                                                 }
5587                                                                         }
5588                                                                 }
5589                                                         }
5590
5591                                                         for(k=0;k<numplayers;k++)
5592                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5593
5594
5595                                                         //pile
5596                                                         if(!Input::isKeyDown(SDLK_n)){
5597                                                                 texturesizetogglekeydown=0;
5598                                                         }
5599
5600                                                         for(k=0;k<numplayers;k++){
5601                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5602                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5603                                                                                 player[k].DoDamage(1000);
5604                                                                         }
5605                                                                 }
5606                                                         }
5607
5608                                                         static bool respawnkeydown;
5609                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5610                                                                 targetlevel=whichlevel;
5611                                                                 loading=1;
5612                                                                 leveltime=5;
5613                                                         }
5614                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5615                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5616
5617
5618
5619
5620                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5621                                                                 targetlevel++;
5622                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5623                                                                 loading=1;
5624                                                                 leveltime=5;
5625                                                                 slomotogglekeydown=1;
5626                                                         }
5627                                                         static bool movekey;
5628                                                         static bool connected;
5629                                                         
5630                 for(int i=0;i<numplayers;i++){
5631                                                                 if(!player[i].skeleton.free){
5632                                                                         oldtargetrotation=player[i].targetrotation;
5633                                                                         if(i==0&&indialogue==-1){
5634                                                                                 if(!animation[player[0].targetanimation].attack&&player[0].targetanimation!=staggerbackhighanim&&player[0].targetanimation!=staggerbackhardanim&&player[0].targetanimation!=crouchremoveknifeanim&&player[0].targetanimation!=removeknifeanim&&player[0].targetanimation!=backhandspringanim&&player[0].targetanimation!=dodgebackanim&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
5635                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5636                                                                                         if(cameramode)player[0].targetrotation=0;
5637                                                                                 }
5638
5639                                                                                 facing=0;
5640                                                                                 facing.z=-1;
5641
5642                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5643                                                                                 if(cameramode){facing=flatfacing;}
5644                                                                                 else{
5645                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5646                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5647                                                                                 }
5648
5649                                                                                 player[0].lookrotation=-rotation;
5650
5651                                                                                 player[i].targetheadrotation=rotation;
5652                                                                                 player[i].targetheadrotation2=rotation2;
5653                                                                         }
5654                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
5655                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim&&player[i].targetanimation!=walljumprightkickanim&&player[i].targetanimation!=walljumpleftkickanim){
5656                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
5657                                                                                 }
5658
5659                                                                                 facing=0;
5660                                                                                 facing.z=-1;
5661
5662                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5663
5664                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
5665                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
5666
5667                                                                                 player[i].targetheadrotation=player[i].lookrotation;
5668                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
5669                                                                         }
5670                                                                         if(indialogue!=-1){
5671                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
5672                                                                                 Normalise(&rotatetarget);
5673                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
5674                                                                                 player[i].targetheadrotation*=360/6.28;
5675                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
5676
5677                                                                                 player[i].targetheadrotation*=-1;
5678                                                                                 player[i].targetheadrotation+=180;
5679                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
5680                                                                         }
5681
5682                                                                         bool pause;
5683
5684                                                                         if(leveltime<.5)
5685                                                                                 numenvsounds=0;
5686
5687                                                                         player[i].avoidsomething=0;
5688
5689                                                                         for(j=0;j<objects.numobjects;j++){
5690                                                                                 if(objects.onfire[j]){
5691                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
5692                                                                                         {
5693                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
5694                                                                                                         player[i].collided=0;
5695                                                                                                         player[i].avoidcollided=1;
5696                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5697                                                                                                                 player[i].avoidwhere=objects.position[j];
5698                                                                                                 }
5699                                                                                         }
5700                                                                                 }
5701                                                                         }
5702
5703                                                                         //Add avoidwhere to players
5704
5705                                                                         for(j=0;j<numplayers;j++){
5706                                                                                 if(player[j].onfire){
5707                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
5708                                                                                         {
5709                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
5710                                                                                                         player[i].collided=0;
5711                                                                                                         player[i].avoidcollided=1;
5712                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5713                                                                                                                 player[i].avoidwhere=objects.position[j];
5714                                                                                                 }
5715                                                                                         }
5716                                                                                 }
5717                                                                         }
5718
5719                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
5720                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
5721                                                                                 player[i].jumpclimb=0;
5722                                                                                 //AI
5723                                                                                 if(editorenabled)player[i].stunned=1;
5724
5725                                                                                 player[i].pause=0;
5726                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
5727                                                                                 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&player[0].coords.y>player[i].coords.y+2&&!player[0].onterrain)player[i].pause=1;
5728
5729                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
5730                                                                                 player[i].forwardkeydown=0;
5731                                                                                 player[i].leftkeydown=0;
5732                                                                                 player[i].backkeydown=0;
5733                                                                                 player[i].rightkeydown=0;
5734                                                                                 player[i].crouchkeydown=0;
5735                                                                                 player[i].attackkeydown=0;
5736                                                                                 player[i].jumpkeydown=0;
5737                                                                                 player[i].throwkeydown=0;
5738                                                                                 }*/
5739
5740                                                                                 if(player[i].aitype==pathfindtype){
5741                                                                                         if(player[i].finalpathfindpoint==-1){
5742                                                                                                 float closestdistance;
5743                                                                                                 float tempdist;
5744                                                                                                 int closest;
5745                                                                                                 XYZ colpoint;
5746                                                                                                 closest=-1;
5747                                                                                                 closestdistance=-1;
5748                                                                                                 for(j=0;j<numpathpoints;j++){
5749                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
5750                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
5751                                                                                                                 closest=j;
5752                                                                                                                 player[i].finaltarget=pathpoint[j];
5753                                                                                                         }
5754                                                                                                 }
5755                                                                                                 player[i].finalpathfindpoint=closest;
5756                                                                                                 for(j=0;j<numpathpoints;j++){
5757                                                                                                         if(numpathpointconnect[j])
5758                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5759                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5760                                                                                                                         if(tempdist*tempdist<closestdistance){
5761                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5762                                                                                                                                         closestdistance=tempdist*tempdist;
5763                                                                                                                                         closest=j;
5764                                                                                                                                         player[i].finaltarget=colpoint;
5765                                                                                                                                 }
5766                                                                                                                         }
5767                                                                                                                 }
5768                                                                                                 }
5769                                                                                                 player[i].finalpathfindpoint=closest;
5770
5771                                                                                         }
5772                                                                                         if(player[i].targetpathfindpoint==-1){
5773                                                                                                 float closestdistance;
5774                                                                                                 float tempdist;
5775                                                                                                 int closest;
5776                                                                                                 XYZ colpoint;
5777                                                                                                 closest=-1;
5778                                                                                                 closestdistance=-1;
5779                                                                                                 if(player[i].lastpathfindpoint==-1){
5780                                                                                                         for(j=0;j<numpathpoints;j++){
5781                                                                                                                 if(j!=player[i].lastpathfindpoint)
5782                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
5783                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5784                                                                                                                                 closest=j;
5785                                                                                                                         }
5786                                                                                                         }
5787                                                                                                         player[i].targetpathfindpoint=closest;
5788                                                                                                         for(j=0;j<numpathpoints;j++){
5789                                                                                                                 if(j!=player[i].lastpathfindpoint)
5790                                                                                                                         if(numpathpointconnect[j])
5791                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5792                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5793                                                                                                                                         if(tempdist*tempdist<closestdistance){
5794                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5795                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
5796                                                                                                                                                         closestdistance=tempdist*tempdist;
5797                                                                                                                                                         closest=j;
5798                                                                                                                                                         //}
5799                                                                                                                                                 }
5800                                                                                                                                         }
5801                                                                                                                                 }
5802                                                                                                         }
5803                                                                                                         player[i].targetpathfindpoint=closest;
5804                                                                                                 }
5805                                                                                                 else
5806                                                                                                 {
5807                                                                                                         for(j=0;j<numpathpoints;j++){
5808                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
5809                                                                                                                 {
5810                                                                                                                         connected=0;
5811                                                                                                                         if(numpathpointconnect[j])
5812                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5813                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
5814                                                                                                                                 }
5815                                                                                                                                 if(!connected)
5816                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
5817                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
5818                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
5819                                                                                                                                                 }
5820                                                                                                                                                 if(connected){
5821                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
5822                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
5823                                                                                                                                                                 closestdistance=tempdist;
5824                                                                                                                                                                 closest=j;
5825                                                                                                                                                         }
5826                                                                                                                                                 }
5827                                                                                                                 }
5828                                                                                                         }
5829                                                                                                         player[i].targetpathfindpoint=closest;
5830                                                                                                 }
5831                                                                                         }
5832                                                                                         player[i].losupdatedelay-=multiplier;
5833
5834                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
5835                                                                                         Normalise(&rotatetarget);
5836                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5837                                                                                         player[i].targetrotation*=360/6.28;
5838                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5839                                                                                         player[i].lookrotation=player[i].targetrotation;
5840                                                                                         //player[i].aiupdatedelay=.05;
5841
5842                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5843                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5844                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5845                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5846                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5847                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5848                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5849                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5850                                                                                                 player[i].targetpathfindpoint=-1;
5851                                                                                         }
5852                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<findDistancefastflat(&player[i].coords,&player[i].finaltarget)||findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*(player[i].scale*5)*(player[i].scale*5)||player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5853                                                                                                 player[i].aitype=passivetype;
5854                                                                                         }
5855
5856                                                                                         player[i].forwardkeydown=1;
5857                                                                                         player[i].leftkeydown=0;
5858                                                                                         player[i].backkeydown=0;
5859                                                                                         player[i].rightkeydown=0;
5860                                                                                         player[i].crouchkeydown=0;
5861                                                                                         player[i].attackkeydown=0;
5862                                                                                         player[i].throwkeydown=0;
5863
5864                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5865
5866                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5867                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5868
5869                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5870                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled&&(player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5871                                                                                                         player[i].aitype=attacktypecutoff;
5872                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5873                                                                                                         player[i].aitype=attacktypecutoff;
5874
5875                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5876                                                                                                         player[i].losupdatedelay=.2;
5877                                                                                                         for(j=0;j<numplayers;j++){
5878                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5879                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5880                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5881                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5882                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5883                                                                                                                                                         if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5884                                                                                                                                                                 player[i].aitype=searchtype;
5885                                                                                                                                                                 player[i].lastchecktime=12;
5886                                                                                                                                                                 player[i].lastseen=player[j].coords;
5887                                                                                                                                                                 player[i].lastseentime=12;
5888                                                                                                                                                         }
5889                                                                                                                 }
5890                                                                                                         }
5891                                                                                                 }
5892                                                                                         }
5893                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
5894                                                                                                 if(player[i].creature!=wolftype){
5895                                                                                                         player[i].stunned=.6;
5896                                                                                                         player[i].surprised=.6;
5897                                                                                                 }
5898                                                                                         }
5899                                                                                 }
5900
5901                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
5902                                                                                         player[i].howactive=typeactive;
5903                                                                                 }
5904
5905                                                                                 if(player[i].aitype==passivetype){
5906                                                                                         player[i].aiupdatedelay-=multiplier;
5907                                                                                         player[i].losupdatedelay-=multiplier;
5908                                                                                         player[i].lastseentime+=multiplier;
5909                                                                                         player[i].pausetime-=multiplier;
5910                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
5911
5912                                                                                         if(player[i].aiupdatedelay<0){
5913                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5914                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
5915                                                                                                         Normalise(&rotatetarget);
5916                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5917                                                                                                         player[i].targetrotation*=360/6.28;
5918                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5919                                                                                                         player[i].lookrotation=player[i].targetrotation;
5920                                                                                                         player[i].aiupdatedelay=.05;
5921
5922                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5923                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
5924                                                                                                                 player[i].waypoint++;
5925                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
5926
5927                                                                                                         }
5928                                                                                                 }
5929
5930                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
5931                                                                                                 else player[i].forwardkeydown=0;
5932                                                                                                 player[i].leftkeydown=0;
5933                                                                                                 player[i].backkeydown=0;
5934                                                                                                 player[i].rightkeydown=0;
5935                                                                                                 player[i].crouchkeydown=0;
5936                                                                                                 player[i].attackkeydown=0;
5937                                                                                                 player[i].throwkeydown=0;
5938
5939                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5940                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5941                                                                                                         else{
5942                                                                                                                 XYZ leftpos,rightpos;
5943                                                                                                                 float leftdist,rightdist;
5944                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5945                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5946                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5947                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5948                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
5949                                                                                                                 else player[i].targetrotation-=90;
5950                                                                                                         }
5951                                                                                                 }
5952                                                                                         }
5953                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5954                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5955
5956
5957                                                                                         if(!editorenabled){
5958                                                                                                 if(player[i].howactive<typesleeping)
5959                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5960                                                                                                                 for(j=0;j<numenvsounds;j++){
5961                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
5962                                                                                                                                 player[i].aitype=attacktypecutoff;
5963                                                                                                                         }
5964                                                                                                                 }
5965
5966                                                                                                                 if(player[i].howactive==typesleeping)
5967                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5968                                                                                                                                 for(j=0;j<numenvsounds;j++){
5969                                                                                                                                         if(envsoundvol[j]>14)
5970                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
5971                                                                                                                                                         player[i].aitype=attacktypecutoff;
5972                                                                                                                                                 }
5973                                                                                                                                 }
5974
5975                                                                                                                                 if(player[i].aitype!=passivetype){
5976                                                                                                                                         if(player[i].howactive==typesleeping){
5977                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
5978                                                                                                                                                 player[i].targetframe=0;
5979                                                                                                                                                 player[i].target=0;
5980                                                                                                                                         }
5981
5982                                                                                                                                         player[i].howactive=typeactive;
5983                                                                                                                                 }
5984                                                                                         }
5985
5986                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5987                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5988                                                                                                         player[i].aitype=attacktypecutoff;
5989                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5990                                                                                                         player[i].aitype=attacktypecutoff;
5991
5992                                                                                                 if(player[i].creature==wolftype){
5993                                                                                                         XYZ windsmell;
5994                                                                                                         float smelldistance;
5995                                                                                                         smelldistance=50;
5996                                                                                                         for(j=0;j<numplayers;j++){
5997                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5998                                                                                                                         if(j==0&&player[j].num_weapons>0){
5999                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
6000                                                                                                                                 if(player[j].num_weapons==2)
6001                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
6002                                                                                                                         }
6003                                                                                                                         if(j!=0){
6004                                                                                                                                 smelldistance=100;
6005                                                                                                                         }
6006                                                                                                                         windsmell=windvector;
6007                                                                                                                         Normalise(&windsmell);
6008                                                                                                                         windsmell=windsmell*2+player[j].coords;
6009                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
6010                                                                                                                                 player[i].aitype=attacktypecutoff;
6011                                                                                                                 }
6012                                                                                                         }
6013                                                                                                 }
6014
6015                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6016                                                                                                         player[i].losupdatedelay=.2;
6017                                                                                                         for(j=0;j<numplayers;j++){
6018                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6019                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6020                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6021                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6022                                                                                                                                                 if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
6023                                                                                                                                                         player[i].lastseentime-=.2;
6024                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6025                                                                                                                                                         else player[i].lastseentime-=.6;
6026                                                                                                                                                 }
6027                                                                                                                                                 if(player[i].lastseentime<=0){
6028                                                                                                                                                         player[i].aitype=searchtype;
6029                                                                                                                                                         player[i].lastchecktime=12;
6030                                                                                                                                                         player[i].lastseen=player[j].coords;
6031                                                                                                                                                         player[i].lastseentime=12;
6032                                                                                                                                                 }
6033                                                                                                                 }
6034                                                                                                         }
6035                                                                                                 }
6036                                                                                         }
6037                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6038                                                                                                 if(player[i].creature!=wolftype){
6039                                                                                                         player[i].stunned=.6;
6040                                                                                                         player[i].surprised=.6;
6041                                                                                                 }
6042                                                                                                 if(player[i].creature==wolftype){
6043                                                                                                         player[i].stunned=.47;
6044                                                                                                         player[i].surprised=.47;
6045                                                                                                 }
6046                                                                                                 numseen++;
6047                                                                                         }
6048                                                                                 }
6049
6050                                                                                 if(player[i].aitype==searchtype){
6051                                                                                         player[i].aiupdatedelay-=multiplier;
6052                                                                                         player[i].losupdatedelay-=multiplier;
6053                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6054                                                                                         player[i].lastchecktime-=multiplier;
6055
6056                                                                                         if(player[i].isRun()&&!player[i].onground){
6057                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6058                                                                                                         test2=player[i].coords+player[i].facing;
6059                                                                                                         test2.y+=5;
6060                                                                                                         test=player[i].coords+player[i].facing;
6061                                                                                                         test.y-=10;
6062                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6063                                                                                                         if(j==-1)j=checkcollide(test2,test);
6064                                                                                                         if(j==-1){
6065                                                                                                                 player[i].velocity=0;
6066                                                                                                                 player[i].targetanimation=player[i].getStop();
6067                                                                                                                 player[i].targetframe=0;
6068                                                                                                                 player[i].target=0;
6069                                                                                                                 player[i].targetrotation+=180;
6070                                                                                                                 player[i].stunned=.5;
6071                                                                                                                 //player[i].aitype=passivetype;
6072                                                                                                                 player[i].aitype=pathfindtype;
6073                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6074                                                                                                                 player[i].finalpathfindpoint=-1;
6075                                                                                                                 player[i].targetpathfindpoint=-1;
6076                                                                                                                 player[i].lastpathfindpoint=-1;
6077                                                                                                                 player[i].lastpathfindpoint2=-1;
6078                                                                                                                 player[i].lastpathfindpoint3=-1;
6079                                                                                                                 player[i].lastpathfindpoint4=-1;
6080                                                                                                         }
6081                                                                                                         else player[i].laststanding=j;
6082                                                                                                 }
6083                                                                                         }
6084                                                                                         if(player[i].aiupdatedelay<0){
6085                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6086                                                                                                 Normalise(&rotatetarget);
6087                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6088                                                                                                 player[i].targetrotation*=360/6.28;
6089                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6090                                                                                                 player[i].lookrotation=player[i].targetrotation;
6091                                                                                                 player[i].aiupdatedelay=.05;
6092                                                                                                 player[i].forwardkeydown=1;
6093
6094                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6095                                                                                                         player[i].forwardkeydown=0;
6096                                                                                                         player[i].aiupdatedelay=1;
6097                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6098                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6099                                                                                                         player[i].lastchecktime=3;
6100                                                                                                 }
6101
6102                                                                                                 player[i].leftkeydown=0;
6103                                                                                                 player[i].backkeydown=0;
6104                                                                                                 player[i].rightkeydown=0;
6105                                                                                                 player[i].crouchkeydown=0;
6106                                                                                                 player[i].attackkeydown=0;
6107                                                                                                 player[i].throwkeydown=0;
6108
6109                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6110                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6111                                                                                                         else{
6112                                                                                                                 XYZ leftpos,rightpos;
6113                                                                                                                 float leftdist,rightdist;
6114                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6115                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6116                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6117                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6118                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6119                                                                                                                 else player[i].targetrotation-=90;
6120                                                                                                         }
6121                                                                                                 }
6122                                                                                         }
6123                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6124                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6125
6126                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6127                                                                                                 for(j=0;j<numenvsounds;j++){
6128                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6129                                                                                                                 player[i].aitype=attacktypecutoff;
6130                                                                                                         }
6131                                                                                                 }
6132
6133                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6134                                                                                                         player[i].losupdatedelay=.2;
6135                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6136                                                                                                         {player[i].aitype=attacktypecutoff;
6137                                                                                                         player[i].lastseentime=1;}
6138                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6139                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6140                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6141                                                                                                                                 if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position,0,player[0].rotation,0)*player[0].scale+player[0].coords))||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
6142                                                                                                                                         player[i].aitype=attacktypecutoff;
6143                                                                                                                                         player[i].lastseentime=1;
6144                                                                                                                                 }
6145                                                                                                 }
6146                                                                                                 if(player[i].lastseentime<0){
6147                                                                                                         //player[i].aitype=passivetype;
6148                                                                                                         numescaped++;
6149                                                                                                         player[i].aitype=pathfindtype;
6150                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6151                                                                                                         player[i].finalpathfindpoint=-1;
6152                                                                                                         player[i].targetpathfindpoint=-1;
6153                                                                                                         player[i].lastpathfindpoint=-1;
6154                                                                                                         player[i].lastpathfindpoint2=-1;
6155                                                                                                         player[i].lastpathfindpoint3=-1;
6156                                                                                                         player[i].lastpathfindpoint4=-1;
6157                                                                                                 }
6158                                                                                 }
6159
6160                                                                                 if(player[i].aitype!=gethelptype){
6161                                                                                         player[i].runninghowlong=0;
6162                                                                                 }
6163
6164                                                                                 if(player[i].aitype==gethelptype){
6165                                                                                         player[i].runninghowlong+=multiplier;
6166                                                                                         player[i].aiupdatedelay-=multiplier;
6167
6168                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6169                                                                                                 player[i].aiupdatedelay=.2;
6170
6171                                                                                                 int closest;
6172                                                                                                 float closestdist;
6173                                                                                                 closest=-1;
6174                                                                                                 closestdist=-1;
6175                                                                                                 float distance;
6176
6177                                                                                                 if(!player[i].ally){
6178                                                                                                         for(j=0;j<numplayers;j++){
6179                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6180                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6181                                                                                                                         if(closestdist==-1||distance<closestdist){
6182                                                                                                                                 closestdist=distance;
6183                                                                                                                                 closest=j;
6184                                                                                                                         }
6185                                                                                                                         closest=j;
6186                                                                                                                 }
6187                                                                                                         }
6188                                                                                                         if(closest!=-1)player[i].ally=closest;
6189                                                                                                         else player[i].ally=0;
6190                                                                                                         player[i].lastseen=player[0].coords;
6191                                                                                                         player[i].lastseentime=12;
6192                                                                                                 }
6193
6194
6195                                                                                                 player[i].lastchecktime=12;
6196                                                                                                 //player[i].lastseentime-=.5;
6197
6198                                                                                                 facing=player[i].coords;
6199                                                                                                 flatfacing=player[player[i].ally].coords;
6200                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6201                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6202                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6203                                                                                                         player[i].lastseentime-=.1;
6204
6205                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6206                                                                                                         player[i].aitype=searchtype;
6207                                                                                                         player[i].lastseentime=12;
6208                                                                                                 }
6209
6210                                                                                                 if(player[i].ally>0){
6211                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6212                                                                                                         Normalise(&rotatetarget);
6213                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6214                                                                                                         player[i].targetrotation*=360/6.28;
6215                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6216                                                                                                         player[i].lookrotation=player[i].targetrotation;
6217                                                                                                         player[i].aiupdatedelay=.05;
6218                                                                                                         player[i].forwardkeydown=1;
6219
6220                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6221                                                                                                                 player[i].aitype=searchtype;
6222                                                                                                                 player[i].lastseentime=12;
6223                                                                                                                 player[player[i].ally].aitype=searchtype;
6224                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6225                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6226                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6227                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6228                                                                                                                 }
6229                                                                                                         }
6230
6231                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6232                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6233                                                                                                                 else{
6234                                                                                                                         XYZ leftpos,rightpos;
6235                                                                                                                         float leftdist,rightdist;
6236                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6237                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6238                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6239                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6240                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6241                                                                                                                         else player[i].targetrotation-=90;
6242                                                                                                                 }
6243                                                                                                         }
6244                                                                                                 }
6245
6246                                                                                                 player[i].leftkeydown=0;
6247                                                                                                 player[i].backkeydown=0;
6248                                                                                                 player[i].rightkeydown=0;
6249                                                                                                 player[i].crouchkeydown=0;
6250                                                                                                 player[i].attackkeydown=0;
6251                                                                                         }
6252                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6253                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6254                                                                                 }
6255
6256                                                                                 if(player[i].aitype==getweapontype){
6257                                                                                         player[i].aiupdatedelay-=multiplier;
6258                                                                                         player[i].lastchecktime-=multiplier;
6259
6260                                                                                         if(player[i].aiupdatedelay<0){
6261                                                                                                 player[i].aiupdatedelay=.2;
6262
6263                                                                                                 int closest;
6264                                                                                                 float closestdist;
6265                                                                                                 closest=-1;
6266                                                                                                 closestdist=-1;
6267                                                                                                 float distance;
6268
6269                                                                                                 if(player[i].ally<0){
6270                                                                                                         for(j=0;j<weapons.numweapons;j++){
6271                                                                                                                 if(weapons.owner[j]==-1){
6272                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6273                                                                                                                         if(closestdist==-1||distance<closestdist){
6274                                                                                                                                 closestdist=distance;
6275                                                                                                                                 closest=j;
6276                                                                                                                         }
6277                                                                                                                         closest=j;
6278                                                                                                                 }
6279                                                                                                         }
6280                                                                                                         if(closest!=-1)player[i].ally=closest;
6281                                                                                                         else player[i].ally=-1;
6282                                                                                                 }
6283
6284                                                                                                 player[i].lastseentime=12;
6285
6286                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6287                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6288                                                                                                                 player[i].aitype=attacktypecutoff;
6289                                                                                                                 player[i].lastseentime=1;
6290                                                                                                         }
6291                                                                                                         if(!player[0].dead)
6292                                                                                                                 if(player[i].ally>=0){
6293                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6294                                                                                                                                 player[i].aitype=attacktypecutoff;
6295                                                                                                                                 player[i].lastseentime=1;
6296                                                                                                                         }
6297                                                                                                                         rotatetarget=weapons.position[player[i].ally]-player[i].coords;
6298                                                                                                                         Normalise(&rotatetarget);
6299                                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6300                                                                                                                         player[i].targetrotation*=360/6.28;
6301                                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6302                                                                                                                         player[i].lookrotation=player[i].targetrotation;
6303                                                                                                                         player[i].aiupdatedelay=.05;
6304                                                                                                                         player[i].forwardkeydown=1;
6305
6306
6307                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6308                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6309                                                                                                                                 else{
6310                                                                                                                                         XYZ leftpos,rightpos;
6311                                                                                                                                         float leftdist,rightdist;
6312                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6313                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6314                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6315                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6316                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6317                                                                                                                                         else player[i].targetrotation-=90;
6318                                                                                                                                 }
6319                                                                                                                         }
6320                                                                                                                 }
6321
6322                                                                                                                 player[i].leftkeydown=0;
6323                                                                                                                 player[i].backkeydown=0;
6324                                                                                                                 player[i].rightkeydown=0;
6325                                                                                                                 player[i].attackkeydown=0;
6326                                                                                                                 player[i].throwkeydown=1;
6327                                                                                                                 player[i].crouchkeydown=0;
6328                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6329                                                                                                                 player[i].drawkeydown=0;
6330                                                                                         }
6331                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6332                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6333                                                                                 }
6334
6335                                                                                 if(player[i].aitype==attacktypecutoff){
6336                                                                                         player[i].aiupdatedelay-=multiplier;
6337                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6338                                                                                                 if((player[0].targetanimation==rabbitkickanim||player[0].targetanimation==knifethrowanim||(player[0].isFlip()&&normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&!player[0].skeleton.free&&(player[i].aiupdatedelay<.1)){
6339                                                                                                         player[i].attackkeydown=0;
6340                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6341                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6342                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6343                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6344                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6345                                                                                                                                 else player[i].targetanimation=rollanim;
6346                                                                                                                                 player[i].target=0;
6347                                                                                                                                 player[i].targetframe=0;
6348                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6349                                                                                                                                 player[i].wentforweapon=0;
6350                                                                                                                         }
6351                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6352                                                                                                                                 player[i].targetanimation=flipanim;
6353                                                                                                                                 player[i].target=0;
6354                                                                                                                                 player[i].targetframe=0;
6355                                                                                                                         }
6356                                                                                                                 }
6357                                                                                                         }
6358                                                                                                         player[i].forwardkeydown=0;
6359                                                                                                         player[i].aiupdatedelay=.02;
6360                                                                                                 }
6361                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6362                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6363                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6364                                                                                                 }
6365                                                                                                 if(player[i].wentforweapon<3)
6366                                                                                                         for(j=0;j<weapons.numweapons;j++){
6367                                                                                                                 if(player[i].creature!=wolftype)
6368                                                                                                                         if(player[i].num_weapons==0&&weapons.owner[j]==-1&&weapons.velocity[i].x==0&&weapons.velocity[i].z==0&&weapons.velocity[i].y==0){
6369                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6370                                                                                                                                         player[i].wentforweapon++;
6371                                                                                                                                         player[i].lastchecktime=6;
6372                                                                                                                                         player[i].aitype=getweapontype;
6373                                                                                                                                         player[i].ally=-1;
6374                                                                                                                                 }
6375                                                                                                                         }
6376                                                                                                         }
6377                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6378                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6379                                                                                                                         if(player[i].damage<player[i].damagetolerance*.5&&((player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)&&((player[i].aiupdatedelay<.15&&difficulty==2)||(player[i].aiupdatedelay<.08&&difficulty!=2)))){
6380                                                                                                                                 player[i].crouchkeydown=1;
6381                                                                                                                         }
6382                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6383                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6384                                                                                                                                         test2=player[i].coords+player[i].facing;
6385                                                                                                                                         test2.y+=5;
6386                                                                                                                                         test=player[i].coords+player[i].facing;
6387                                                                                                                                         test.y-=10;
6388                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6389                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6390                                                                                                                                         if(j==-1){
6391                                                                                                                                                 player[i].velocity=0;
6392                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6393                                                                                                                                                 player[i].targetframe=0;
6394                                                                                                                                                 player[i].target=0;
6395                                                                                                                                                 player[i].targetrotation+=180;
6396                                                                                                                                                 player[i].stunned=.5;
6397                                                                                                                                                 //player[i].aitype=passivetype;
6398                                                                                                                                                 player[i].aitype=pathfindtype;
6399                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6400                                                                                                                                                 player[i].finalpathfindpoint=-1;
6401                                                                                                                                                 player[i].targetpathfindpoint=-1;
6402                                                                                                                                                 player[i].lastpathfindpoint=-1;
6403                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6404                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6405                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6406                                                                                                                                         }
6407                                                                                                                                         else player[i].laststanding=j;
6408                                                                                                                                 }
6409                                                                                                                         }
6410                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6411                                                                                                                                 player[i].aitype=pathfindtype;
6412                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6413                                                                                                                                 player[i].finalpathfindpoint=-1;
6414                                                                                                                                 player[i].targetpathfindpoint=-1;
6415                                                                                                                                 player[i].lastpathfindpoint=-1;
6416                                                                                                                                 player[i].lastpathfindpoint2=-1;
6417                                                                                                                                 player[i].lastpathfindpoint3=-1;
6418                                                                                                                                 player[i].lastpathfindpoint4=-1;
6419                                                                                                                         }
6420                                                                                                                         if(player[i].aiupdatedelay<0&&!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6421                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6422                                                                                                                                 else player[i].drawkeydown=0;
6423                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6424                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6425                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6426                                                                                                                                         rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity*findDistance(&player[player[i].aitarget].coords,&player[i].coords)/findLength(&player[i].velocity)-player[i].coords;
6427                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6428                                                                                                                                 Normalise(&rotatetarget);
6429                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6430                                                                                                                                 player[i].targetrotation*=360/6.28;
6431                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6432                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6433                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6434
6435                                                                                                                                 oldkey=player[i].forwardkeydown;
6436                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6437                                                                                                                                 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||findDistancefast(&player[i].coords,&player[0].coords)<9)&&player[0].weaponactive!=-1)player[i].forwardkeydown=1;
6438                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6439                                                                                                                                 else player[i].forwardkeydown=0;
6440                                                                                                                                 if(player[0].dead){
6441                                                                                                                                         player[i].forwardkeydown=0;
6442                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6443                                                                                                                                         if(Random()%100==0){
6444                                                                                                                                                 player[i].aitype=pathfindtype;
6445                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6446                                                                                                                                                 player[i].finalpathfindpoint=-1;
6447                                                                                                                                                 player[i].targetpathfindpoint=-1;
6448                                                                                                                                                 player[i].lastpathfindpoint=-1;
6449                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6450                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6451                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6452                                                                                                                                         }
6453                                                                                                                                 }
6454                                                                                                                                 player[i].leftkeydown=0;
6455                                                                                                                                 player[i].backkeydown=0;
6456                                                                                                                                 player[i].rightkeydown=0;
6457                                                                                                                                 player[i].crouchkeydown=0;
6458                                                                                                                                 player[i].throwkeydown=0;
6459
6460                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6461                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6462                                                                                                                                 else player[i].attackkeydown=0;
6463                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6464
6465                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6466                                                                                                                                         target=-2;
6467                                                                                                                                         for(j=0;j<numplayers;j++){
6468                                                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].hasvictim&&((tutoriallevel==1&&reversaltrain)||(Random()%2==0&&difficulty==2)||(Random()%4==0&&difficulty==1)||(Random()%8==0&&difficulty==0)||(player[j].lastattack2==player[j].targetanimation&&player[j].lastattack3==player[j].targetanimation&&(Random()%2==0||difficulty==2))||((player[i].isIdle()||player[i].isRun())&&player[j].weaponactive!=-1)||(player[j].targetanimation==swordslashanim&&player[i].weaponactive!=-1)||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)){
6469                                                                                                                                                         if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==spinkickanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim||player[j].targetanimation==winduppunchanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||player[j].targetanimation==knifeslashstartanim||((player[j].targetanimation==swordslashanim)&&(findDistancefast(&player[j].coords,&player[i].coords)<2||(player[i].weaponactive!=-1))))){
6470                                                                                                                                                                 if(target>=0)target=-1;
6471                                                                                                                                                                 else target=j;
6472                                                                                                                                                         }
6473                                                                                                                                                 }
6474                                                                                                                                         }
6475                                                                                                                                         if(target>=0)player[target].Reverse();
6476                                                                                                                                 }
6477
6478                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6479                                                                                                                                 if((player[i].collided>.8&&player[i].jumppower>=5)||(findDistancefast(&player[i].coords,&player[0].coords)>400&&player[i].onterrain&&player[i].creature==rabbittype))player[i].jumpkeydown=1;
6480                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6481                                                                                                                                         player[0].jumpkeydown=0;
6482                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6483                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6484                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6485
6486                                                                                                                                 if(tutoriallevel==1){
6487                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6488                                                                                                                                 }
6489
6490
6491                                                                                                                                 facing=player[i].coords;
6492                                                                                                                                 flatfacing=player[0].coords;
6493                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6494                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6495                                                                                                                                 if(player[i].occluded>=2)
6496                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6497                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6498                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6499                                                                                                                                                         player[i].aitype=searchtype;
6500                                                                                                                                                         player[i].lastchecktime=12;
6501                                                                                                                                                         player[i].lastseen=player[0].coords;
6502                                                                                                                                                         player[i].lastseentime=12;
6503                                                                                                                                                 }
6504                                                                                                                                         }
6505                                                                                                                                         else player[i].lastseentime=1;
6506                                                                                                                         }
6507                                                                                 }
6508                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6509                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6510                                                                                                 test=player[0].coords;
6511                                                                                                 test.y-=40;
6512                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6513                                                                                         }
6514                                                                                 }
6515                                                                                 // NOTE: Ask about logic of this call : NOTE
6516                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6517                                                                                         player[i].stunned>0 ||
6518                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6519                                                                                 {
6520                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6521                                                                                         player[i].targetrotation=player[i].rotation;
6522                                                                                         player[i].forwardkeydown=0;
6523                                                                                         player[i].leftkeydown=0;
6524                                                                                         player[i].backkeydown=0;
6525                                                                                         player[i].rightkeydown=0;
6526                                                                                         player[i].jumpkeydown=0;
6527                                                                                         player[i].attackkeydown=0;
6528                                                                                         player[i].crouchkeydown=0;
6529                                                                                         player[i].throwkeydown=0;
6530                                                                                 }
6531
6532
6533                                                                                 facing=0;
6534                                                                                 facing.z=-1;
6535
6536                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6537                                                                                 facing=flatfacing;
6538
6539                                                                                 if(player[i].aitype==attacktypecutoff){
6540                                                                                         rotatetarget=player[0].coords-player[i].coords;
6541                                                                                         Normalise(&rotatetarget);
6542                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6543                                                                                         player[i].targetheadrotation*=360/6.28;
6544                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6545
6546                                                                                         player[i].targetheadrotation*=-1;
6547                                                                                         player[i].targetheadrotation+=180;
6548                                                                                         //player[i].targetheadrotation2=0;
6549                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6550                                                                                 }
6551                                                                                 else if(player[i].howactive>=typesleeping){
6552                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6553                                                                                         player[i].targetheadrotation2=0;
6554                                                                                 }
6555                                                                                 else {
6556                                                                                         if(player[i].interestdelay<=0){
6557                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6558                                                                                                 player[i].headtarget=player[i].coords;
6559                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6560                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6561                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6562                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6563                                                                                         }
6564                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6565                                                                                         Normalise(&rotatetarget);
6566                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6567                                                                                         player[i].targetheadrotation*=360/6.28;
6568                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6569
6570                                                                                         player[i].targetheadrotation*=-1;
6571                                                                                         player[i].targetheadrotation+=180;
6572                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6573                                                                                 }
6574                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6575                                                                         }
6576                                                                         if(animation[player[i].targetanimation].attack==reversed){
6577                                                                                 //player[i].targetrotation=player[i].rotation;
6578                                                                                 player[i].forwardkeydown=0;
6579                                                                                 player[i].leftkeydown=0;
6580                                                                                 player[i].backkeydown=0;
6581                                                                                 player[i].rightkeydown=0;
6582                                                                                 player[i].jumpkeydown=0;
6583                                                                                 player[i].attackkeydown=0;
6584                                                                                 //player[i].crouchkeydown=0;
6585                                                                                 player[i].throwkeydown=0;
6586                                                                         }
6587
6588                                                                         if(indialogue!=-1){
6589                                                                                 player[i].forwardkeydown=0;
6590                                                                                 player[i].leftkeydown=0;
6591                                                                                 player[i].backkeydown=0;
6592                                                                                 player[i].rightkeydown=0;
6593                                                                                 player[i].jumpkeydown=0;
6594                                                                                 player[i].crouchkeydown=0;
6595                                                                                 player[i].drawkeydown=0;
6596                                                                                 player[i].throwkeydown=0;
6597                                                                         }
6598
6599                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6600                                                                         if(player[i].collided>1)player[i].collided=1;
6601                                                                         player[i].collided-=multiplier*4;
6602                                                                         player[i].whichdirectiondelay-=multiplier;
6603                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6604                                                                                 player[i].avoidcollided=-.3;
6605                                                                                 player[i].whichdirection=abs(Random()%2);
6606                                                                                 player[i].whichdirectiondelay=.4;
6607                                                                         }
6608                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6609                                                                         player[i].avoidcollided-=multiplier/4;
6610                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6611                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6612                                                                         if(player[i].surprised<=0&&player[i].aitype==attacktypecutoff&&i!=0&&!player[i].dead&&!player[i].skeleton.free&&animation[player[i].targetanimation].attack==neutral)numresponded=1;
6613
6614                                                                         if(!player[i].throwkeydown){
6615                                                                                 player[i].throwtogglekeydown=0;
6616                                                                         }
6617                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6618                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons<2&&(player[i].isIdle()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim||player[i].isFlip()||player[i].isFlip()||player[i].aitype!=playercontrolled)){
6619                                                                                         for(j=0;j<weapons.numweapons;j++){
6620                                                                                                 if(((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1&&player[i].weaponactive==-1)
6621                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6622                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6623                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6624                                                                                                                                 player[i].throwtogglekeydown=1;
6625                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6626                                                                                                                                 player[i].target=0;
6627                                                                                                                                 player[i].targetframe=0;
6628                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6629                                                                                                                                 Normalise(&rotatetarget);
6630                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6631                                                                                                                                 player[i].targetrotation*=360/6.28;
6632                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6633                                                                                                                                 player[i].hasvictim=0;
6634                                                                                                                         }
6635                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6636                                                                                                                                 player[i].throwtogglekeydown=1;
6637                                                                                                                                 player[i].hasvictim=0;
6638
6639                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6640                                                                                                                                 if((((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1)||(player[i].victim&&weapons.owner[j]==player[i].victim->id))
6641                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6642                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6643                                                                                                                                                         if(weapons.type[j]!=staff)
6644                                                                                                                                                           emit_sound_at(knifedrawsound, player[i].coords, 128.);
6645
6646                                                                                                                                                         player[i].weaponactive=0;
6647                                                                                                                                                         weapons.owner[j]=player[i].id;
6648                                                                                                                                                         if(player[i].num_weapons>0){
6649                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6650                                                                                                                                                         }
6651                                                                                                                                                         player[i].num_weapons++;
6652                                                                                                                                                         player[i].weaponids[0]=j;
6653                                                                                                                                                 }
6654                                                                                                                                         }
6655                                                                                                                                         //}
6656                                                                                                                         }
6657                                                                                                                 }
6658                                                                                                                 else if ((player[i].isIdle()||player[i].isFlip()||player[i].aitype!=playercontrolled)&&findDistancefast(&player[i].coords,&weapons.position[j])<5&&player[i].coords.y<weapons.position[j].y){
6659                                                                                                                         if(!player[i].isFlip()){
6660                                                                                                                                 player[i].throwtogglekeydown=1;
6661                                                                                                                                 player[i].targetanimation=removeknifeanim;
6662                                                                                                                                 player[i].target=0;
6663                                                                                                                                 player[i].targetframe=0;
6664                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6665                                                                                                                                 Normalise(&rotatetarget);
6666                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6667                                                                                                                                 player[i].targetrotation*=360/6.28;
6668                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6669                                                                                                                         }
6670                                                                                                                         if(player[i].isFlip()){
6671                                                                                                                                 player[i].throwtogglekeydown=1;
6672                                                                                                                                 player[i].hasvictim=0;
6673
6674                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
6675                                                                                                                                         if(player[i].weaponactive==-1)
6676                                                                                                                                                 if((((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[k]==-1)||(player[i].victim&&weapons.owner[k]==player[i].victim->id))
6677                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
6678                                                                                                                                                                 if(weapons.type[k]!=staff)
6679                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6680
6681                                                                                                                                                                 player[i].weaponactive=0;
6682                                                                                                                                                                 weapons.owner[k]=player[i].id;
6683                                                                                                                                                                 if(player[i].num_weapons>0){
6684                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6685                                                                                                                                                                 }
6686                                                                                                                                                                 player[i].num_weapons++;
6687                                                                                                                                                                 player[i].weaponids[0]=k;
6688                                                                                                                                                         }
6689                                                                                                                                 }
6690                                                                                                                         }
6691                                                                                                                 }
6692                                                                                                         }
6693                                                                                         }
6694                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6695                                                                                                 if(numplayers>1)
6696                                                                                                         for(j=0;j<numplayers;j++){
6697                                                                                                                 if(player[i].weaponactive==-1)
6698                                                                                                                         if(j!=i)
6699                                                                                                                                 if(player[j].num_weapons&&player[j].skeleton.free&&findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&(((player[j].skeleton.forward.y<0&&player[j].weaponstuckwhere==0)||(player[j].skeleton.forward.y>0&&player[j].weaponstuckwhere==1))||player[j].weaponstuck==-1||player[j].num_weapons>1)){
6700                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6701                                                                                                                                                 player[i].throwtogglekeydown=1;
6702                                                                                                                                                 player[i].victim=&player[j];
6703                                                                                                                                                 player[i].hasvictim=1;
6704                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6705                                                                                                                                                 player[i].target=0;
6706                                                                                                                                                 player[i].targetframe=0;
6707                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6708                                                                                                                                                 Normalise(&rotatetarget);
6709                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6710                                                                                                                                                 player[i].targetrotation*=360/6.28;
6711                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6712                                                                                                                                         }
6713                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6714                                                                                                                                                 player[i].throwtogglekeydown=1;
6715                                                                                                                                                 player[i].victim=&player[j];
6716                                                                                                                                                 player[i].hasvictim=1;
6717                                                                                                                                                 int k = player[j].weaponids[0];
6718                                                                                                                                                 if(player[i].hasvictim){
6719                                                                                                                                                         bool fleshstuck;
6720                                                                                                                                                         fleshstuck=0;
6721                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
6722                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6723                                                                                                                                                                         fleshstuck=1;
6724                                                                                                                                                                 }
6725                                                                                                                                                         }
6726                                                                                                                                                         if(!fleshstuck){
6727                                                                                                                                                                 if(weapons.type[k]!=staff)
6728                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6729                                                                                                                                                         }
6730                                                                                                                                                         if(fleshstuck)
6731                                                                                                                                                           emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6732
6733                                                                                                                                                         player[i].weaponactive=0;
6734                                                                                                                                                         if(weapons.owner[k]!=-1){
6735                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6736                                                                                                                                                                 else player[i].victim->num_weapons=1;
6737
6738                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
6739                                                                                                                                                                 player[i].victim->skeleton.free=1;
6740                                                                                                                                                                 player[i].victim->skeleton.broken=0;
6741
6742                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6743                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
6744                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
6745                                                                                                                                                                 }
6746
6747                                                                                                                                                                 XYZ relative;
6748                                                                                                                                                                 relative=0;
6749                                                                                                                                                                 relative.y=10;
6750                                                                                                                                                                 Normalise(&relative);
6751                                                                                                                                                                 XYZ footvel,footpoint;
6752                                                                                                                                                                 footvel=0;
6753                                                                                                                                                                 footpoint=weapons.position[k];
6754                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
6755                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6756                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6757                                                                                                                                                                                 weapons.bloody[k]=2;
6758                                                                                                                                                                                 weapons.blooddrip[k]=5;
6759                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
6760                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
6761                                                                                                                                                                                 player[i].victim->DoDamage(2000);
6762                                                                                                                                                                         }
6763                                                                                                                                                                 }
6764                                                                                                                                                                 if(player[i].victim->num_weapons>0){
6765                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6766                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
6767                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6768                                                                                                                                                                 }
6769
6770                                                                                                                                                                 player[i].victim->weaponactive=-1;
6771
6772                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
6773                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
6774                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
6775                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
6776                                                                                                                                                         }
6777                                                                                                                                                         weapons.owner[k]=i;
6778                                                                                                                                                         if(player[i].num_weapons>0){
6779                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6780                                                                                                                                                         }
6781                                                                                                                                                         player[i].num_weapons++;
6782                                                                                                                                                         player[i].weaponids[0]=k;
6783                                                                                                                                                 }
6784                                                                                                                                         }
6785                                                                                                                                 }
6786                                                                                                         }
6787                                                                                         }
6788                                                                                 }
6789                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6790                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
6791                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
6792                                                                                                         if(numplayers>1)
6793                                                                                                                 for(j=0;j<numplayers;j++){
6794                                                                                                                         if(i!=j)
6795                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
6796                                                                                                                                         if(hostile)
6797                                                                                                                                                 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&findDistancefast(&player[i].coords,&player[j].coords)<100&&findDistancefast(&player[i].coords,&player[j].coords)>1.5&&!player[j].skeleton.free&&-1==checkcollide(DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
6798                                                                                                                                                         if(!player[i].isFlip()){
6799                                                                                                                                                                 player[i].throwtogglekeydown=1;
6800                                                                                                                                                                 player[i].victim=&player[j];
6801                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
6802                                                                                                                                                                 player[i].target=0;
6803                                                                                                                                                                 player[i].targetframe=0;
6804                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6805                                                                                                                                                                 Normalise(&rotatetarget);
6806                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6807                                                                                                                                                                 player[i].targetrotation*=360/6.28;
6808                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6809
6810                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
6811                                                                                                                                                         }
6812                                                                                                                                                         if(player[i].isFlip()){
6813                                                                                                                                                                 if(player[i].weaponactive!=-1){
6814                                                                                                                                                                         player[i].throwtogglekeydown=1;
6815                                                                                                                                                                         player[i].victim=&player[j];
6816                                                                                                                                                                         XYZ aim;
6817                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
6818                                                                                                                                                                         aim=player[i].victim->coords+DoRotation(player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[righthand]].position,0,player[i].rotation,0)*player[i].scale);
6819                                                                                                                                                                         Normalise(&aim);
6820
6821                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6822
6823                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
6824                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6825                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
6826                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
6827                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
6828                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
6829                                                                                                                                                                         player[i].num_weapons--;
6830                                                                                                                                                                         if(player[i].num_weapons){
6831                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6832                                                                                                                                                                         }
6833                                                                                                                                                                         player[i].weaponactive=-1;
6834                                                                                                                                                                 }
6835                                                                                                                                                         }
6836                                                                                                                                                 }
6837                                                                                                                 }
6838                                                                                         }
6839                                                                                 }
6840                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6841                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
6842                                                                                         {
6843                                                                                                 player[i].throwtogglekeydown=1;
6844                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
6845                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6846                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6847                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6848                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
6849                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
6850                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
6851                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
6852                                                                                                 player[i].num_weapons--;
6853                                                                                                 if(player[i].num_weapons){
6854                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6855                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6856                                                                                                 }
6857
6858                                                                                                 player[i].weaponactive=-1;
6859                                                                                                 for(j=0;j<numplayers;j++){
6860                                                                                                         player[j].wentforweapon=0;
6861                                                                                                 }
6862                                                                                         }
6863                                                                                 }
6864
6865                                                                         }
6866
6867                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6868                                                                                 if((player[i].drawkeydown&&!player[i].drawtogglekeydown)||(player[i].num_weapons==2&&player[i].weaponactive==-1&&player[i].isIdle())||(player[0].dead&&player[i].weaponactive!=-1&&i!=0)){
6869                                                                                         //Setenvironment(1-environment);
6870                                                                                         bool isgood;
6871                                                                                         isgood=1;
6872                                                                                         if(player[i].weaponactive!=-1){
6873                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
6874                                                                                         }
6875                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
6876                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6877                                                                                                         player[i].targetanimation=drawrightanim;
6878                                                                                                         player[i].targetframe=0;
6879                                                                                                         player[i].target=0;
6880                                                                                                         player[i].drawtogglekeydown=1;
6881                                                                                                 }
6882                                                                                                 if((player[i].isIdle()||(player[i].aitype!=playercontrolled&&player[0].weaponactive!=-1&&player[i].isRun()))&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==sword){
6883                                                                                                         player[i].targetanimation=drawleftanim;
6884                                                                                                         player[i].targetframe=0;
6885                                                                                                         player[i].target=0;
6886                                                                                                         player[i].drawtogglekeydown=1;
6887                                                                                                 }
6888                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6889                                                                                                         player[i].targetanimation=crouchdrawrightanim;
6890                                                                                                         player[i].targetframe=0;
6891                                                                                                         player[i].target=0;
6892                                                                                                         player[i].drawtogglekeydown=1;
6893                                                                                                 }
6894                                                                                         }
6895                                                                                 }
6896                                                                                 if(player[i].isCrouch()&&weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&bloodtoggle&&player[i].onterrain&&player[i].num_weapons&&player[i].weaponactive!=-1&&player[i].attackkeydown){
6897                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
6898                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
6899                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
6900                                                                                                 player[i].targetframe=0;
6901                                                                                                 player[i].target=0;
6902                                                                                                 player[i].hasvictim=0;
6903                                                                                                 //player[i].attacktogglekeydown=1;
6904                                                                                         }
6905                                                                                 }
6906
6907                                                                                 if(!player[i].drawkeydown){
6908                                                                                         player[i].drawtogglekeydown=0;
6909                                                                                 }
6910
6911                                                                                 if(i==0){
6912                                                                                         absflatfacing=0;
6913                                                                                         absflatfacing.z=-1;
6914
6915                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6916                                                                                 }
6917                                                                                 else absflatfacing=flatfacing;
6918
6919                                                                                 if(indialogue!=-1){
6920                                                                                         player[i].forwardkeydown=0;
6921                                                                                         player[i].leftkeydown=0;
6922                                                                                         player[i].backkeydown=0;
6923                                                                                         player[i].rightkeydown=0;
6924                                                                                         player[i].jumpkeydown=0;
6925                                                                                         player[i].crouchkeydown=0;
6926                                                                                         player[i].drawkeydown=0;
6927                                                                                         player[i].throwkeydown=0;
6928                                                                                 }
6929                                                                                 movekey=0;
6930                                                                                 //Do controls
6931                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6932                                                                                         if(!player[i].forwardkeydown){
6933                                                                                                 player[i].forwardstogglekeydown=0;
6934                                                                                         }
6935                                                                                         if(player[i].crouchkeydown){
6936                                                                                                 //Crouch
6937                                                                                                 target=-2;
6938                                                                                                 if(i==0){
6939                                                                                                         player[i].superruntoggle=1;
6940                                                                                                         if(numplayers>1)
6941                                                                                                                 for(j=0;j<numplayers;j++){
6942                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6943                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
6944                                                                                                                                         player[i].superruntoggle=0;
6945                                                                                                                                 }
6946                                                                                                                         }
6947                                                                                                                 }
6948                                                                                                 }
6949
6950                                                                                                 if(numplayers>1)
6951                                                                                                         for(j=0;j<numplayers;j++){
6952                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6953                                                                                                                         if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||((player[j].targetanimation==swordslashanim||player[j].targetanimation==knifeslashstartanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)&&findDistancefast(&player[j].coords,&player[i].coords)<2))){
6954                                                                                                                                 if(target>=0)target=-1;
6955                                                                                                                                 else target=j;
6956                                                                                                                         }
6957                                                                                                                 }
6958                                                                                                         }
6959                                                                                                         if(target>=0)player[target].Reverse();
6960                                                                                                         player[i].lowreversaldelay=.5;
6961
6962                                                                                                         if(player[i].isIdle()){
6963                                                                                                                 player[i].targetanimation=player[i].getCrouch();
6964                                                                                                                 player[i].target=0;
6965                                                                                                                 player[i].targetframe=0;
6966                                                                                                                 player[i].transspeed=10;
6967                                                                                                         }
6968                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
6969                                                                                                                 player[i].targetanimation=rollanim;
6970                                                                                                                 player[i].target=0;
6971                                                                                                                 player[i].targetframe=0;
6972                                                                                                                 player[i].transspeed=20;
6973                                                                                                         }
6974                                                                                         }
6975                                                                                         if(!player[i].crouchkeydown){
6976                                                                                                 //Uncrouch
6977                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
6978                                                                                                 target=-2;
6979                                                                                                 if(player[i].isCrouch()){
6980                                                                                                         if(numplayers>1)
6981                                                                                                                 for(j=0;j<numplayers;j++){
6982                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
6983                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
6984                                                                                                                                         if(target>=0)target=-1;
6985                                                                                                                                         else target=j;
6986                                                                                                                                 }
6987                                                                                                                         }
6988                                                                                                                 }
6989                                                                                                                 if(target>=0)player[target].Reverse();
6990                                                                                                                 player[i].highreversaldelay=.5;
6991
6992                                                                                                                 if(player[i].isCrouch()){
6993                                                                                                                         if(!player[i].wasCrouch()){
6994                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
6995                                                                                                                                 player[i].currentframe=0;
6996                                                                                                                         }
6997                                                                                                                         player[i].target=0;
6998                                                                                                                         player[i].targetanimation=player[i].getIdle();
6999                                                                                                                         player[i].targetframe=0;
7000                                                                                                                         player[i].transspeed=10;
7001                                                                                                                 }
7002                                                                                                 }
7003                                                                                                 if(player[i].targetanimation==sneakanim){
7004                                                                                                         player[i].targetanimation=player[i].getIdle();
7005                                                                                                         player[i].target=0;
7006                                                                                                         player[i].targetframe=0;
7007                                                                                                         player[i].transspeed=10;
7008                                                                                                 }
7009                                                                                         }
7010                                                                                         if(player[i].forwardkeydown){
7011                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7012                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
7013                                                                                                         else player[i].targetanimation=player[i].getRun();
7014                                                                                                         player[i].target=0;
7015                                                                                                         player[i].targetframe=0;
7016                                                                                                 }
7017                                                                                                 if(player[i].isCrouch()){
7018                                                                                                         player[i].targetanimation=sneakanim;
7019                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7020                                                                                                         player[i].targetframe=0;
7021                                                                                                 }
7022                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7023                                                                                                         player[i].targetanimation=climbanim;
7024                                                                                                         player[i].target=0;
7025                                                                                                         player[i].targetframe=1;
7026                                                                                                         player[i].jumpclimb=1;
7027                                                                                                 }
7028                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7029                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7030                                                                                                 }
7031                                                                                                 player[i].forwardstogglekeydown=1;
7032                                                                                                 movekey=1;
7033                                                                                         }
7034                                                                                         if (player[i].rightkeydown){
7035                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7036                                                                                                         player[i].targetanimation=player[i].getRun();
7037                                                                                                         player[i].target=0;
7038                                                                                                         player[i].targetframe=0;
7039                                                                                                 }
7040                                                                                                 if(player[i].isCrouch()){
7041                                                                                                         player[i].targetanimation=sneakanim;
7042                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7043                                                                                                         player[i].targetframe=0;
7044                                                                                                 }
7045                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7046                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7047                                                                                                 }
7048                                                                                                 player[i].targetrotation-=90;
7049                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7050                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7051                                                                                                 movekey=1;
7052                                                                                         }
7053                                                                                         if ( player[i].leftkeydown){
7054                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7055                                                                                                         player[i].targetanimation=player[i].getRun();
7056                                                                                                         player[i].target=0;
7057                                                                                                         player[i].targetframe=0;
7058                                                                                                 }
7059                                                                                                 if(player[i].isCrouch()){
7060                                                                                                         player[i].targetanimation=sneakanim;
7061                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7062                                                                                                         player[i].targetframe=0;
7063                                                                                                 }
7064                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7065                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7066                                                                                                 }
7067                                                                                                 player[i].targetrotation+=90;
7068                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7069                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7070                                                                                                 movekey=1;
7071                                                                                         }
7072                                                                                         if(player[i].backkeydown){
7073                                                                                                 if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
7074                                                                                                         player[i].targetanimation=player[i].getRun();
7075                                                                                                         player[i].target=0;
7076                                                                                                         player[i].targetframe=0;
7077                                                                                                 }
7078                                                                                                 if(player[i].isCrouch()){
7079                                                                                                         player[i].targetanimation=sneakanim;
7080                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7081                                                                                                         player[i].targetframe=0;
7082                                                                                                 }
7083                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7084                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7085                                                                                                 }
7086                                                                                                 if(player[i].targetanimation==hanganim){
7087                                                                                                         player[i].currentanimation=jumpdownanim;
7088                                                                                                         player[i].targetanimation=jumpdownanim;
7089                                                                                                         player[i].target=0;
7090                                                                                                         player[i].currentframe=0;
7091                                                                                                         player[i].targetframe=1;
7092                                                                                                         player[i].velocity=0;
7093                                                                                                         player[i].velocity.y+=gravity;
7094                                                                                                         player[i].coords.y-=1.4;
7095                                                                                                         player[i].grabdelay=1;
7096                                                                                                 }
7097                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7098                                                                                                         player[i].targetrotation+=180;
7099                                                                                                 movekey=1;
7100                                                                                         }
7101                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7102                                                                                                 if((((player[i].isLanding()&&player[i].targetframe>=3)||player[i].isRun()||player[i].targetanimation==walkanim||player[i].isCrouch()||player[i].targetanimation==sneakanim)&&player[i].jumppower>1)&&((player[i].targetanimation!=rabbitrunninganim&&player[i].targetanimation!=wolfrunninganim)||i!=0)){
7103                                                                                                         player[i].jumpstart=0;
7104                                                                                                         player[i].targetanimation=jumpupanim;
7105                                                                                                         player[i].target=0;
7106                                                                                                         player[i].targetframe=0;
7107                                                                                                         player[i].rotation=player[i].targetrotation;
7108                                                                                                         player[i].transspeed=20;
7109                                                                                                         player[i].FootLand(0,1);
7110                                                                                                         player[i].FootLand(1,1);
7111
7112                                                                                                         facing=0;
7113                                                                                                         facing.z=-1;
7114                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7115
7116                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7117                                                                                                         if(!movekey)player[i].velocity=0;
7118
7119                                                                                                         //Dodge sweep?
7120                                                                                                         target=-2;
7121                                                                                                         if(numplayers>1)
7122                                                                                                                 for(j=0;j<numplayers;j++){
7123                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7124                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7125                                                                                                                                         if(target>=0)target=-1;
7126                                                                                                                                         else target=j;
7127                                                                                                                                 }
7128                                                                                                                         }
7129                                                                                                                 }
7130                                                                                                                 if(target>=0)player[i].velocity.y=1;
7131                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7132                                                                                                                         player[i].velocity.y=7;
7133                                                                                                                         player[i].crouchtogglekeydown=1;
7134                                                                                                                 }
7135                                                                                                                 else player[i].velocity.y=5;
7136
7137                                                                                                                 if(mousejump&&i==0&&debugmode){
7138                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7139                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7140                                                                                                                 }
7141
7142                                                                                                                 player[i].coords.y+=.2;
7143                                                                                                                 player[i].jumppower-=1;
7144
7145                                                                                                                 if (!i)
7146                                                                                                                   emit_sound_at(whooshsound, player[i].coords, 128.);
7147
7148                                                                                                                 emit_sound_at(jumpsound, player[i].coords, 128.);
7149                                                                                                 }
7150                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7151                                                                                                         player[i].targetanimation=player[i].getLanding();
7152                                                                                                         player[i].landhard=0;
7153                                                                                                         player[i].target=0;
7154                                                                                                         player[i].targetframe=2;
7155                                                                                                         player[i].jumpstart=1;
7156                                                                                                         player[i].tempdeltav=deltav;
7157                                                                                                 }
7158                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7159                                                                                                         if(player[i].jumppower>multiplier*6){
7160                                                                                                                 player[i].velocity.y+=multiplier*6;
7161                                                                                                                 player[i].jumppower-=multiplier*6;
7162                                                                                                         }
7163                                                                                                         if(player[i].jumppower<=multiplier*6){
7164                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7165                                                                                                                 player[i].jumppower=0;
7166                                                                                                         }
7167                                                                                                 }
7168                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7169                                                                                         }
7170
7171                                                                                         if(!movekey){
7172                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7173                                                                                                         player[i].targetanimation=player[i].getStop();
7174                                                                                                         player[i].target=0;
7175                                                                                                         player[i].targetframe=0;
7176                                                                                                 }
7177                                                                                                 if(player[i].targetanimation==sneakanim){
7178                                                                                                         player[i].targetanimation=player[i].getCrouch();
7179                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7180                                                                                                         player[i].targetframe=0;
7181                                                                                                 }
7182                                                                                         }
7183                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7184                                                                                                 player[i].targetanimation=player[i].getStop();
7185                                                                                                 player[i].target=0;
7186                                                                                                 player[i].targetframe=0;
7187                                                                                         }
7188                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7189                                                                                                 player[i].targetanimation=player[i].getStop();
7190                                                                                                 player[i].target=0;
7191                                                                                                 player[i].targetframe=0;
7192                                                                                         }
7193                                                                                 }
7194                                                                 }
7195                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7196                                                         }
7197
7198                                                         //Rotation
7199                                                         for(k=0;k<numplayers;k++){
7200                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7201                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7202                                                                         else player[k].rotation+=360;
7203                                                                 }
7204
7205                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7206                                                                         player[k].targetanimation=player[k].getStop();
7207                                                                         player[k].targetframe=0;
7208                                                                         player[k].target=0;
7209                                                                 }
7210
7211                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7212                                                                         player[k].targettilt=0;
7213                                                                 }
7214                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7215                                                                         player[k].targettilt=0;
7216                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7217                                                                         player[k].jumppower+=multiplier*7;
7218                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7219                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7220                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7221                                                                 }
7222
7223                                                                 if(player[k].isRun()){
7224                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7225                                                                 }
7226
7227                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7228                                                                 else if(player[k].tilt>player[k].targettilt){
7229                                                                         player[k].tilt-=multiplier*150;
7230                                                                 }
7231                                                                 else if(player[k].tilt<player[k].targettilt){
7232                                                                         player[k].tilt+=multiplier*150;
7233                                                                 }
7234
7235                                                                 player[k].grabdelay-=multiplier;
7236                                                         }
7237
7238                                                         for(k=0;k<numplayers;k++){
7239                                                                 player[k].DoAnimations();
7240                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7241                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7242                                                         }
7243
7244                                                         objects.DoStuff();
7245                                                         
7246                                                         for(j=numenvsounds-1;j>=0;j--){
7247                                                                 envsoundlife[j]-=multiplier;
7248                                                                 if(envsoundlife[j]<0){
7249                                                                         numenvsounds--;
7250                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7251                                                                         envsound[j]=envsound[numenvsounds];
7252                                                                 }
7253                                                         }
7254                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7255                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7256
7257                                                         if(tutoriallevel==1){
7258                                                                 XYZ temp;
7259                                                                 XYZ temp2;
7260                                                                 XYZ temp3;
7261                                                                 XYZ oldtemp;
7262                                                                 XYZ oldtemp2;
7263                                                                 temp.x=1011;
7264                                                                 temp.y=84;
7265                                                                 temp.z=491;
7266                                                                 temp2.x=1025;
7267                                                                 temp2.y=75;
7268                                                                 temp2.z=447;
7269                                                                 temp3.x=1038;
7270                                                                 temp3.y=76;
7271                                                                 temp3.z=453;
7272                                                                 oldtemp=temp;
7273                                                                 oldtemp2=temp2;
7274                                                                 if(tutorialstage>=51)
7275                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7276                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7277                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7278
7279                                                                                 emit_stream_np(stream_music3);
7280
7281                                                                                 gameon=0;
7282                                                                                 mainmenu=5;
7283
7284                                                                                 fireSound();
7285
7286                                                                                 flash();
7287                                                                         }
7288                                                                         if(tutorialstage<51)
7289                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7290                                                                                         emit_sound_at(fireendsound, player[0].coords);
7291
7292                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7293
7294                                                                                         flash();
7295                                                                                 }
7296                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7297                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7298                                                                                                 emit_sound_at(fireendsound, player[1].coords);
7299
7300                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7301                                                                                                         if(Random()%2==0){
7302                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7303                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7304                                                                                                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7305                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7306                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7307                                                                                                         }
7308                                                                                                 }
7309
7310                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7311                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7312                                                                                                         player[1].skeleton.joints[i].velocity=0;
7313                                                                                                         if(Random()%2==0){
7314                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7315                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7316                                                                                                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7317                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7318                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7319                                                                                                         }
7320                                                                                                 }
7321                                                                                         }
7322                                                         }
7323
7324
7325                                                         //3d sound
7326                                                         static float gLoc[3];
7327                                                         gLoc[0]=viewer.x;
7328                                                         gLoc[1]=viewer.y;
7329                                                         gLoc[2]=viewer.z;
7330                                                         static float vel[3];
7331                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7332                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7333                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7334
7335                                                         //Set orientation with forward and up vectors
7336                                                         static XYZ upvector;
7337                                                         upvector=0;
7338                                                         upvector.z=-1;
7339
7340                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7341                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7342
7343                                                         facing=0;
7344                                                         facing.z=-1;
7345
7346                                                         facing=DoRotation(facing,-rotation2,0,0);
7347                                                         facing=DoRotation(facing,0,0-rotation,0);
7348
7349
7350                                                         static float ori[6];
7351                                                         ori[0] = -facing.x;
7352                                                         ori[1] = facing.y;
7353                                                         ori[2] = -facing.z;
7354                                                         ori[3] = -upvector.x;
7355                                                         ori[4] = upvector.y;
7356                                                         ori[5] = -upvector.z;
7357
7358                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7359                                                         OPENAL_Update();
7360
7361                                                         oldviewer=viewer;
7362                 }
7363         }
7364
7365         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7366                 Screenshot();
7367                 freezetogglekeydown=1;
7368         }
7369 }
7370
7371 void    Game::TickOnce(){
7372         if(mainmenu)
7373                 rotation+=multiplier*5;
7374         else
7375                 if(directing||indialogue==-1) {
7376                         rotation+=deltah*.7;
7377                         if(!invertmouse)rotation2+=deltav*.7;
7378                         if(invertmouse)rotation2-=deltav*.7;
7379                         if(rotation2>90)rotation2=90;
7380                         if(rotation2<-70)rotation2=-70;
7381                 }
7382 }
7383
7384 void    Game::TickOnceAfter(){
7385         static XYZ colviewer;
7386         static XYZ coltarget;
7387         static XYZ target;
7388         static XYZ col;
7389         static float brotate;
7390         static XYZ facing;
7391         static int i,j;
7392         static float changedelay;
7393         static bool alldead;
7394         static float unseendelay;
7395         static float cameraspeed;
7396
7397         if(!mainmenu){
7398
7399                 if(environment==snowyenvironment)music1=stream_music1snow;
7400                 if(environment==grassyenvironment)music1=stream_music1grass;
7401                 if(environment==desertenvironment)music1=stream_music1desert;
7402
7403                 realthreat=0;
7404
7405                 musictype=music1;
7406                 for(i=0;i<numplayers;i++){
7407                         if((player[i].aitype==attacktypecutoff||player[i].aitype==getweapontype||player[i].aitype==gethelptype||player[i].aitype==searchtype)&&!player[i].dead/*&&player[i].surprised<=0*/&&(player[i].targetanimation!=sneakattackedanim&&player[i].targetanimation!=knifesneakattackedanim&&player[i].targetanimation!=swordsneakattackedanim)){
7408                                 musictype=stream_music2;
7409                                 realthreat=1;
7410                         }
7411                 }
7412                 if(player[0].dead)musictype=stream_music3;
7413
7414
7415                 if(musictype==stream_music2){
7416                         unseendelay=1;
7417                 }
7418
7419                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7420                         unseendelay-=multiplier;
7421                         if(unseendelay>0){
7422                                 musictype=stream_music2;
7423                         }
7424                 }
7425
7426
7427                 if(loading==2){
7428                         musictype=stream_music3;
7429                         musicvolume[2]=512;
7430                         musicvolume[0]=0;
7431                         musicvolume[1]=0;
7432                         musicvolume[3]=0;
7433                 }
7434
7435                 if(musictoggle){
7436                         if(musictype!=oldmusictype&&musictype==stream_music2){
7437                                 emit_sound_np(alarmsound);
7438
7439                         }
7440                 }
7441                 musicselected=musictype;
7442
7443                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7444                 else musicvolume[0]-=multiplier*450;
7445                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7446                 else musicvolume[1]-=multiplier*450;
7447                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7448                 else musicvolume[2]-=multiplier*450;
7449
7450                 for(i=0;i<3;i++){
7451                         if(musicvolume[i]<0)musicvolume[i]=0;
7452                         if(musicvolume[i]>512)musicvolume[i]=512;
7453                 }
7454
7455                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7456
7457                 if(musictoggle){
7458                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7459                           emit_stream_np(music1, musicvolume[0]);
7460                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7461                           emit_stream_np(stream_music2, musicvolume[1]);
7462                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7463                           emit_stream_np(stream_music3, musicvolume[2]);
7464                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7465                                 pause_sound(music1);
7466                         }
7467                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7468                                 pause_sound(stream_music2);
7469                         }
7470                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7471                                 pause_sound(stream_music3);
7472                         }
7473
7474                         if(musicvolume[0]!=oldmusicvolume[0]){
7475                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7476                         }
7477                         if(musicvolume[1]!=oldmusicvolume[1]){
7478                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7479                         }
7480                         if(musicvolume[2]!=oldmusicvolume[2]){
7481                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7482                         }
7483
7484                         for(i=0;i<3;i++){
7485                                 oldmusicvolume[i]=musicvolume[i];
7486                         }
7487                 } else {
7488                         pause_sound(music1);
7489                         pause_sound(stream_music2);
7490                         pause_sound(stream_music3);
7491
7492                         for(i=0;i<4;i++){
7493                                 oldmusicvolume[i]=0;
7494                                 musicvolume[i]=0;
7495                         }
7496                 }
7497
7498                 killhotspot=2;
7499                 for(i=0;i<numhotspots;i++){
7500                         if(hotspottype[i]>10&&hotspottype[i]<20){
7501                                 if(player[hotspottype[i]-10].dead==0){
7502                                         killhotspot=0;
7503                                 }
7504                                 else if(killhotspot==2)
7505                                         killhotspot=1;
7506                         }
7507                 }
7508                 if(killhotspot==2)killhotspot=0;
7509
7510
7511                 winhotspot=0;
7512                 for(i=0;i<numhotspots;i++){
7513                         if(hotspottype[i]==-1){
7514                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7515                                         winhotspot=1;
7516                         }
7517                 }
7518
7519                 int numalarmed=0;
7520                 for(i=1;i<numplayers;i++){
7521                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7522                 }
7523                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7524
7525                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7526                         if(player[0].dead&&changedelay<=0){
7527                                 changedelay=1;
7528                                 targetlevel=whichlevel;
7529                         }
7530                         alldead=1;
7531                         for(i=1;i<numplayers;i++){
7532                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7533                         }
7534
7535
7536                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7537                                 changedelay=1;
7538                                 targetlevel=whichlevel+1;
7539                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7540                         }
7541                         if(winhotspot||windialogue){
7542                                 changedelay=0.1;
7543                                 targetlevel=whichlevel+1;
7544                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7545                         }
7546
7547
7548                         if(killhotspot){
7549                                 changedelay=1;
7550                                 targetlevel=whichlevel+1;
7551                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7552                         }
7553
7554                         if(changedelay>0&&!player[0].dead&&!won){
7555                                 //high scores, awards, win
7556                                 if(campaign){
7557                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7558                                         scoreadded=1;
7559                                 }
7560                                 else
7561                                 {
7562                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7563                                 }
7564                                 won=1;
7565                         }
7566                 }
7567
7568                 if(!winfreeze){
7569
7570                         if(leveltime<1){
7571                                 loading=0;
7572                                 changedelay=.1;
7573                                 alldead=0;
7574                                 winhotspot=0;
7575                                 killhotspot=0;
7576                         }
7577
7578                         if(!editorenabled&&gameon&&!mainmenu){
7579                                 if(changedelay!=-999)changedelay-=multiplier/7;
7580                                 if(player[0].dead)targetlevel=whichlevel;
7581                                 if(loading==2&&!campaign){
7582                                         flash();
7583
7584                                         fireSound(firestartsound);
7585
7586                                         if(!player[0].dead&&targetlevel!=whichlevel){
7587                                                 startbonustotal=bonustotal;
7588                                         }
7589                                         if(player[0].dead) Loadlevel(whichlevel);
7590                                         else Loadlevel(targetlevel);
7591
7592                                         fireSound();
7593
7594                                         loading=3;
7595                                 }
7596                                 if(loading==2&&targetlevel==whichlevel){
7597                                         flash();
7598                                         loadtime=0;
7599
7600                                         fireSound(firestartsound);
7601
7602                                         for(i=0;i<255;i++){
7603                                                 mapname[i]='\0';
7604                                         }
7605                                         mapname[0]=':';
7606                                         mapname[1]='D';
7607                                         mapname[2]='a';
7608                                         mapname[3]='t';
7609                                         mapname[4]='a';
7610                                         mapname[5]=':';
7611                                         mapname[6]='M';
7612                                         mapname[7]='a';
7613                                         mapname[8]='p';
7614                                         mapname[9]='s';
7615                                         mapname[10]=':';
7616                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
7617                                         Loadlevel(mapname);
7618
7619                                         fireSound();
7620
7621                                         loading=3;
7622                                 }
7623                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
7624                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
7625                         {
7626                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
7627                                                         winfreeze=1;
7628                                                         changedelay=-999;
7629                                                 }
7630                                                 if(player[0].dead)loading=1;
7631                                         }
7632                                 }
7633                         }
7634
7635                         if(campaign)
7636                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
7637                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
7638                                                 endgame=1;
7639                                         }
7640                                 }
7641                                 else if(mainmenu==0&&winfreeze){
7642                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7643                                                 stealthloading=1;
7644                                         else stealthloading=0;
7645
7646                                         if(!stealthloading){
7647                                                 float gLoc[3]={0,0,0};
7648                                                 float vel[3]={0,0,0};
7649                                                 fireSound(firestartsound);
7650
7651                                                 flash();
7652                                         }
7653
7654                                         startbonustotal=0;
7655
7656                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7657                                         ipstream.ignore(256,':');
7658                                         ipstream >> campaignnumlevels;
7659                                         for(i=0;i<campaignnumlevels;i++){
7660                                                 ipstream.ignore(256,':');
7661                                                 ipstream.ignore(256,':');
7662                                                 ipstream.ignore(256,' ');
7663                                                 ipstream >> campaignmapname[i];
7664                                                 ipstream.ignore(256,':');
7665                                                 ipstream >> campaigndescription[i];
7666                                                 for(j=0;j<256;j++){
7667                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7668                                                 }
7669                                                 ipstream.ignore(256,':');
7670                                                 ipstream >> campaignchoosenext[i];
7671                                                 ipstream.ignore(256,':');
7672                                                 ipstream >> campaignnumnext[i];
7673                                                 for(j=0;j<campaignnumnext[i];j++){
7674                                                         ipstream.ignore(256,':');
7675                                                         ipstream >> campaignnextlevel[i][j];
7676                                                         campaignnextlevel[i][j]-=1;
7677                                                 }
7678                                                 ipstream.ignore(256,':');
7679                                                 ipstream >> campaignlocationx[i];
7680                                                 ipstream.ignore(256,':');
7681                                                 ipstream >> campaignlocationy[i];
7682                                         }
7683                                         ipstream.close();
7684
7685                                         for(i=0;i<campaignnumlevels;i++){
7686                                                 levelvisible[i]=0;
7687                                                 levelhighlight[i]=0;
7688                                         }
7689
7690
7691                                         for(i=0;i<campaignnumlevels;i++){
7692                                                 levelvisible[i]=0;
7693                                                 levelhighlight[i]=0;
7694                                         }
7695
7696                                         levelorder[0]=0;
7697                                         levelvisible[0]=1;
7698                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
7699                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7700                                                 levelvisible[levelorder[i+1]]=1;
7701                                         }
7702                                         int whichlevelstart;
7703                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7704                                         if(whichlevelstart<0){
7705                                                 campaignchoicenum=1;
7706                                                 campaignchoicewhich[0]=0;
7707                                         }
7708                                         else
7709                                         {
7710                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7711                                                 for(i=0;i<campaignchoicenum;i++){
7712                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7713                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7714                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7715                                                 }
7716                                         }
7717
7718                                         loading=2;
7719                                         loadtime=0;
7720                                         targetlevel=7;
7721                                         //if(firstload)TickOnceAfter();
7722                                         if(!firstload)LoadStuff();
7723                                         //else {
7724                                         for(i=0;i<255;i++){
7725                                                 mapname[i]='\0';
7726                                         }
7727                                         mapname[0]=':';
7728                                         mapname[1]='D';
7729                                         mapname[2]='a';
7730                                         mapname[3]='t';
7731                                         mapname[4]='a';
7732                                         mapname[5]=':';
7733                                         mapname[6]='M';
7734                                         mapname[7]='a';
7735                                         mapname[8]='p';
7736                                         mapname[9]='s';
7737                                         mapname[10]=':';
7738
7739                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
7740                                         whichchoice=0;
7741                                         visibleloading=1;
7742                                         stillloading=1;
7743                                         Loadlevel(mapname);
7744                                         campaign=1;
7745                                         mainmenu=0;
7746                                         gameon=1;
7747                                         pause_sound(stream_music3);
7748
7749                                         stealthloading=0;
7750                                 }
7751
7752                                 if(loading==3)loading=0;
7753
7754                         }
7755
7756                         oldmusictype=musictype;
7757         }
7758
7759         facing=0;
7760         facing.z=-1;
7761
7762         facing=DoRotation(facing,-rotation2,0,0);
7763         facing=DoRotation(facing,0,0-rotation,0);
7764         viewerfacing=facing;
7765
7766         brotate=0;
7767         if(!cameramode){
7768                 if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7769                 else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7770                 target.y+=.1;
7771                 if(player[0].skeleton.free){
7772                         for(i=0;i<player[0].skeleton.num_joints;i++){
7773                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7774                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7775                         }
7776                         target.y+=.1;
7777                 }
7778                 if(player[0].skeleton.free!=2&&!autocam){
7779                         cameraspeed=20;
7780                         if(findLengthfast(&player[0].velocity)>400){
7781                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7782                         }
7783                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7784                         coltarget=target-cameraloc;
7785                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7786                         else {
7787                                 Normalise(&coltarget);
7788                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7789                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7790                         }
7791                         if(editorenabled)cameraloc=target;
7792                         cameradist+=multiplier*5;
7793                         if(cameradist>2.3)cameradist=2.3;
7794                         viewer=cameraloc-facing*cameradist;
7795                         colviewer=viewer;
7796                         coltarget=cameraloc;
7797                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7798                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7799                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7800                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7801                                         colviewer=viewer;
7802                                         coltarget=cameraloc;
7803                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7804                                 }
7805                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7806                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7807                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7808                                                 colviewer=viewer;
7809                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7810                                                         viewer=colviewer;
7811                                                 }
7812                                         }
7813                                         cameradist=findDistance(&viewer,&target);
7814                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7815                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7816                                         }
7817                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7818                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7819                                         }
7820                 }
7821                 if(player[0].skeleton.free!=2&&autocam){
7822                         cameraspeed=20;
7823                         if(findLengthfast(&player[0].velocity)>400){
7824                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7825                         }
7826                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7827                         cameradist+=multiplier*5;
7828                         if(cameradist>3.3)cameradist=3.3;
7829                         coltarget=target-cameraloc;
7830                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7831                         else if(findLengthfast(&coltarget)>1)
7832                         {
7833                                 Normalise(&coltarget);
7834                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7835                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7836                         }
7837                         if(editorenabled)cameraloc=target;
7838                         viewer=cameraloc;
7839                         colviewer=viewer;
7840                         coltarget=cameraloc;
7841                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7842                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7843                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7844                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7845                                         colviewer=viewer;
7846                                         coltarget=cameraloc;
7847                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7848                                 }
7849                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7850                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7851                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7852                                                 colviewer=viewer;
7853                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7854                                                         viewer=colviewer;
7855                                                 }
7856                                         }
7857                                         cameradist=findDistance(&viewer,&target);
7858                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7859                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7860                                         }
7861                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7862                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7863                                         }
7864                 }
7865                 if(camerashake>.8)camerashake=.8;
7866                 //if(woozy>10)woozy=10;
7867                 //woozy+=multiplier;
7868                 woozy+=multiplier;
7869                 if(player[0].dead)camerashake=0;
7870                 if(player[0].dead)woozy=0;
7871                 camerashake-=multiplier*2;
7872                 blackout-=multiplier*2;
7873                 //if(player[0].isCrouch())woozy-=multiplier*8;
7874                 if(camerashake<0)camerashake=0;
7875                 if(blackout<0)blackout=0;
7876                 //if(woozy<0)woozy=0;
7877                 if(camerashake){
7878                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
7879                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
7880                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
7881                 }
7882         }
7883 }